(Is this a well-formed character proposal?)
It is a most excellent character proposal, very well done!
Would 'force' be an acceptable category for a kunna/hugareida, in the same sense that 'wind,' 'fire,' or 'sword' would be?
Sure
1 for advanced knowledge of architecture (if that's the applicable thing - what I want is knowledge of how to put stones together to create structures like wells, houses, walls...)
1 for...is something like "endurance" possible? (not so much a strength thing, but more a "can work a full day, day after day" thing)
Both of this fall under the aegis of 'things the average Norseman had general competence in'. That's not to say you can't take them to be extra good at the like, but you certainly don't have to.

Heck, house building was a common childhood activity among the Norse.
@I.F. Ister Can you weigh in a bit on the benefits of the various roles?
A seer will allow you to do spirit things, such as shoving lost souls back into bodies when necessary (though this is only required when the soul actually leaves the body), communicating more clearly with the Gods and landsvaettir of this new land, and unlocking fylgjur.

A shapecrafter will allow you to engage in silly genetic manipulation shenanigans, such as inventing new strands of grain and the like. And also giving dogs human hands, depending on the flavor of insanity that follows said shapecrafter.

A skald will do well to enhance the glory you earn for your deeds and actions, as well as certain more subtle things.

A smith will allow you to wield high quality weapons and don high quality armor, not to mention the sheer amount of nails a skilled smith can produce in a single afternoon.

A shipbuilder will allow you to build more ships than what you have available to you. In addition to that, you'll be able to be a bit more proactive with the use of the ships that you do have.

However, @Simon_Jester does put it in good words.
@I.F. Ister Can we use a PT for stuff like Giant's Blood or relation to a God?
I'll allow it
 
Cool. But, uh.

To be clear, does the other passage I quoted last time mean no PTs can be used for something like "has already cleared a patch of land and put together a rough and shoddy log cabin on it, surprisingly quickly?" I'm not 100% sure it would be in character for the guy I'm imagining, but it's plausible enough that I wanted to ask.
 
Cool. But, uh.

To be clear, does the other passage I quoted last time mean no PTs can be used for something like "has already cleared a patch of land and put together a rough and shoddy log cabin on it, surprisingly quickly?" I'm not 100% sure it would be in character for the guy I'm imagining, but it's plausible enough that I wanted to ask.
Ope, sorry about that! Slipped my mind as I was writing up the responses.

But no, PTs cannot currently be spent on improving your current lot. In-story, it's barely been an hour since you made landfall. Once the turns start properly, you may certainly focus your time on clearing land and building a house.
 
Would a Motion Kunna be alright, for enhanced leaping, faster attacks, that kind of thing? I'm planning on making a goatherd who specialises in leaping about rocky, uneven terrain to tend his goats, which has resulted in him being able to deal with poor terrain just as easily in a fight.
 
Would a Motion Kunna be alright, for enhanced leaping, faster attacks, that kind of thing? I'm planning on making a goatherd who specialises in leaping about rocky, uneven terrain to tend his goats, which has resulted in him being able to deal with poor terrain just as easily in a fight.
Absolutely! Though I will mention that a lot of that can also come about from average NQ Norse shenanigans even without having motion as a kunna
 
No strong opinions on who we start with. the magic options are shiny, but having a good smith would be a huge force multiplier. Less relevant at higher levels but having a masterwork weapon was a big part of the Norsequest protagonist's power at some phases.

On second thought I'll do it myself. Having a player fill in the gaps is probably good for settlement health, and my favorite part of NQ was forging and giving gifts anyway.

Deleted as per QM's request
 
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Absolutely! Though I will mention that a lot of that can also come about from average NQ Norse shenanigans even without having motion as a kunna
I know, I was just thinking about how, during that longjumping contest, Halla jumped clean over multiple longships and ended up landing on the beach a ways away, and I thought "What if I make a character whose entire fighting style is based around, as Samurai Jack would put it, 'Jump Good'?"
 
On second thought I'll do it myself. Having a player fill in the gaps is probably good for settlement health, and my favorite part of NQ was forging and giving gifts anyway.
I'm a bit iffy on letting players be smiths and the like, simply to prevent any one player from becoming vital to the quest as a whole
I know, I was just thinking about how, during that longjumping contest, Halla jumped clean over multiple longships and ended up landing on the beach a ways away, and I thought "What if I make a character whose entire fighting style is based around, as Samurai Jack would put it, 'Jump Good'?"
Something along those lines would best be represented by a Martial Style, I would reckon
 
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I know, I was just thinking about how, during that longjumping contest, Halla jumped clean over multiple longships and ended up landing on the beach a ways away, and I thought "What if I make a character whose entire fighting style is based around, as Samurai Jack would put it, 'Jump Good'?"
Jump Good might be a martial style too!
 
