I was born here, in this frozen land. The first thing I remember as a babe was snow as far as the eye could see. My constant companions as a child were freezing winds fit to tear my flesh from my bones with icy fingers and steal away my warmth. I learned to walk on ground like iron that would take no plow or seed, only the towering pines eking out an existence as they strained like stabbing knives towards the distant god lights of the aurorae. My mother whispered to me about them, telling me their secret names, what they meant, and what decrees the Gods made through them.
I skated on frozen lakes like sheets of steel-glass, the rare shards as sharp as swords. My mother kept me close on the darkling nights where the stars hid their gaze from the world in fear and I heard the howls of terrible creatures roaming the hills and valleys seeking the sweet marrow in my chilled bones, snuffling around the edges of our cottage. Worse things yet sought to steal the eternal soul from my body if I strayed out of the house, away from the safe glint of my mother's ax.
I shivered in fear and then curiosity when the Sun veiled His face for half the year and all was the Long Night. Neither rising nor setting, He lingered like a cursed Evil Eye on the horizon and cast the land in a Gloom which stirred the fears of men and women in their breasts. Under this curse, they set upon each other in madness and hatred. My mother's stories during the Long Night were always ones of battles against the weak southerners, the glory to be won as a shieldmaiden and the strange warmth of the south.
She told me of my blood ties to the Tribe, and of the other Tribes of the Norse who also lived in this land, exalting in the strength of the Gods and their Gifts. Norsca is their crucible and test for all things: Fighting, raiding, warring; Trading, wedding, loving.
Norsca is a harsh land and it rears a harsh people, she sang to me as I lay sleeping. A strong people, the bane of all who dare to oppose them, but most especially the southerners and their weak false gods. She sang to me of how every tribe reveres the Sun, the Moons, and a dozen other Gods for every stream and tree. She told me of how certain Gods cast their gaze on certain Tribes and thus blessed them, and would turn their gaze away if angered, leading to doom and eternal misery.
But with every song and every story, she whispered to me that families have Gods too. Gods that guide them through their lives and watch over them. With secret words whispered next to my ear as she held me close she told me of another God, not worshiped by the Tribe with which we lived.
A God of my father, my blood and family; a God different from the weak Gods of the South.
[] Khaine, God of Murder
Benefits:
1. Blessed by the God of Murder: Your talent in the act of murder means that after a kill you are invigorated and your blade keener and faster, and this will remain so long as you continue to give sacrifices to Khaine.
2. Power of the God of Murder: Bloody Hands. With effort and prayer the blood of those you've slain wells up from your hands and coats your weapons making them weakly magical and hungrily keen for more blood.
Detriments:
1. Blessed by the God of Murder: Most people won't like you for being a murderess who likes to sacrifice people to the Scorpion Prince. Sacrifices can definitely attract attention from people going missing.
Strictures:
All death is sacred, but only murder is sacred to Khaine.
Murder is an act of devotion—do not rush it.
Murder is its own reward.
Do not let an opportunity to kill pass you by. Each such moment is a blessing given by Khaine.
Murder by the hand of another is good, murder by your own hand is better.
Do not betray the cult, even in death.
Do not conceal the work of Khaine, even if it leads to your discovery.
[] Solden, God of Tyranny and Oppression
Benefits:
1. Blessed by the God of Tyranny and Oppression: Your prowess in speech and force of will means that after breaking the will of a being and making it submit your hold over them is ironclad, and this will remain so long as you continue to serve Solden alone.
2. Power of the God of Tyranny and Oppression: The Iron Voice. Your voice can become the whip crack and the clashing of shackles, intimidating all who hear you and driving your minions to do your bidding fanatically.
Detriments:
1. Blessed by the God of Tyranny and Oppression: Most people won't like you for trying to oppress and enslave them. Exercising your will to hold to Solden's edicts will make enemies.
Strictures:
Solden is the True Tyrant, serve him.
