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  1. - Top - End - #1
    Troll in the Playground
    Join Date
    Mar 2013
    Location
    NZ

    Default The Northlands Saga - Spears in the Ice OOC

    THE NORTHLANDS SAGA - SPEARS IN THE ICE


    Spoiler: The Big 16
    Show
    1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?

    Pathfinder

    2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?

    "Spears in the Ice", the first adventure in the "Northlands Saga" campaign setting and adventure path by Frog God Games.

    Information on the setting can be found on the Paizo site here.

    3. How many Players are you looking for? Will you be taking alternates, and if so, how many?

    4-5 or so

    4. What's the gaming medium (OOTS, chat, e-mail etc.)?

    Here - GitP forums.

    5. What is the characters' starting status (i.e. experience level)?

    Level 1 (0 xp)

    6. How much gold or other starting funds will the characters begin with?

    Average per class as per Core Rules.

    Local technology is classed as "High Middle Ages" so items such as full plate armor, bastard sword, crossbows, rapiers, and gunpowder weapons will not be available unless you have a darn good reason.

    7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?

    Preferred classes:
    • Barbarian (especially Bearsarker* & Ulfhander* archetypes)
    • Fighter (especially Huscarl* archetype)
    • Bard (especially Skald* archetype)
    • Rogue (especially wilderness archetypes)
    • Ranger (especially spell-less archetypes)
    • Sorcerer (Cunning Woman* bloodline)
    • Cleric
    • Druid
    • Oracle
    • Paladin (Spear-Maiden* archetype)
    • Hybrids of the above (eg Bloodrager, Hunter, Skald, Slayer, Warpriest)

    Discouraged classes:
    • Monk
    • Wizard
    • Alchemist
    • Cavalier
    • Gunslinger
    • Inquisitor
    • Magus
    • Samurai
    • Ninja


    No homebrew. Third party stuff by request (must be on PFSRD).
    * denotes setting-specific content. Info on new races and classes can be found on the Paizo website here.

    8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?

    Preferred races:
    • Northlander (viking human)
    • Nûk/ Nûklander* (tundra elf, low-tech "Stone Age")
    • Seagestrelander (tribal human, low-tech "Stone Age")
    • Dwarf
    • Giant-Blooded*
    • Troll-Blooded*

    Discouraged races:
    • Halfling
    • Gnome
    • Half-orc


    No homebrew. Third party stuff by request (must be on PFSRD).
    * denotes setting-specific content. Info on new races and classes can be found on the Paizo website here.

    9. By what method should Players generate their attributes/ability scores and Hit Points?

    PF 15 point buy

    Max hp for 1st level. Half max + 0.5 (rounded up) thereafter.

    10. Does your game use alignment? What are your restrictions, if so?

    Standard alignment rules, but you have to be broadly capable of working together. Non-evil preferred.

    11. Do you allow multi-classing, or have any particular rules in regards to it?

    Standard rules.

    12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?

    All die rolls on the GitPs forums - either in the OOC forum or in spoilers in the IC forum please. I will roll initiative, saves and certain skill checks for you. Basically anything reactive I will roll in order to speed play up. You can do all of the proactive rolls for your character.

    13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.

    A variety of minor setting-specific rules. Details are with the setting info on the Paizo site here.

    2 traits allowed (any mix of campaign & other).
    1 drawback (+ 3rd trait) allowed
    I reserve the right to veto any wackiness.

    Other optional rules considered on request.

    14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?

    A basic background is required. Nothing too extensive.

    The Northlands Saga Adventure Path calls for characters that are in service to Olaf Henrikson, the Jarl of Halfstead. These members of the jarl’s household are lesser servants, would-be huscarls, and other attached persons. If any PC is not a member of the household, then he should be associated to it in some way, possibly as a seasonal hanger-on. The Northlands are not like other fantasy settings. Rulers and others in positions of authority simply do not hire adventurers to solve their problems; they either take care of things themselves or send members of their household to see to the situation.
    Having the PCs all be in the service to the same jarl allows for the party to have a solid foundation. Not only do they have similar goals and directives, but they also will likely know each other, if not since childhood, then at least from the mead hall of their jarl. Even outsiders would have had time to fraternize with the locals before the adventure begins.

    15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?

    Hack & slash, RP, heroism, bravado!

    16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?

    The following sources are approved:

    Other sources by request.

    The Northlands Saga Player's Guide is available for purchase here but is not required reading. I'll provide info on anything relevant.


    Spoiler: Map of the Northlands
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    Spoiler: Map of Hord Peninsula & Silvermeade Hall
    Show


    Centrally located on the North Sea, the Hord Peninsula is sometimes considered the heart of the Northlands, despite the cultural prominence of neighboring Storstrøm Vale. The coastal areas slope gently down to the sea and are dotted with hundreds of tiny anchorages. These coastal lands are also very fertile and crossed by several small streams that flow from the interior. As a result they are densely settled and cut up into nearly a hundred jarldoms, some rather petty, some grand (such as the jarldoms of Halfstead and Galvë). The central portion of the peninsula is lightly wooded, though only in the southern regions where lies the Forest of Woe can it be truly considered a forested area. As a result of the presence of this ominous woodland to the south, most of the settlements are concentrated in the central and northern areas or along the coasts.

    In the center of the peninsula, the trees become sparse in a marshy upland that is called the Moors. A portion of these moors is dry with firmer footing and holds the area known as the Barrow Lands. Beyond the settled lands, a thin fringe of forest, either not yet cleared or intentionally left wild, permits hunting and logging without venturing into the forest to the south.

    Spoiler: The hook
    Show
    You have been ordered to appear before your jarl, Olaf Henrikson, Jarl of Halfstead, greatest city of the Northlands. For young members in service to his household or visitors who have wintered here at Silvermeade Hall but have no immediate plans for pursuing their wyrd, this is a moment of both hope and fear. Hope that he assigns you a glorious task that allows you to prove your mettle, but tinged with fear of his wrath should you fail. Your jarl is a good man, strong and battle-tested, with many famed heroic deeds to his name. Most importantly, he is a ring-giver, one who is generous to those in his service who prove themselves deserving.

    After making yourself presentable, you and a few of his other retainers and guests walk through the gates of the great hall’s stockade and present yourselves to the guards at the carved wooden doors that mark the main entrance. After exchanging a few jests with these household warriors that you have known for as long as you’ve been a part of the jarl’s household, Ari Hrokson, your jarl’s herald, comes for you.