So here's my character:

Character Name: Ragnarr Fair-Spoken
PT Expenditure: 1 in Social Skills, 1 in Bleeding Edge Bloodline, 1 in Emotion Kunna,
Appearance: Average-sized Norseman of about 25, but well-built and usually smiling, he is dark-haired and a bit darker skinned than many Norsemen, rumored to have come from a Sami grandmother on his father's side.
Personality: Ragnar generally likes people and tries to help them, and is a very friendly man. He engages in fair dealings and likes it when other people do as well, he strives to always be polite and fair to others, and when others do not follow suit, he will try to persuade them at first, then become increasingly upset as they refuse to 'just deal fairly'...he killed a man in Rogaland over a business dispute in this vein, and was, in effect, exiled. Hence coming to Gotland (where his mother's family were from).
Bloodline: Bleeding Edge is a bloodline based ability common but not universal on his mother's side of the family that involves the ability to control and harden one's own blood, forming blades and shields and so on (though, obviously, you must be bleeding for that to work). There is a Martial Style that builds on this ability, which Ragnarr has always wanted to explore further, but he's been busy.
In Combat: Ragnar rarely uses his Emotion Kunna outside of combat (aside from the comfort those in distress), but in it he afflicts his foes with hesitation, doubt, and terror and takes advantage of any missteps to stab them with his spear or the blood items formed from Bleeding Edge. He is also good at protecting against emotional influences.
Family: Ragnar's wife, Hekla, is a fine woman, an excellent cook, and once killed a Draugr with a frying pan...she and her husband get along very well, and have three children, the oldest being an 8 year old named Geirfinnr. Ragnar's father is dead, and his siblings far from here, but his mother lives with them and helps out, having not remarried and being a bit old for it now at 50 (she has Bleeding Edge and can use it defensively, but is not a dedicated warrior). Kare Sky-Dancer is a cousin on his mother's side (son of his mother's brother), as is Njall Redaxe (son of another sibling of his mother).

I may have put too much thought into that, but I do that with characters. Happy to be related to more people if others want to make a relationship web.

EDIT: Decided to swap out Spear skills for a Martial Style. Details still in progress, will edit them in when I complete them.
EDIT2: Went with a bloodline rather than a Martial Style. Still cool.
 
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I'm a bit iffy on letting players be smiths and the like, simply to prevent any one player from becoming vital to the quest as a whole
Oh. Since the Norse are famously bad at navigation, I kinda wanted to build a character whose shtick was not getting lost...as a way to help raids get to their intended destination. Is that cool?
 
Ope, sorry about that! Slipped my mind as I was writing up the responses.

But no, PTs cannot currently be spent on improving your current lot. In-story, it's barely been an hour since you made landfall. Once the turns start properly, you may certainly focus your time on clearing land and building a house.
Would being particularly good at farming or housebuilding or whatever make those later efforts to clear land, build a house and whatnot be more efficient?
 
[X] Gudrun Ravensight, a seeresss
[X] Torkir Farisson, a shipwright

we have someone volunteering for the smith role already, and I have no doubt someone will be interested in being a Skald or Shapecrafter, so I'm picking the two I think are least likely for a Player to actually take up as a skillset. As far as allowing Players to take up vital roles or not, it's not like the Players will be our only source of these skills, so long as we don't fuck up too badly, we'll have non-Player options when we need these skills.

Character:
Gunnar Tifferson:
A young man having just reached his age of majority, Gunnar possesses a lean, wiry build and hair of a very pale wheat colour hanging down to his neck. What little beard has actually grown in by this point is bound together in a single small braid, with a small tuft at the end from where goats have attempted to eat it.

From a family of Goatherds, though only his sister, an uncle and a handful of cousins survived the fall of Gotland and the trip to the new land, Gunnar has spent his entire life leaping along the sides of hills and rocky mountains, watching over the herds and gathering useful plants to trade to the seeresses, or whoever else may be interested. As a result, he has developed strong, firm leg muscles, and a solid awareness of his surroundings. From the many long generations tending their goats, Gunnar's family have developed a strange talent that aids in their ability to scale the cliffs, control over their bodies momentum granting them the ability to stop on a dime, and then burst into motion in a completely new direction, great for both leaping after goats and for sudden changes in the direction of an axe swing.

Gunnar is most known for possessing a brash, boisterous personality, unable to sit still for long periods of time and often pacing around his families herds or going off to explore in his free time. Prior to the exodus from Gotland, he would fairly regularly get into brawls with the boys of the neighbouring families, though rarely anything serious, but few, if any, of those neighbours were among those who landed with them.

In battle, Gunnar prefers to wield an axe in one hand and a seaxe in the other, leaning into his bloodline to let him unleash a flurry of harsh blows before scampering out of the way of retaliation, at the cost of his actual defensive abilities.

Skills: Bloodline - Charging Ram (1PT), Overland Talent (1PT), Scouting Talent (1PT)
 
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Upon the storm's departure, a man known to some of you as 'Grimfari Jarl'—a fair and just ruler of his section of Gotland—took stock of your situation and came to the terrible realization that, of the five special roles necessary for the continued prosperity of any decent settlement, only two were represented amongst your group.
Dayum, 40% survivors?