Serve no gods but Solden.
Enforce Solden's will, crush and rule the weak.
Do not betray Solden.
Obey those stronger than you, for that, is the will of Solden.
Do not be subtle with your strength over others.
Punishment comes for those who reject Solden.
[] Stromfels, God of Storms and Sharks
Benefits:
1. Blessed by the God of Storms and Sharks: Your talent with sail and currents means ships on which you sail will find unnatural speed, the churning of the waves will guide your blows on a ship's deck and this will remain so long as you give the Shark God sacrifices.
2. Power of the God of Storms and Sharks: Storm's Thunder. With a prayer your roar becomes the booms of thunder, your screams the shriek of hurricane winds, stunning them with their force and casting the sailors fear of the storm into the hearts of your enemies.
Detriments:
1. Blessed by the God of Storms and Sharks: The Cult of Mannan will hate you absolutely for the unforgivable sin of worshiping Stromfels. Stromfels is capricious and cruel and his fickle fury must be warded away with sacrifices.
Strictures:
Obey your captain or become the captain.
It is forbidden to kill an albatross.
Nails and hair must not be cut at sea—they are an offering unworthy of Manann the Destroyer.
Sacrifice thine blood when leaving port.
Do not look back to port once you have departed.
Do not throw stones at a ship or into the sea.
Do not say the word "drowned" whilst at sea.
Should you fall overboard, beg for mercy and Stromfels may spare you if your words are sweet.
Wine poured over the deck of a ship will bring good luck, wine poured overboard will bring ill-fortune.
Blood poured over the sea pleases Stromfels.
The first fish caught each day must be thrown back as an offering to Stromfels.
A cat onboard a ship brings good luck.
A cat onboard a ship brings bad luck.
A man towed from the stern of a ship ensures a safe voyage.
A man towed from the stern of a ship does not ensure a safe voyage.
A sacrifice of a priest of Manann greatly pleases Stromfels.
[] Vylmar, God of Decadence, Drinking, and Debauchery
Benefits:
1. Blessed by the God of Decadence, Drinking, and Debauchery: Your prowess of song and charm is supernal, stirring the hearts of your listeners to join you and you can fight in a state of intoxication with great skill as long as you dedicate celebrations to Vylmar.
2. Power of the God of Decadence, Drinking, and Debauchery: A Drunk's Happiness. The fires of drink and dancing fill you when you quaff ale and speak the words of celebration, supernaturally inuring you to injuries and insults alike.
Detriments:
1. Blessed by the God of Decadence, Drinking, and Debauchery: Most people will consider you a drunken layabout, a whore, or a heretic and not trust you. Vylmar also desires regular celebrations and feasting in his name, which can become troublesome.
Strictures:
The act of drinking is sacred to Vylmar - don't waste it.
Celebrations are sacred devotions - don't make them quick, invite all you can, make them often.
Drinks should be offered freely to those that come to your home.
Drinking contests are sacred to Vylmar - don't stop till you pass out.
Bragging is the sacred art of Vylmar - do not make small boasts.
Pouring drink upon the ground is a deadly insult to Vylmar.
Do not skimp on the partaking of feasts, drinks or substances.
Poisoning drinks and food is a great offense to Vylmar.
And so I learned at my mother's knee who truly watched over us through the nights. A secret from everyone, just between us.
We hid our true faces and spoke not of who we turned our prayers to, and so the Tribe swirled around us like a snowstorm. Tending to their herds of hardy goat and sheep, they roved over the hills overlooking the whitecapped bays and fjords and rivers, smithing great works of steel arms and armor, hewing longships from the towering pines. They sang the songs of the past and of the Magic of the Times Before. Here they looked up at the god lights of the aurorae and rejoiced, for they were the Chosen of the Gods and their Magic raced through their blood.
A Tribe seeking glory under the banner of those greater than them.
[] Khornate Land, Sunset Bears of the Skaelings.