    “I needn’t remind you to keep polite and let the jarl speak first. And do not keep too much of his time, this is a busy day,” the old skald states. He then announces you to the jarl.


    Party roster

    Player Character Alignment Race Class
    PeacefulOak Dark Dreams Wanderer (Mørkedrømevandrer) CG Nûk Spell-less Ranger (Dual-style)
    DrK Freyja Skirlaug LG Giant-Blooded Paladin (Spear-maiden)
    atlastrembles White That Walks (Vitsomgar) NG Nûk Druid (Bear Shaman)
    Starbin Heltinne Thrainsdottir NG Aasimar (Angel-blooded) Oracle (Spirit Guide)
    farothel Bjorn Ulgardson LG Human (Northlander) Fighter (Huscarl)
    Ghostfoot (NPC) Signy Stone-Eye N Human (Northlander) Sorcerer (Cunning Woman)

    Link to the IC is here.

    The Lost & Absent

    Player Character Alignment Race Class
    BelGareth Gunnar Hallvard LG Human (Northlander) Slayer (Vanguard)
    Mercurion 2 Knorron Iceborn N Troll-Blooded Rogue (Scout)
    Dexam Skorri Erlenson N Human (Northlander) Skald (Dragon Skald)
    Last edited by Ghostfoot; 2019-10-12 at 03:19 PM.

  2. - Top - End - #2
    Troll in the Playground
    Join Date
    Mar 2013
    Location
    NZ

    Default Re: The Northlands Saga - Spears in the Ice OOC

    Dramatis Personae

    Spoiler: Jarl Olaf Henrikson
    Show
    Jarl Olaf Henrikson is one of the most powerful men in the North. He is not a member of one of the great families such as the Gats or the Hrolfs, nor is he a resident of Storstrøm Vale where dwells the true old blood of the Northlander peoples. But he is nevertheless jarl of the most populace and cosmopolitan settlement in the Northlands and, as such, commands a great deal of respect and power. He is not even the ruler of Hordaland wherein his city of Halfstead lies, but even the køenig of Hordaland (the closest Northlands equivalent to a king) respects and listens to the words that Jarl Olaf speaks in the mead hall or at the Thing.

    It is well know that Olaf Henrikson began his career as a sellsword in the Southlands, where he gained his reputation as a leader of men and as a generous ring-giver. He also amassed his fortune with plunder from his days of fighting for foreign lords before attaining command of his own ships and reaving against the settlements of those same lords. Upon returning to the North at the head of his own fleet of sixteen ships, he landed at Halfstead, at that time a stockaded port town known more for its surly jarl and acerbic residents than anything else, and put the place to the torch. Those residents who did not yield or flee were put to the sword, and a new banner raised over Halfstead — the boar and rings of Olaf Henrikson. That Køenig Ragi Steinson raised no hand against the newcomer brought forth more than a few suspicions as to whether or not the crafty ruler had not paid Olaf to raze Halfstead in the first place. Regardless of any real or imagined collusion, the result was a port rebuilt by Henrikson into a large and prosperous settlement open to trade from abroad and a powerful jarl loyal to the køenig and with a fleet of ships at his command that only grew as his reputation spread.

    Today, twenty years later, Jarl Olaf is a settled man raising a family, and Halfstead is a booming Northlands port largely left to its own devices. The local Thing makes most of the decision for the town, though Jarl Olaf does keep a hall within the city from where he holds court and feast twice a month in which to hear complaints and settle legal cases and give rings to the worthy. This also allows him to claim his sizable share of the duties collected from the many visiting merchant ships. The fleet of longships Jarl Olaf maintains is down to four, and these are more prone to patrolling the waters off the peninsula for raiders than going a-viking on their own. But many rightfully expect that should the need arise, the jarl could raise the call and gather a fleet of loyal ships twice as large as what he had before.

    A self-made man, Jarl Olaf is enjoying his quiet semi-retirement despite even the recent turmoil for the crown of Hordaland. He remains loyal to Leif Ragison, the young køenig, but holds Halfstead carefully neutral in the current political machinations to keep the port open and prosperous. In his mind, a healthy Halfstead is good for all of Hordaland and the North, regardless of who rules the country. As such, he and his family spend most of their time at his personal hall of Silvermeade, which is situated on the coast halfway between Halfstead and Galvë. It is here that they winter and here that the PCs begin their careers in his service.

    Spoiler: Other notables of Silvermeade Hall
    Show
    • Hallbjorn Bolverkson, Jarl Olaf's most trusted huscarl
    • One-Eyed Sven, semi-retired huscarl
    • Aase, huscarl & spear-maiden
    • Kraki Hallason, up-and-coming huscarl
    • Sigfastr Wyrmhammer, dwarven trader
    • Hauk Arinbjornson, Vastaviklander mercenary
    • Graf, godi/blacksmith
    • Ari Hrokson, Jarl Olaf's herald
    • Grimr Wisetooth, middle-aged skald
    • Odi, elderly cunning woman
    • Inga Olafsdottir, Jarl Olaf's eldest daughter
    • Fastvi Olafsdottir, Jarl Olaf's second daughter
    • Runa Olafsdottir, Jarl Olaf's youngest daughter
    • Young Ljot, archer & householder to Jarl Olaf
    • Berg Geirson, swordsman & householder to Jarl Olaf


    • Køenig Leif Ragison: 10-year old køenig of Hordaland
    • Regent Gudrid Ragiswif: Regent of Hordaland. Mother of Køenig Leif Ragison; Widow to former Køenig Ragi Steinson
    • Hengrid Donarsdottir: Protector of Estenfird and the Daughter of Thunder. A legendary warrior.
    • Jarl Ljot Gatson: Eldest of the Gat clan of Gatland
    • Jarl Magnus Hrolfsblood the Bold: "King" of Hrolfsland
    • Kol the Redhanded: Køenig of Vastavikland and feared viking
    • Ottar Gundrikson: skald and herald to the Jarl Ref Solumundson of Storstrøm Vale
    • Jarl Ref Solumundson: a landholder of middling importance in the Storstrøm Vale
    • Styr the Ugly: an outlaw hunted by Hallbjorn Bolverkson and Kraki Hallason, huscarls of Jarl Olaf
    • Njarni the Traitor: a wanted criminal from Storstrøm Vale who murdered his own jarl
    • Gufti the Clever [DECEASED]: a fugitive rapist from Trotheim in Storstrøm Vale
    • Sibbe the Unkempt [DECEASED]: a seiðkona, a witch-woman of local folklore who helped with the difficult birth of Little Runa. She would have to be more than 80 years old for all the tales attributed to her.
    • Kein the Bearsarker: a hero of the Forgotten Wars ~400 years ago, he defeated the Longnight King at the Battle of the Barrow Lands and ended the fight against the horde of undead Andøvan warriors



