About Skølrykk DråthenbornThis young man is tall and strong, but his face is melancholy and he is restless. He carries a tall, dark spear and smells of salt.
+4 Fort (+2 base, +1 Con)(+5 against cold)
Speed: 20 ft Skills:
Armor Check Penalties: -1 Armor, -0 Shield (ac) +2 Acrobatics (+2 Dex) ac +1 Appraise (+1 Int) +0 Bluff (+0 Cha) +8 Climb (Str +4, +1 Rank, +3 Class) ac +1 Craft, Ship (+1 Int, Class) +0 Diplomacy (+0 Cha) +2 Disable Device (+2 Dex) ac +0 Disguise (+0 Cha) +2 Escape Artist (+2 Dex) ac +2 Fly (+2 Dex) ac +0 Handle Animal (+0 Cha, Class) +0 Heal (+0 Wis) +0 Intimidate (+0 Cha, Class) +1 Knowledge Engineering (+1 Int, Class) +1 Knowledge Dungeoneering (+1 Int, Class) +1 Knowledge, Local (+1 Int, Class)(-2 when inland) +0 Perform (+0 Cha) +2 Perception (+0 Wis, +2 Rank) +5 Profession, Fisherman, Sailor(+0 Wis, +1 Trait, +1 Rank, +3 Class) +2 Ride (+2 Dex, Class) ac +0 Sense Motive (+0 Wis) +2 Sleight of Hand (+2 Dex) ac +0 Spellcraft (+0 Int) +3 Stealth (+2 Dex, +1 Rank) ac +5 Survival (+0 Wis, +1 Rank, +1 Trait, +3 Class) +10 Swim (+4 Str, +1 Rank, +3 Class, +2 Trait) ac Languages: Common, Skaldic Traits:
Sea Wolf (sea or ocean): You learned to swim right after you learned to walk. You grew up on and in the water, working either as a fisherman's helper or a deckhand on a pirate ship. You gain a +1 trait bonus on damage dealt with a dagger or close weapon and a +1 trait bonus on Swim checks. Swim is always a class skill for you.
Lochfolk of Lodovka:+1 Profession: Fisherman, swim, survival. -2 on local knowledge checks when inland. Outlander: +1 to Diplomacy and Intimidate with locals in Kustnir and the surrounding area Gífr-banamaðr Achievement Trait: When in combat with trolls (or any other creature of the Giant subtype) you gain a +1 trait bonus to flanking attacks and a +1 bonus to confirm critical hits. Feats:
Dodge: +1 AC (Lvl 1) Improved Unarmed Strike: Unarmed attacks can do lethal damage, don't provoke AoOs (Human) Combat Reflexes: Make AoO's equal to your Dex modifier Fighter:
Mobility: +4 Dodge to AC when moving in threatened areas (Lvl 1) Bravery: +1 will against fear, +1/4lvls Combat Expertise:-1 to hit for +1 dodge bonus(Lvl 2) Armor Training: -1 on all AC penalties Level 1: +1 hp
Equipment:
Arms, Armor, and Clothing
Longspear 5lbs
Cold Weather Outfit 7lbs
It provides any worshiper of Desna with additional access to powers:
52 lbs Backpack 2lbs
37lbs Belt Pouch
Carrying Capacity Current Weight: 52+37 = 89lbs Light Load: x < 100 lbs
Group Pot:
47 schillings 38 Marks Rumors:
Droost: Upon the Lakeside there sits an old deserted villa... folk whisper how the spirit of a mighty Cyclop's mage was imprisoned within its walls... and how its spectral remains wait there still... Background:
Born in the small port town of Rykka in the Land of the Linnorm Kings, Skølrykk was the son of Samyyk, a local fisherman. Every morning, even before he could walk, his brother Vårgyl and his sister Quialia would bring him to the icy seawater and bathe him. He learned to swim nearly as quickly as he learned to walk, which made his father very proud when he came home after a long day on the water. When Skølrykk was 13, he joined his father and brother on his first day of fishing. He loved the spray of the salt waves and the cries of the seabirds, and he exulted as the wind blew through his hair as he stood on the bow of the small ship. He helped his father fish for much of the summer months, but when the wintry seas grew too stormy and dangerous, he was no longer allowed to accompany them. He studied through the winters with the other children in the village at the house of an elder. The man was named Korl and he was the oldest man Skølrykk had ever seen, but he was still very clever and knowledgeable of many things. He taught the children of nature and history, and they all revered his sagacity. As he grew older, he helped more with the fishing, and he maintained his love of the sea and of swimming. On returning to the port, he would often spring from the boat and swim to shore, starting progressively farther away, until his father and brother began to call him a fish. At 15 he started training with the other young men of the village for the militia. There, he learned from a retired Viking named Thorald how to wield sword and shield, spear and axe. He also learned wrestling, and became quite good at it, because he was very strong. He continued with his teachings from Korl and Thorald and grew to be a fine young man. He was always adventurous, and would explore the sea and the land both. One day, he would swim out as far as he could in the icy waters, and the next he would hike into the woods, often not returning until the morning. People wondered what he did this for, but he couldn't quite explain it, not even to himself. He felt like he was looking for something, but he knew not what. On one of his swims, he went out and out and out until he thought his lungs would burst, or the waves would crush him, or some beast from the deep like in