Benefits:
1. Blessed by the Berserker: The Eye of the God of Berserks sits heavy in your Tribe's blood and a faint shade of that rests upon your family and makes the intensity of your martial prowess a sight to behold. You are stronger and more frightening in your Martial Skill.
2. People Benefit: The Sunset Bears are hill folk through and through, with many herds and bountiful furs, large and insular kin connections, and skill with climbing and knowledge of what lies below their lands and the dangers of the Underearth.
3. Terrain Benefit: Rolling hills and valleys and thick forests provide shelter from the many dangers of Norsca and there are many ancient hill forts for your Tribe to retreat to in war.
4. Location Benefit: Your Tribe's lands exist at the eastern edge of the Skaelings, east of the Monolith of Borkill the Bloody-handed and south of the Hall of Snaegr, in hills thick with gold and iron and coal making you rich and well-liked by those you hire as mercenaries.
Detriments:
1. Blessed by the Berserker: Khorne's attention is upon you and you must fight for your soul, particularly at the height of battle and at the height of your anger.
2. People Detriment: As hill folk, the Sunset Bears do less raiding and spend more time fighting with the coastal peoples and those of the northern tribes of the interior, like the Graelings and Vargs.
3. Terrain Detriment: Not all dangers of Norsca care about difficult terrain.
4. Location Detriment: Your Tribe is one of the eastmost of the Skaelings confederation's grasp and thus you conflict regularly with the Mountain Wolves of the Sarls set around The Altar of the Crimson Harvest. They are jealous of your Tribe's wealth.
[] Nurgle Land, Mountain Wolves of the Sarls
Benefits:
1. Blessed by the Urfather: The Eye of the Urfather sits upon your Tribe and a faint shade of that rests upon your family, and so your tongue shapes sweet words and proud boasts skillfully. You are possessed of a cunning skill at Diplomacy.
2. People Benefit: The Mountain Wolves are a coastal and trading people who have deep connections with many tribes, including some outside the Sarls.
3. Terrain Benefit: Your Tribe lives on the edge of the Bay of Blades, the rough and rocky beaches you roam shielded by the bay from the worst of the Sea of Claws, with many caves where you can hide your longships carved into the rock by the waves.
4. Location Benefit: The Altar of the Crimson Harvest which your Tribe guards is a powerful altar to the Gods and brings much prestige from holding it amongst the Sarls.
Detriments:
1. Blessed by the Urfather: Nurgle's attention is upon you and you must fight for your soul, particularly when despairing or faced with mass death.
2. People Detriment: The ties of your people can tear them in many directions and present conflicting obligations.
3. Terrain Detriment: Your caves frequently attract strange sea creatures from the Sea of Claws wishing to lay their eggs, or worse.
4. Location Detriment: The Altar of the Crimson Harvest irregularly releases strange beasts and strange magics, including tides of cursed blood fog which drives those who enter it violently mad, and is a sacred site for many tribes.
[] Tzeentch Land, Emerald Ravens of the Skaelings
Benefits:
1. Blessed by the Storyteller: The Eye of the God of Stories watches over your Tribe, and a faint shade of that rests upon your family to whisper in your ears and give you subtle insight you should not have. Your skills with Intrigue are subtle and intuitive.
2. People Benefit: Your Tribe has many vikti and shamans who can appease many spirits and daemons, and your enemies fear their curses and the insight of their prophecy.
3. Terrain Benefit: Your Tribe's lands exist in the center of the Skaelings lands near the site of the Battle of The Fjordwar, scattered amongst the fjords and rivers and forests of Norsca's jagged and tooth-like southern coast in easy raiding reach of the Southern Empire.
4. Location Benefit: Your Tribe has access to great primordial pine forests that make excellent building material for your ships and shields and pearls can be found beneath the freezing waves your ships ply.