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    Odal; The Lands:

    Spoiler: Estenfird
    Show
    As one of the newest Northlander colonies, Estenfird is a wild land on the frontier of what the Northlanders call civilization (and considering that the rest of the world thinks of the Northlands as the frontier, that is saying something about its ruggedness). Less a nation than a quarrelsome collection of independent-minded settlers, Estenfird does not have a køenig or jarl, leaving the local Things and the Althing of Estenfird as the only semblance of government in the region. Estenfird ranges from the tip of the Skagerrok Peninsula northwest along the Ice River as far as Nieuburg. Few settlers have pushed beyond Nieuburg, as the climate becomes far too cold for agriculture and the Nûk, although not violent, have made it known that they do not appreciate people moving into their lands. Many brave words are said in the halls of Estenfird about pushing the Nûk out of the way, but so far none have dared to confront that enigmatic and mystical race.

    The average Estenfirder is a rugged and forthright person, inured to hard work and dangerous environments. They are often stern and taciturn, slow to speak, but quick to act. Few Estenfirders go a-viking, as they have plenty of adventure at home. In the southern portions of the region, along the many rivers and on the coast, agriculture takes precedence, and many Estenfirders are farmers or herdsmen. The rivers of Estenfird are rich in fish, but the surrounding waters yield only a poor catch, making this region one of the few that sees little in the way of maritime activity. Inland and in the mountains, fur trapping and logging are the primary industries. In the spring, fur trappers and hunters come down the rivers and gather at Three Rivers and Nieuburg to sell their season’s catch. In the fall, the loggers come down in huge flotillas of cut timber, selling lumber to merchants from throughout the Northlands and beyond.

    Estenfirders are notorious for their independent ways, a factor that causes worry in the more dictatorial jarls of other regions. There are no jarls in Estenfird, and to even suggest such a thing is to invite harsh words if not a duel. Many who come to the region do so to escape crimes or feuds or to live as free men and women beholden to and reliant upon none. The local Things meet once a year, drawing in people from the scattered farmsteads and logging camps. The Things of Estenfird are unique in that they do not have a landholding requirement — there is so much unclaimed land in the region that all a person has to do to become a landholder is to point at a place and say “mine.” Instead, to speak or vote in the Thing, a person must be free and have the sponsorship of anyone who has spoken before at that Thing. The Althing of Estenfird works in a similar way, only the requirement is that the sponsor has already spoken or voted in the regional Althing.

    Estenfird suffers from several threats, in addition to the long cold winters and general ruggedness of the land. Giants are common in the Wyrm Fang Mountains, as are drakes and wyverns. The general lawlessness of the region promotes independence, but also encourages attacks by outlaws, bandits, and even Northlanders from other regions a-viking along the shore. The gravest threat to date has been the growth of the beast cultists, foul worshippers of a demon-god dedicated to bestial violence and mayhem.

    Spoiler: Gatland
    Show
    Three centuries ago when the tribal moots of the Northlanders evolved into the system of government known today as the Thing, not everyone was in favor of the change. True, the Things do not have much power per se, but their social might is very high, especially in Hordaland, Storstrøm Vale, and Estenfird. One of the leading groups that opposed the growing power of the Things was the Gat clan, who took themselves and their followers and settled a harsh and distant region, naming it Gatland.

    Gatland is ruled by its jarls, all of whom are connected to the Gat clan in some way. Each jarl is a king in his own domain, undisputed ruler of a piece of territory that contains only those who offer allegiance to him. Even Jarl Ljot Gatson, the eldest of the Gat clan, has no true authority over these petty tyrants, though his economic and military might means that his word is often heeded.

    The land itself supports this sort of locally focused government. The interior of Gatland is dominated by the Olf Mountains, leaving only a coastal fringe capable of supporting farming. Even there, the soil is poor and rocky, forcing the people of Gatland to rely on the sea for much of their sustenance. To the sea they have turned, becoming the best fishers and whalers in the Northlands but also crossing the whale road to trade and raid. In fact, trading/raiding is such an integral part of Gatlander life that some have entirely given up farming.

    Spoiler: Hordaland
    Show
    Hordaland is a loosely governed kingdom that is on the brink of collapsing into warring jarldoms. The former Køenig, Ragi Steinson, passed away last year after a lengthy illness, leaving behind a 10-year old son as his heir. Young Køenig Leif Ragison rules through his regent mother, Gudrid Ragiswif. The jarls are divided as to their loyalty, with some supporting the køenig, some throwing their might behind Ragi Steinson’s bastard son Amundi the Blond, and still others being courted by both the Gats and Hrolfs.

    The Hordalanders are more cosmopolitan than most of the other Northlanders, while remaining true to their Northlander ways much more so than the Hrolflanders. This is in large part due to the city of Halfstead, the Northland’s largest settlement and biggest trading center. Hordalanders are used to seeing strange travelers from distant lands, many of which come and stay for an entire season before sailing off for home. It is not unusual for a Hordalander jarl to host one or more strangers from the Southlands or even the distant Caliphate for the winter, and to do so is often considered a great boon and sign of status.

    However, the people that settled Hordaland came from the Storstrøm Vale, the very heart of Northlander culture. Hordalanders cling tightly to their traditions, seeing every freeholder as his own ruler and giving the jarls only enough power to organize the hirth and see that the kingdom is well managed. The local Things are very popular, and most Hordalanders treat the rulings of the Things as being more law than suggestion.