[X] Gudrun Ravensight, a seeresss
[X] Hrolfr Jurgensson, a shapecrafter

In NQ context, you need both a Seer and a Shapecrafter if you want to have the ability to ressuruct people!

Uhh,

===

Moli Spotlight

(Age: 24 at time of landing)

(Starting PT, Outdated: Seeing Eyes (Raven), Glass Kunna, Light Kunna)

Appearance: On the shorter side for a norseman, reddish hair, blue eyes. Tends to wear woolen clothes dyed yellow, has a faint patch of just-noticeably brighter light shining on him at all times (hence the kenning 'Spotlight'). Moli's Saemd is a gleaming glass crown, while his Virthing is a cloak of light-refracting black glass-raven feathers, tied together with red-colored hair. His Frami is a ball of light breaking into colors at the 'edges'.

Bio: Moli Spotlight is a craftsman who advertises his glassware with a literal spotlight, earning his the kenning 'Spotlight' by his fellow norse. He also has a habit of drawing attention to others with a spotlight when he thinks something interesting is going on. Like a business dispute. As a result of his Raven Fylgjur, Moli tends to wander into encounters much more often than not, for good and ill. Moli was the son of Sindri and Vigdis back on Gotland, but the two have been dead for some time now.

Combat: In battle Moli tends to blind his foes with light and then stab them with absurdly sharp glassware shards/weapons. Plus various Skaldic Tricks.

Family: Moli is married to Ljufa Gunnarsdottir (23 at time of Landing), a red-haired demure woman with scars from various childhood illnesses (she looks as if your face was beautiful pottery that shattered and then put together in the Kintsugi style) that led her to earning a Disease Kunna. A combination of which ended up driving most potential suitors away. This changed with a fateful encounter with a young Moli, whom she wound up saving from a pack of wolves with her kunna. They have three children: Sindri (6), Vigdis (4), Hrafn (2) [Ages at time of Landing]

Related PCs

Clan Jarnblod on Paternal Side
Valo Halvarson, Steinarr Stonelicker on Maternal Side (+Potentially Hrolfr Jurgensson and Hulfr Hardwood as well)

+Other potential relatives!
 
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Is scouting the new land for good possible farmlands and things of interest, such as useful plants or nests of monsters and similar, something we can do? It's probably the most immediately useful application of my skillset, and sharing tales of how I beheaded a monstrous wolf or tricked a Troll out of its cave sounds like a good way to get Orthstirr early on.
 
Character:
Ake Silverleaf:


The second son out of three sons and two daughters of the strange coupling of the village's most prominent skald and shapecrafter. He inherited his mother's ability with farming, his father's talent for speech, and both of their knacks for mischief.

Miraculously Ake somehow became a respected member of the community through his efforts in trade and managed to earn his Kunna when earning himself a small fortune for through his efforts in farming and selling a crop with Silverleafs that his mother crafted.

Skills: (1PT Farming, 1PT Speech Kunna, 1PT Loki's Blood)

(The idea of the Blood of Loki coming from this really weird family and somehow turning out to be the relatively normal one is funny)
 
Moli Spotlight

Glass Kunna
Light Kunna
(TBD)

Moli Spotlight is a craftsman who advertises his glassware with a literal spotlight, earning his the kenning 'Spotlight' by his fellow norse. He also has a habit of drawing attention to others with a spotlight when he thinks something interesting is going on. Like a business dispute.

In battle Moli tends to blind his foes with light and then stab them with absurdly sharp glassware shards.

Family: TBD, who wants to be related?
I've got a dude whose thing is being obsessed with the North Star and navigating, you wanna be my cousin or brother? On the first page. Strange Light-obsessed family go?

Edit: @I.F. Ister will we get more PT to discover/develop our characters? If it is would it be fair to add Freyr Blood?
 
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Is scouting the new land for good possible farmlands and things of interest, such as useful plants or nests of monsters and similar, something we can do? It's probably the most immediately useful application of my skillset, and sharing tales of how I beheaded a monstrous wolf or tricked a Troll out of its cave sounds like a good way to get Orthstirr early on.
Absolutely
Edit: @I.F. Ister will we get more PT to discover/develop our characters? If it is would it be fair to add Freyr Blood?
You will get more PT, though I'm a bit hesitant to allow you to add things as potent as godly blood after chargen.
 
[X] Gudrun Ravensight, a seeresss

Name: Gefjosa Aslaugsdottir (14, She/Her)
Pt Expenditure: 1 in Plow Kunna, 1 in Farming Skills, 1 in Giant-Blooded
Personality: Gefjosa was a homebody before the destruction of Gotland. Even then, she preferred to spend her time helping out around the farm, rather than socializing or wandering. At Gotland's end and during the fraught trip here, Gefjosa lost all of her family and her anti-social tendencies have been only reinforced.
Appearance: Gefjosa has a plain face with light brown hair that she frequently lets fall over it. She is about average height appears but shorter as she is uncommonly wide for her age and sex. Generally, Gefjosa's clothing choices are intended to conceal her broad shoulders, broad hips, and strong arms.
Style: Bro, I just wanna farm and do cotttagecore type shit.
 
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