Detriments:
1. Blessed by the Schemer: Tzeentch's attention is upon you and you must fight for your soul, particularly when lies turn people against their fellows and truths burn at someone's mind.
2. People Detriment: Madness and eccentricities run rampant in your Tribe, and its reputation suffers from this amongst some tribes.
3. Terrain Detriment: You are exposed to the wrath of the Sea of Claws and regularly fight and compete with the Dark Elves who ply that sea for raiding targets.
4. Location Detriment: The battle site of the Fjordwar at times writhes with the shades of those who died there, spilling out into your lands until your vikti can tame them and send them back to sleep.
[] Slaanesh Land, White Lions of the Sarls.
Benefits:
1. Blessed by the Singer: The Eye of the God of Song rests on your Tribe, and a faint shade of that spills onto your family to bless you with a wonderful skill with poetry. Your skills with Learning are the envy of others.
2. People Benefit: Your Tribe has extremely skilled warriors who are renowned for their deeds in slaying the monsters of Troll Country and their name is very well known.
3. Terrain Benefit: Your Tribe lives amongst the cliffs northwest of the Bile Lands and sails out on sleek ships to sell their blades as mercenaries for the highest and most reliable bidder.
4. Location Benefit: The cliffs provide your Tribe with many ambush points to use against invaders or the monsters that wander out of Troll Country, whose hides fetch a high price in golden arm-rings and glory.
Detriments:
1. Blessed by the Dark Prince: Slaanesh's attention is upon you and you must fight for your soul, particularly when engaged in high stakes contests and moments of deeply passionate rhetoric.
2. People Detriment: Your people do not take insults of their skills well even for Norse and frequently feud with many of the other tribes affiliated with the Sarl and Skaelings.
3. Terrain Detriment: Troll Country is a truly terrible place and breeding ground for horrific monsters, regularly spitting out things that try to eat you and your Tribe.
4. Location Detriment: Due to your skills and similar hunting grounds, your Tribe is frequently in conflict with the Emerald Ravens of the Skaelings.
I am born from these people of my mother and so like her, I am Norse. The Magic in my blood calls to the Magic in the sky I gaze upon, the air I breathe, the water I carve from the ice to drink, and the land I walk upon. And it is cold, merciless and cruel.
-Vote one of each. You have a Tribe you come from, and an Outlawed God you actually worship.
-Credit to Kim Sokol on Artstation. If the artist sees this and want it taken down please let me know and I will do so as soon as possible.
Name: Hana Hildasdotir.
Deed Names: Man-tosser
Titles: Troll-Hunter
Heresy: Solden
Symbol of Heresy: A raised fist covered in blood
Tribe: Sunset Bears, kin to Skaelings.
Martial: 15 - You are experienced, and actually know what you're doing, with many people seeing you as a reliable and competent practitioner of this skill. Because of your Blessing you are a sight to behold and frightening.
-Blessed by the Berserker: The Eye of the God of Berserks sits heavy in your Tribe's blood and a faint shade of that rests upon your family and makes the intensity of your martial prowess a sight to behold. You are stronger and more frightening in your Martial Skill.
-Blessing of Giants: You are tougher than you should be, can wield the largest personal weapons with ease and are harder to knock down.
Diplomacy: 12 - Alone you are the average, the random person on the street. With the backing of Solden you are not subtle as your voice becomes the whip crack and you show your strength over others, and your demeanor becomes relentless, and seeks to crush the will of the weak.
-Blessed by the God of Tyranny and Oppression: Your prowess in speech and force of will means that after breaking the will of a being and making it submit your hold over them is ironclad, and this will remain so long as you continue to serve Solden alone.
-Power of the God of Tyranny and Oppression: The Iron Voice. Your voice can become the whip crack and the clashing of shackles, intimidating all who hear you and driving your minions to do your bidding fanatically. +5 to rolls when used.
-A Tongue for Flyting: You're surprisingly good at this whole flyting thing and have a lot of potential with the art. +2 to Diplomacy.