    Spoiler: Hrolfland
    Show
    The Hrolfs, one of the two most widespread and powerful of the many families of the Northlands, exert tight control over this area. The family is vast, and no one member has been able to convince the others to name him køenig and thus establish a third kingdom in the Northlands. Covering the entire Jarvik Peninsula from the Andøvan Mountains to the south to the Straits of Half, lies Hrolfland. The Hrolf clan rules this land with an iron fist, having either clan members or allies in every region in a position of power. Furthermore, the more powerful family members have begun attempting to institute more feudal systems of government and land management, even going so far as to dissolve local Things and outlaw the formation of an Althing of Hrolfland.

    In order to shepherd their resources and stave off the land-greedy Gats, the Hrolfs have imported ideas and strategies from the Southlands, including employing Southlander mercenaries to fight fellow Northlanders. In Hrolfland, one can find the beginnings of a true feudal system, the use of crossbows and siege engines, and nobility who have taken to fighting from expensive (and imported) warhorses.

    The common people of Hrolfland are little more than thralls at best, kept in bondage to the Hrolfs by vows of obligation. Even the townsfolk owe much of what they produce to their local jarl, who is always a Hrolf. The entire network of related jarls is officially ungoverned; however, Jarl Magnus Hrolfsblood is the predominant member of the clan and exerts a great deal of influence. Jarl Magnus fancies himself a king (not the less powerful Northlander køenig), though he has yet to openly claim that title.

    Spoiler: Jomsburg Island
    Show
    The lair of the feared Jomsvikings, Jomsburg is a fortress-city perched high above the North Sea.

    The Jomsvikings themselves are notorious vikings and mercenaries who terrorize the Northlands and beyond with impunity. These pirates and cutthroats refuse to abide by any law but their own and live a life of debauchery and slaughter, taking what they want and crafting no goods, growing no food, and providing no useful services themselves — other than rapine and slaughter.

    Spoiler: The North Sea
    Show
    Part of no specific land, but central to all, the North Sea is the lifeblood of the Northlanders. The whale road of the Great Ocean Ûthaf and the infamous Northern Passage finds its terminus in the North Sea, and the waves that lap upon the rocky shores of the Seal Coast find their genesis in those same cold waters. For the Northlanders whose culture and sustenance relies upon the tradition of going a-viking, the North Sea is their highway and their escape route. The lives and livelihoods of a great portion of the population of the Northlands rides in longships upon the eddies and currents of the North Sea, and as its tides pull so too does their fate.

    While the waters and cold are capable of quickly killing those that fall in for long, that is not the only danger that the dark waters hold. Storms are swift and sudden on the North Sea, and these gales have left the wrack of many a longship of doughty warriors upon some desolate shore or at the bottom of Rán’s domain. As a result, ghost ships crewed by draug and worse haunt the campfire tales of many a stalwart sword brother, and it is not unknown for brine zombies to rise from the surf on a foggy coastal night. In the deeper waters, brine dragons, devilfish, grindylows, sea drakes, sea serpents, dire sharks, dragon turtles, gigantic specimens of octopi and squids, and even the legendary krakens pose hazards for the merchants, fishermen, and raiders alike that ply the sea’s steel waves and freezing spray. The Sea is a fickle mistress, from the secrets she holds to her deadly children, and even the mightiest køenig dares not forget to pay her homage.

    Spoiler: Nûkland
    Show
    Beyond the Northlands, indeed at the edge of the world, lies the vast evergreen forests and open tundra of Nûkland. How far it stretches north of its beginnings along a line running from the conifer forest of the Frozen Taiga just north of the World’s Edge Mountains to the far ice of the Endless Glacier, no one knows. Nûkland is at least several thousand square miles in extent, and likely more.

    The taiga is home to a variety of large fauna such as saber-toothed tigers, giant beavers, cave bears, and huge palmate-racked deer. The trees of the taiga slowly give way from towering pines and spruces to stunted versions of these evergreens and eventually to clumps of dwarf trees sheltering in any nook or cranny the land provides. The terrain changes from soft pine needle-covered forests to boggy tundra, frozen throughout most of the year and providing fodder only in the short summer.

    On the tundra itself, only the hardiest animals such as arctic wolves, musk oxen, reindeer, giant bears, and the legendary woolly mammoth thrive. Other megafauna have been reported, but many in the Northlands dismiss stories of tigers the size of horses, woolly rhinoceroses, and even giant sloths as just tall tales. What is known is that the strange beasts unlike those found in more southerly climes can be found here, and returning with the claws, fangs, or pelt of such a great beast would put a hero well on the way to having his own saga sung in the mead halls of the Northlands.

    Spoiler: Seagestreland
    Show
    The coast is a wild region known as Seagestreland, the home to the savage barbarians known as the Seagestrelanders. These barbarians are not Northlanders, and live by herding and farming in the rich forestlands along the coast. For generations, there has been a mixed relationship between the Northlanders and the Seagestrelanders. Longships come to trade, bringing iron tools and luxury goods to exchange for gold, furs, amber, and slaves. Sometimes the Northlanders arrive and just take what they want, causing the Seagestrelanders to be very wary of the approach of a longship.

    Numerous temporary trading posts along the Seagestreland coast are inhabited for a few weeks or months during the year. Only one of these is a permanent settlement that sees traffic year-round and, even then, the winter population is small.

    Spoiler: Storstrøm Vale
    Show
    The long valley of the Storm River runs from the lower slopes of the Waldron Mountains to the North Sea. It is the longest-inhabited and most heavily populated area in the North, and as such is often considered the heart of the Northlands. There is currently no køenig of the Vale, but in times past, one or another jarl had amassed enough power to claim the crown. Today, the Vale is divided into a host of petty jarldoms, each vying with the others to become powerful enough to claim the title of køenig. The local Things exert a great deal of authority, often vying with the jarl for power. Many of the Things’ jurisdictions cross the boundaries of more than one jarldom. The Althing of Storstrøm Vale meets once every ten years, and is the scene of some of the most heated political battles in the Northlands, for it is the vote of the Althing that decides who shall wear the crown. More than once over the years, these votes have resulted in spilled blood.

    The Vale is the cultural heartland of the Northlands, the place where the Northlanders society as it exists today originated and where Northlander social mores find their greatest expression. While the coasts of the Hord Peninsula are nearly as densely settled, and the Gatlanders are the epitome of the viking ethos, the Vale-folk are the standard by which all others are judged. Here the largest godshouses, the burial cairns of some of the Northlands’ greatest heroes, and many of the most popular ballads sung by the skalds are set.