the legends would come up and devour him. A form materialized out of the water, slowly. It was a small island, thickly covered in trees and with sharp stones on the small shore. This was a very strange place for an island, and he had never seen or heard of it, though he had sailed this direction many times with his father. He swam to the island and hauled himself out of the water, breathing hard and shivering. He walked across the shore, the sharp stones digging into his feet making him wince. He reached the forest and entered, to find it lush and sheltered from the wind, even strangely warm. He went through the small glade until he reached what he thought was the middle. There, he sat on the ground and leaned back against a tree. It was strange to see such a large tree on such a small island, and the entire place was exceedingly unnatural. He then walked further, to find the other side of the island. There, he came upon a Skald longboat, wrecked on the jagged rocks of the beach. It looked like it had been there for years, and he wondered at this strange small island. He approached the boat and found it mostly in shambles. Seabirds had made the deck their roost, and the oars hung with algae and barnacles. The sail hung, tattered and eerily flapping in the wind. Old, peeling letters on the side read Det Dråthen Jyøgun. He climbed up the side to the protest of the seabirds, and entered the hull. Inside, he found a shipment of strange things, mostly parchment that fell apart as he lifted it out of chests, but also some boxes of dried fruits and spices. He found a box full of strange, moth-eaten clothes and donned them because he was cold. A further search revealed a small armory. He hefted a simple sword, and saw a couple of old axes as well, but they were deeply pitted with rust and grime. However, in the corner, he found a long spear that looked almost new. Lifting it, he found it light and strong, and the head was still sharp and free from decay. He decided he would bring this spear home and tell his family of his adventure. He returned the old clothes and left the ship with one last glance to hold it in his memory. He followed the way he came by, and came to the shore where he came onto the island. He slipped back into the frigid water and began the long, awkward swim back with his treasure. The swim was twice as long as he remembered it, and was only made harder by trying to keep track of the spear. Twice, he considered leaving it to float away, but decided to keep it as it was the only evidence he had that this strange island existed. For a time, he thought he was lost, but as he smelled the smoke of the homefires burning, he knew to continue. The shore became visible, and to his horror, he realized that he could not only smell the smoke, but see it, too. He saw a black cloud growing over the shore where his home town was, and increased his pace, fearing the worst. He finally came to the shore, but it was too late. His father's fishing boat burned, half-sunk in the harbor, and Rykka was in ruins. Much of it still on fire, and he saw no people. He rushed home but found only a smoking pile of coals and rubble. With his heart torn asunder and his face washed with tears, he ran through the streets, desperately looking for someone, anyone. He wanted to kill the people responsible for this evil, but nobody was there. He wandered dumbly through the streets now, his small world shattered. Without realizing it, his feet took him to the door of the old wise man, Korl. His house was made of stone, and had not been burned but the door hung off of its hinges and the place was torn apart. He sat on the floor and let the spear fall. A noise behind him made him jump and he saw that the old man, Korl, stood in the doorway, hunched as he was and leaning heavily on his walking staff. Tears ran down his old cheeks, but he smiled still.
Skølrykk repaired Korl's house and the two lived there for a short ime as he was preparing to leave. He was able to find a small boat and repair it enough to sail. The day he had finished, he returned to Korl's house. Korl told him Child, I am old, and I will die soon, I know. My heart cannot bear these last sufferings...Please perform the ceremony, will you? Skølrykk once again nodded, perplexed.
The next morning, Skølrykk woke to find Korl cold in his bed. Solemnly, he built a pyre and set it to burn. He sailed away as Korl's spirit left this world, and has never returned home. He made his way to the Varisian gulf, where he worked building ships. Working in the shipyard by day and wrestling in the local fighting tavern by night, he was able to earn enough to leave. He signed onto a merchant ship as a crewman/guard and made his way to Taldor. From there, he worked his way up through the River Kingdom, eventually coming to the Lake of Mists and Veils. Here, he sensed secrets and a hidden power that he was drawn to. Collecting his pay from the ships he worked on, he decided to stay for a time and learn of the people. XP:
750 |