Piety: 15 - You are experienced, and actually know what you're doing, with many people seeing you as a reliable and competent practitioner of this skill.
Stewardship: 11 - You are the average, the random person on the street.
Intrigue: 11 - You are the average, the random person on the street.
-Flaw of Giants: You are so tall that disguise and sneaking around without magical assistance is trickier and impersonating a smaller person is impossible without magical assistance. -2 to Intrigue in situations where one needs to sneak around or disguise yourself without magical assistance, cannot impersonate a smaller person without magical assistance.
Learning: 12 - You are the average, the random person on the street.
Southern Languages
Northern Kislevite Basics [0/3]: You might be able to cuss someone out. Badly.
Strictures of Solden:
-Solden is the True Tyrant, serve him.
-Serve no gods but Solden.
-Enforce Solden's will, crush and rule the weak.
-Do not betray Solden.
-Obey those stronger than you, for that, is the will of Solden.
-Do not be subtle with your strength over others.
-Punishment comes for those who reject Solden.
This is such a cool concept and I am hyped for any of the possibilities.
[X] Solden, God of Tyranny and Oppression
[X] Khornate Land, Sunset Bears of the Skaelings.
I think this would be an awesome combo, because depending on how our conflicts with our neighbors go, our faith in Solden might result in us becoming a warlord or in us becoming a traitor to our own tribe; after all, if the neighboring tribes are stronger than we are, it is only right for us to obey them.
For those wondering I have added a map to the first reserved post. The locations of the Tribes are pointed out by land marks on the southern coast of Norsca.
[] Plan Stormy Night
-[] Stromfels, God of Storms and Sharks
-[] Tzeentch Land, Emerald Ravens of the Skaelings
Leaving the Sea Based location aside as Mopman43 has already covered that having more Shamen among our numbers could be a key to survival especially given the very fickle nature of the Sea of Claws as well as the fact that we worship one of the most temperamental gods so making sure that we can get a heads up and put as much effort to appeasing the angry shark as possible is going to be key. In addition it's nature as a god of the Sea should hopefully help deal with the teaming mass of sea born undead as well as any sea monsters that show up.
[] Plan Drunken Fighting
-[] Vylmar, God of Decadence, Drinking, and Debauchery
-[] Khornate Land, Sunset Bears of the Skaelings.
Now you might ask... why put the most Sla seeming diety in Khorne lands? Well it's important to remember that our lands are prosperous so it makes it much easier to afford the required parties. In addition resistance to both insults and actual injuries should help deal with the attrition of these lands.... Also all of those forts can double as party halls!
[] Plan Sheer Brutality
-[] Solden, God of Tyranny and Oppression
-[] Nurgle Land, Mountain Wolves of the Sarls
The ability to force people into line could be of great help to negate out conflictsing loyalties penalty and our abiltiy to force other beings into line could help with the presence of Sea Monsters, whatever the monolith spawns, and of course pilgrims we just flat out don't like.
[] Plan I just love killing
-[] Khaine, God of Murder
-[] Slaanesh Land, White Lions of the Sarls.
As our tribe apparently gets into fights over even the smaller slights we will have plenty of oppertunity to induge our big boi Khaine and this is on top of being mercinaries were being a killer is an advantage and not a detrement.
Also have to meme builds.
[] Plan Better than you!
-[] Khaine, God of Murder
-[] Tzeentch Land, Emerald Ravens of the Skaelings
For those that just want to spite the Dark Elves.... oh and magic attacks might help with ghosts too I guess.
[] Plan Respect mah Authrita!
-[] Solden, God of Tyranny and Oppression
-[] Slaanesh Land, White Lions of the Sarls.
I consider this a meme because I'm almost certain that Solden isn't going to mix well with being mercinaries but outright trying to conquer anyone that disrespects is something I find funny and hopefully Solden could help with employing monsters too if it's possible.