    A wealthy and industrious land, the Vale is rich in good farmland and pasturage for their famed sturdy ponies, has plentiful fishing both offshore and in the Storm River, and even has access to iron and silver in the Waldron Mountains. The land is deficient in only two things: true wilderness (though the foothills of the mountains are somewhat wild) and room. Every generation sees individuals or entire families leave the Vale seeking their own land in less-crowded regions.

    Spoiler: Vastavikland
    Show
    Harsh, rugged lands breed hard, strong people, and no land is as harsh and rugged as Vastavikland. Estenfird may have its deep forests and tall mountains, and Nûkland its vast snow-covered tundra, but Vastavikland surpasses them all in natural wonders that can kill. The Olf Mountains do not so much roll toward the sea as march down to do battle, forming steep cliffs cut only by narrow fjords. Small holdings fill every habitable and arable inch of these valleys, but even so there are always more mouths than the land can support. Thus, the Vastaviklanders have developed a culture centered on raiding and trading the steady but tiny trickle of gold that flows down melt-water streams from the glacier-choked mountains.

    To say that Vastaviklanders are violent is an understatement; even jarls and køenigs are chosen by ritual combat. Men and women are raised to become warriors, and even the few thralls are trained to fight. Every spring, hundreds of longships set sail; those that come back bring much needed supplies, those that don’t have reduced the number of mouths to feed during the winter.


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    Ansuz; The Gods:

    The Æsir

    The Æsir are considered the highest of the gods to the Northlanders, and they reside in Asgard, the Realm of the Gods. The Æsir form a pantheon of beings that preside over most of the aspects of mortal life that aren’t specifically tied to the world of mortals (Midgard as it is known to Northlanders). As the principal pantheon of the Northlanders, all members of their culture venerate the Æsir to some extent. It is a truly mad Beast Cultist indeed who doesn’t at least whisper a prayer to Thor before going into battle. Very often, the dead of both sides on a battlefield wear the same hammer amulet to venerate the Thunder God, though they were mortal enemies on the field. Except for those rare instances devoted exclusively to some demon of the Ginnvaettir, all godi houses in the North include runestones dedicated to the Æsir as a whole even if their primary devotion is to an individual deity or the Vanir.
    1. Baldr, Balder: God of Bravery and Beauty
    2. Bragr, Bragi: God of Poetry and Song
    3. Donar, Thor: God of Thunder
    4. Frigg, Frigga: Goddess of the Home and Hearth
    5. Loptr, Loki: God of Trickery, Fire, and Strife
    6. Tiwaz, Tyr: God of Law and Justice

    Spoiler: 7. Wotan, Odin: All-Father, Father of the Gods
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    Father of the gods, bringer of the mysteries of magic and the runes to the Northlanders, patron of the mad-blessed Bearsarkers and Ulfhanders, Wotan is the supreme god of the Æsir and the entire Northlander pantheon. He is also the one that possesses the greatest contradictions. On the one hand, he represents wisdom, good rulership, and the serene joys of husbandhood and fatherhood. On the other, that wisdom is often gained through madness and sacrifice. Warfare, as well as the risks and tragedies involved, are part of his sphere of influence, as are travelers and others who undertake long journeys far from hearth and home. Wotan is the husband of Frigga, and father to all the other gods.

    Most of the stories about Wotan focus on his role as the bringer of wisdom, magic, and runes. It is said that he sacrificed an eye and hung himself on the World Tree for eight days in order to learn of magic and the runes, not to mention gaining great wisdom. During this time he saw the past and future, and thus knows the threads the Norns spin, weave, and cut. He is also known to travel the world disguised as an old man, sometimes to learn more of the world, sometimes to test heroes and others. Wotan has two pet ravens, Hugin and Munin that scour the world for secrets to bring back to their master, two pet wolves, and an eight-legged horse that accompany him into battle.

    Those who die in battle with honor are taken up to Asgard and feasted for the rest of eternity in Wotan’s hall, Valhalla, where he sits upon Hlidskjalf, his high seat, and surveys the universe. There, great heroes of ages past eat, drink, cavort, and enjoy the rewards of a good life. All this will end, however, for in the last days of the world when Ragnarök comes, these same heroes will fight in the vanguard of the shieldwall of the gods against the forces of evil and darkness.


    The Vanir

    The second vaettir of the gods of the Northlands is the Vanir. More directly associated with the features and inhabitants of Midgard, the world of mortals, the Vanir were defeated in a long-past war with the Æsir, the result of which was that the Æsir lifted them up to share their divinity over the mortals. Though less numerous than the Æsir in the number of Vanir universally recognized among the Northlanders, this is misleading because there are actually innumerable minor Vanir that receive occasional prayers or tributes by scattered mortals at appropriate times — crossing a specific raging river, felling a particularly large tree, laying the keel of a new ship, etc.
    1. Freyja, Freya: Goddess of Love and Fertility
    2. Freyr, Frey: God of the Sun and the Hunt
    3. Njördr, Njor: God of Seafarers and Winds
    4. Norns: Weavers of Fate
    5. Rán: Goddess of the Pitiless Waves


    The Ginnvaettir

    The third family of divine beings recognized by the Northlanders is the Ginnvaettir. These are the demons of the ancient world, the inhabitants of the Ginnungagap, the primordial void between and below Midgard where howling chaos and eternal darkness reign. It was this void that existed before the creation of the world and the celestial realms of Asgard. And it is this void that continues to exist where the foul spirits and creatures of the universe lurk in their own depravity, banished from the light and condemned to forever strive to escape their mad existence and drag others into it with them. Only the foulest of mortal souls are consigned to the Ginnungagap, and those that are find the Ginnvaettir awaiting them there.
    1. Hel: Goddess of Death
    2. Surtr, Surter: God of the Fire Giants
    3. Thrymr, Thrym: God of the Frost Giants
    4. The Demon Cults
    Last edited by Ghostfoot; 2019-07-22 at 02:14 PM.

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    Default Re: The Northlands Saga - Spears in the Ice OOC

    Loot found:

    What? Where? Notes
    • studded leather armor,
    • greataxe,
    • 6 shortspears,
    • sap,
    • pouch with 4 hacksilver (ie 4 gp)
    On Njarni the Traitor
    • Andøvan dagger (bronze +1 dagger),
    • Andøvan barrow charm (unidentified),
    • ragged peasant’s outfit,
    • spell component pouch,
    • pouch with 26 hs and a chunk of amber with a large moth suspended in it (unappraised)
    On Sibbe the Unkempt
    each PC: a golden armband from Hastral the giant worth 300 hs Given by Jarl Olaf Henrikson
    Last edited by Ghostfoot; 2019-07-27 at 05:28 AM.

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    Default Re: The Northlands Saga - Spears in the Ice OOC

    Hope it's safe to post now :P

    I'm thinking a Northlander with the Jarl's son trait or possibly a huscarl with the fighter ACF



    Can we choose two traits from those listed, or only 1 and then another from a different list as usual?

    Thinking Fighter, though, I'm wandering the shieldwall style of combat would be effective here? (also question for other players)
    Last edited by BelGareth; 2018-05-10 at 03:37 PM.
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    Default Re: The Northlands Saga - Spears in the Ice OOC

    Quote Originally Posted by BelGareth View Post
    I'm thinking a Northlander with the Jarl's son trait or possibly a huscarl with the fighter ACF
    They're not mutually exclusive - you can do both! There's at least one jarl in the campaign that has a son as a huscarl.

    Also there is a difference between huscarl as title/ role and huscarl as a class/ archetype. You can be a Fighter (Huscarl archetype) without necessarily being appointed as huscarl to a jarl. And barbarians/ rangers/ skalds etc can be appointed huscarls without having class levels in Fighter (Huscarl).

    Quote Originally Posted by BelGareth View Post
    Can we choose two traits from those listed, or only 1 and then another from a different list as usual?
    Both can be campaign traits if you want (OP updated)

    Quote Originally Posted by BelGareth View Post
    Thinking Fighter, though, I'm wandering the shieldwall style of combat would be effective here? (also question for other players)
    If you go Fighter (Huscarl) then your adjacent allies don't also need the Shieldwall feat in order for you to benefit from your Shieldwall feat (only a shield).
    Last edited by Ghostfoot; 2018-05-10 at 08:42 PM.

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    Default Re: The Northlands Saga - Spears in the Ice OOC

    Yay, campaign info!

    I'll start reading, but I think, I might go the Huscarl route as discussed.
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    Default Re: The Northlands Saga - Spears in the Ice OOC

    Yay invitation! I’m down for this! Thinking of going with a Paladin or a Ranger.

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    Default Re: The Northlands Saga - Spears in the Ice OOC

    Would it be too much to play a young son of the Jarl?
    Maybe a bastard son turned huscarl?

    I was thinking under the tutelage of Hallbjorn Bolverkson?
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    Default Re: The Northlands Saga - Spears in the Ice OOC

    Quote Originally Posted by BelGareth View Post
    Would it be too much to play a young son of the Jarl?
    Maybe a bastard son turned huscarl?
    How about the bastard son of a different (but friendly) jarl, come to make a name for himself and ally the families? I can dig out a likely candidate from the lore if that works. Jarl Olaf cold work at a pinch but it'd require me to tweak a bit and who knows I might overlook something. Also here's the background from one of the pregen characters which may help:

    Spoiler: Kolr Hákonson, Young Huscarl
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    Kolr (pronounced “Cole”) is a nephew of Jarl Olaf Henrikson. His father Hákon was Olaf’s youngest brother, though he died 12 winters ago from the slow fever. Kolr’s three older brothers and one older sister have all become members of Olaf’s household guard, with the oldest being named a huscarl. Kolr, only nineteen, is still too young for that honor but seeks to advance his name and reputation since reaching the age of manhood. For the last couple of years he has chafed at the slow pace of life at Silvermeade, and with the sudden death of the Køenig last year, he thought sure the turmoil to follow would bring excitement, but Jarl Olaf kept a firm hand on his household and prevented the hot-blooded young man from traveling to Halfstead where he might get into trouble. Now with spring finally come and the Jarl set to give out favors among his household for the new year, Kolr is hoping to be given the opportunity for glory and to begin his training as a huscarl to the Jarl.


    Quote Originally Posted by BelGareth View Post
    I was thinking under the tutelage of Hallbjorn Bolverkson?
    One-Eyed Sven will be a perfect mentor figure.

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    Default Re: The Northlands Saga - Spears in the Ice OOC

    Oh perfect, another jarl works fine, would you prefer I make one or you dig one up?
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    Default Re: The Northlands Saga - Spears in the Ice OOC

    Quote Originally Posted by BelGareth View Post
    Oh perfect, another jarl works fine, would you prefer I make one or you dig one up?
    On reflection probably simplest if you invent one yourself.

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    Default Re: The Northlands Saga - Spears in the Ice OOC

    Yay setting details! I’m leaning towards playing a Nuk Spell-less Ranger, attached to the hall of the Jarl for the past few years. The logic and backstory of it is still forming in my mind, but figured I’d give some details.

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    Default Re: The Northlands Saga - Spears in the Ice OOC

    Nice. I hadn't spotted that alternate ranger class, but it looks perfect.

    I'm not sure if it helps or hinders, but here's he backstory for the only Nûk pregen:

    Spoiler: Breaks-the-Sky, Nûk Wanderer
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    The Nûklanders name is unpronounceable to the Northlanders of Jarl Olaf’s hold, but he enjoys hearing the word-song of his name said in their language as well and so does not correct them. Breaks-the-Sky is a member of the Nûk tribes of the frozen tundra in far Nûkland. A rarity among the Northlands, he made his way south across the peaks of Vastavikland and the forests of Seagestreland on a spirit journey before finally arriving at the Jarl’s hall in the midst of a blizzard. It has been a great honor for Jarl Olaf to host the exotic Nûklander in his hall for the winter, and Breaks-the-Sky has enjoyed the status of a favored, if curious, guest. Now, however, since Breaks-the-Sky has shared the Jarl’s hearth-meat he owes service in return and seeks a way to repay the Jarl as he continues his spirit journey.


    ...and fyi Nûk tend to be pretty low-tech so hide armour, dagger, javelin, shortbow, spear is pretty typical when in their home environment.
    Last edited by Ghostfoot; 2018-05-14 at 03:14 AM.

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    Default Re: The Northlands Saga - Spears in the Ice OOC

    Hmmm ok looking at the setting info, there isn’t much in the Traits that would serve a Nuklander. Maybe child of Heroes?

    In terms of Deities, is Ullr ok to add to the list, maybe as a Northern or Nuk deity? I’m planning on making a versatile ranger that can tangle at range or up close.

    Also: I’m guessing that favored enemy Human is probably a solid choice?

    Edit the Second: After doing some looking, would the Dual-Style Ranger be acceptable? Basically, it means I only get 1 favored enemy, but I get double feats at every combat style level (one from each). IF approved, could I go with Two-handed as one, and Archery as the other?
    Last edited by PeacefulOak; 2018-05-14 at 02:27 PM.

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    Default Re: The Northlands Saga - Spears in the Ice OOC

    Quote Originally Posted by PeacefulOak View Post
    Hmmm ok looking at the setting info, there isn’t much in the Traits that would serve a Nuklander. Maybe child of Heroes?
    Very true, not many relevant campaign traits for non-Northlanders. You can take non-campaign traits if you would prefer.

    Quote Originally Posted by PeacefulOak View Post
    In terms of Deities, is Ullr ok to add to the list, maybe as a Northern or Nuk deity? I’m planning on making a versatile ranger that can tangle at range or up close.
    Could do, although Nuk tend to worship animism/ animal spirits rather than gods (who allegedly betrayed them). If you're going Spell-less ranger it'll have little impact beyond fluff anyway.

    Quote Originally Posted by PeacefulOak View Post
    Also: I’m guessing that favored enemy Human is probably a solid choice?
    Always a solid choice, and particularly so here

    Quote Originally Posted by PeacefulOak View Post
    Edit the Second: After doing some looking, would the Dual-Style Ranger be acceptable? Basically, it means I only get 1 favored enemy, but I get double feats at every combat style level (one from each). IF approved, could I go with Two-handed as one, and Archery as the other?
    Yes and yes. Dual-Style (2-hander + archery) is fine.

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    Default Re: The Northlands Saga - Spears in the Ice OOC

    Speaking of, are we going to be doing combat/battle against mostly humanoids with the odd assortment of monsters?

    or is that a, play and find out kind of thing?
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    Default Re: The Northlands Saga - Spears in the Ice OOC

    Quote Originally Posted by BelGareth View Post
    Speaking of, are we going to be doing combat/battle against mostly humanoids with the odd assortment of monsters?

    or is that a, play and find out kind of thing?
    There's certainly a lot of humans (raiders/ factions etc) & animals ("megafauna") to be encountered. There are no orcs/ goblins/ kobolds etc in the Northlands but an abundance of trolls & giants inhabit the wilds. Layer on to that some biga$$ monsters for bada$$ heroes to confront, and for the skalds to sing of, and you pretty much have this campaign.

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    Default Re: The Northlands Saga - Spears in the Ice OOC

    Quote Originally Posted by Ghostfoot View Post
    There's certainly a lot of humans (raiders/ factions etc) & animals ("megafauna") to be encountered. There are no orcs/ goblins/ kobolds etc in the Northlands but an abundance of trolls & giants inhabit the wilds. Layer on to that some biga$$ monsters for bada$$ heroes to confront, and for the skalds to sing of, and you pretty much have this campaign.
    Nice, thats good to know.

    I'm still seriously considering doing a half breed, but the huscarl bastard son is calling to me as well...(iv'e considered doing both)....
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    Default Re: The Northlands Saga - Spears in the Ice OOC

    I have mixed feelings about those new half-human options. I see how they're trying to add diversity/ flavour but then again there already seems to be plenty to work with. Plus I just have a personal preference (as a player) for human characters.

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    Default Re: The Northlands Saga - Spears in the Ice OOC

    I hope you're OK with a nuk, then? I could switch to Norlander (and yay extra feat), but I think being a nuklander really fits.

    Trying to think of a good two-hander for Dark Dreams Wanderer (Mørkedrømevandrer) to wield. SRD has an Earth Breaker, apparently a rough heavy iron hammer. I thought that might be good, or would you have a suggestion? I mean, Greatsword is good, but I like the rough aspect of the Earth Breaker (and the fact that it's called an Earth Breaker doesn't hurt).

    Another character generation question: Mørkedrømevandrer is a bowyer, part of the old worship of Ullr (more backstory to come). I would like to start with a masterwork Bowyer's (bow-maker's) kit, and use that to have crafted a Longbow. Net cost of the two is the same as a Longbow, and with or without the tools I can make the DC to craft by taking 10.

    Trying to figure out what traits to take. Taking one to reduce Armor Penalties (Armor Expert), but I'd like to find one that ties me to the world a bit. Maybe....


    Old Gods Follower: Whether devout or not, you have learned and know the ways of the Old Gods. These are the fathers of the current gods, forgotten elders that dwelt in hill and glen instead of hall and town. You gain a +1 Trait Bonus to Knowledge Religion, and it is always a class skill for you. Additionally, you gain a +1 trait bonus to two of the following skills: Perception, Craft, Perform (Oratory), Survival.

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    Default Re: The Northlands Saga - Spears in the Ice OOC

    Thanks Ghostfoot. I like vikings.
    I'll start reading up on it, possibly as a cleric or druid to give some magical support and healing.
    Thanks to Emperor Ing for the nice Avatar

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    Default Re: The Northlands Saga - Spears in the Ice OOC

    WIP for Gunnar Hallvard, trusted warrior of Jarl Olaf

    I went with a landowner instead, who was the child of heroes.

    Went Slayer route, because of the sweet skill points, and the vanguard ACf seems to fit very well.
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    Default Re: The Northlands Saga - Spears in the Ice OOC

    Dark Dreams Wanderer (Mørkedrømevandrer) is mechanically done I think, pending confirmation on my enquiries above.

    Backstory is pretty much done in my head, just need to translate it into writing.

    Anyone have a good image of a nordic elf with a silver/white mohawk (more meaning shaved sides of head, not super spikey hair).

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    Default Re: The Northlands Saga - Spears in the Ice OOC

    Looking good, team! (& welcome, DrK!)

    Quote Originally Posted by PeacefulOak View Post
    I hope you're OK with a nuk, then? I could switch to Norlander (and yay extra feat), but I think being a nuklander really fits.
    Nûk is totally fine. As is X-blooded, to be honest. That's just me bringing my own player-bias to the table.

    Quote Originally Posted by PeacefulOak View Post
    Trying to think of a good two-hander for Dark Dreams Wanderer (Mørkedrømevandrer) to wield. SRD has an Earth Breaker, apparently a rough heavy iron hammer. I thought that might be good, or would you have a suggestion? I mean, Greatsword is good, but I like the rough aspect of the Earth Breaker (and the fact that it's called an Earth Breaker doesn't hurt).
    Harpoon? Spear? Both have flavour but I suspect not as optimal as you'd like.

    Quote Originally Posted by PeacefulOak View Post
    Another character generation question: Mørkedrømevandrer is a bowyer, part of the old worship of Ullr (more backstory to come). I would like to start with a masterwork Bowyer's (bow-maker's) kit, and use that to have crafted a Longbow. Net cost of the two is the same as a Longbow, and with or without the tools I can make the DC to craft by taking 10.
    Seems reasonable to me. That won't break the game.

    PS also note Nûk have Elemental Resistance (cold) instead of Elven Immunities.
    Last edited by Ghostfoot; 2018-05-16 at 04:05 PM.

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    Default Re: The Northlands Saga - Spears in the Ice OOC

    Quote Originally Posted by Ghostfoot View Post
    Looking good, team! (& welcome, DrK!)


    Nûk is totally fine. As is X-blooded, to be honest. That's just me bringing my own player-bias to the table.


    Harpoon? Spear? Both have flavour but I suspect not as optimal as you'd like.



    Seems reasonable to me. That won't break the game.

    PS also note Nûk have Elemental Resistance (cold) instead of Elven Immunities.
    Glad to hear that Nuk is ok (sorry I keep leaving out the accent, hard to use on my phone).

    I’m honestly not aiming too hard at optimal, just playing with the mental image I had of this wild northern warrior with a complex background, who venerates the animals but is also seeking out the lore and history of one of the old gods, Ullr. Part of that image was this fluid combat style that switches between a bow and some sort of heavy weapon. My mental image was actually a heavy pole or blade made of wood or bone with jagged spikes/edges. I think the harpoon idea might actually fit quite well, has the same raw feel and could easily be said to be made of wood and bone.

    I’ll update the immunities to cold resistance. Any thoughts on the trait? I modeled it after one of the sailor ones, but I can go with something more generic if that’s better.

    Edit: I think Harpoon is an exotic weapon, not sure I’m proficient out the gates with it.
    Last edited by PeacefulOak; 2018-05-16 at 07:18 PM.

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    Default Re: The Northlands Saga - Spears in the Ice OOC

    Quote Originally Posted by PeacefulOak View Post
    Any thoughts on the trait? I modeled it after one of the sailor ones, but I can go with something more generic if that’s better.
    Yeah that's all fine. Sorry I didn't realise you'd built your own. Looks really good.

    Quote Originally Posted by PeacefulOak View Post
    I think Harpoon is an exotic weapon, not sure I’m proficient out the gates with it.
    I guess not. There's a new hammer (greathammer) included in the campaign setting but it's inferior in every way to an earth breaker so no point in me recommending it as a substitute. Big hammers are a thing so earth breaker might be "the one".

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    Default Re: The Northlands Saga - Spears in the Ice OOC

    And also it is exotic. I find it odd how things get listed as Exotic sometimes, for little reason.

    So, I've been doing some looking about on things that meet with the near-stone-age feel for the Nuk. I found this, which lists a variety of weapons.

    Then a google image search found.... this:



    Which just looks awesome and savage. I'm thinking it's like a Great Terbutje (Martial 2-handed, 1d10 19-20 x2, Slashing), and it would be a great fit for the character. Is this a better fit?

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    Default Re: The Northlands Saga - Spears in the Ice OOC

    I think the simple answer is, if it works for you, do it.

    Greatswords, greathammers & greatclubs are all a good fit in the wider setting, and both earth breaker & great terbutje would fit alongside pretty easily.

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    Default Re: The Northlands Saga - Spears in the Ice OOC

    As his mother would frequently point out, the boy had been large ever since he entered the sunlight. Born on the Dusk-day, the day when the eternal day ends and the eternal night begins, the boy was considered ill-omened from the start. He grew swiftly and worked hard to make himself useful to the clan, learning to venerate the spirits of earth and stone, rain and wind, and the Great Animal Spirits that protect and shelter the People of the Reindeer. Before too long (as the Nûk count time), the boy had grown to stand easily a head taller than the average Nûk and was learning to hunt and gather in the ways of the People. The boy did not question his position in the clan or his lack of a name. It was the way of his tribe that one ill-fated would not be named until the shoulder-women of the tribe saw the truth of that one's path.

    On what for most would be their fiftieth naming-day, and for the boy was his fiftieth Dusk-day, a vision was shared between the boy and the oldest shoulder-woman of the tribe. The vision began, as most do, with the massive shadow of the traitor god leading the People to the land of Day and Night. The shadow faded, and left behind were the People. From among them rose one who stood tall and proud, even as the sky opened and raindrops of steel fell to the earth, destroying the land piece by piece. FLICKER The vision again, this time the land is dark and the traitor god's shadow is one of brilliant light, and the tall Person who rose strode forth from the people.... and the iron rain fell away from the People's land.

    They both awoke with a gasp, and from the lips of the shoulder-woman came the name the boy would carry out into the world: Mørkedrømevandrer, the Dark Dreams Wanderer. It was clear that Mørkedrømevandrer would have to leave the people and learn the ways of the wild and rough folk of the southlands to prevent catastrophe for all. In the minds of the Nûk time is a fluid thing. The following six and a half decades were spent learning the ways of the southlanders. One of the greatest discoveries he made was a rarely referenced deity called Ullr, a god of the woods and wild things, a god of hunting and just battle, a god that was the foundation of honor. He spoke nothing of this to his people, for they held a deep fear of the worship of gods, but he learned.

    Before the winter, the Wanderer journeyed forth from his people and found himself wintering in the household of a powerful and respected Jarl. Demonstrating his worth as a hunter and provider for the Jarl, he was allowed to stay and gained some small respect among these people, for whom he held little regard but much understanding.

    ~~~

    Fluff done, I think.
    Last edited by PeacefulOak; 2018-05-19 at 06:22 PM.

  30. - Top - End - #30
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    Default Re: The Northlands Saga - Spears in the Ice OOC

    Any thoughts on the backstory? Too much, too little.... too weird?

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