Skuli Draugrhater of Clan Jarngrima (Age: 21)
Traits:
- Kunna: Fire 1 "He will always remember the smoky smell of a viking funeral."
- Martial Style: Untiring against the Unending (Martial style focused on resisting against swarms of enemies). "The Battle of the Fallen Mound has teach several lessons to Skuli. If number is an advantage of the enemy, he will negate it".
- Axe: 1. "If things don't die, then they can only be cut to pieces".
- Artifact: Half Iron Mask (Increase chance of intercept attacks targetting the master). "An ancient relic if the Jarngrima family, battered but still full of power."

Flaw:
- Bloodline: Curse of servitude. "Some state that the Jarngrima has been cursed in ancient time or maybe it's something in their blood, but all the members who inherit this blood end one way or another as Huskarls or Ironmasks for a steelfather, their glory becoming part of the leader. Some fight against this flaw, other embrace it, but in the end every single one of them ends serving and never leading."

Family: Vigdis (Age: 20), Vestar (Age: 2)

Story: "Born as the son of an Ironmask, it was expect for him to join the the retinue as his father did before him. Unfortunately, when his party assembled a group with his companions and his son to investigate draugr seeings, they encountered an ancient draugr with dozens of undead servants. The battle lasted for two days, exploiting a near cave for protection, waiting for the Steelfather to send reinforcements. But they never came.
They emerged victorious, but his father encountered his Final Day and disgusted by the Steelfather, after giving his father the funerary rites, he decided to travel to Gotland, where he married Vigdis. Escaping barely the destruction together with the others, Skuli is feeling again its "curse" pressing against his will, but he's looking for someone worth to serve before taking the decision".

I hope it's good enough.
 
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Skuli Draugrhater of Clan Jarngrima (Age: 21)
Traits:
- Kunna: Fire 1 "He will always remember the smoky smell of a viking funeral."
- Martial Style: Untiring against the Unending (Martial style focused on resisting against swarms of enemies). "The Battle of the Fallen Mound has teach several lessons to Skuli. If number is an advantage of the enemy, he will negate it".
- Mace: 1. "If things don't die, then they can only be destroyed".
- Artifact: Half Iron Mask (Part of the Ordstirr gained by Skuli is given to his master). "An ancient relic if the Jarngrima family, battered but still full of power."
Other than Skuli having skill at using a mace, which the norsemen don't consider that a weapon, and the Artifact which needs to be to get a once over by the QM I think the sheet looks pretty good?
 
Other than Skuli having skill at using a mace, which the norsemen don't consider that a weapon, and the Artifact which needs to be to get a once over by the QM I think the sheet looks pretty good?
Uhm, I thought that concussive weapons would work best against Undeads, but maybe there's something more suited for that purpose?
 
Uhm, I thought that concussive weapons would work best against Undeads, but maybe there's something more suited for that purpose?
No I mean, they work great but the Norse don't consider them weapons and most other blunt objects for that matter. So they wouldn't be bringing a mace to fight against Draug. You fight the Draug like any other enemy, kill them till they are dead or use the fire kunna.
 
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So... @mythfan12 , @CoatRackRanger I'm thinking that we'll want to work to clear out the Thorgarr and Gefjosa land chunks, but I don't think that we can manage that with just minor actions, and Thorgarr really doesn't like the idea of taking large amounts of time away from farming when the settlement is so precarious for food.

Also... do we have any idea what the effects are of land being hills vs fields? I'd assume that fields are better for farming? Thorgarr will probably want to flatten/terrace his own land eventually if so, but that should be doable over time with minors.

Wanna swap plots? You can have a farm the lowlands. I'll help on others farms for a while.
 
Let's see, as for law proposals…
[X] Specialist roles, such as the Seeress, Shapecrafter, and, eventually, Skald, Blacksmith and Shipwright should have the privacy of their secrets and practices protected from outsiders without their consent. If you want to get Shapecrafting or a Blessing or something done, that's between you and them, but forcing them to hand out information and tools to the settlement is not ok.

That should hopefully placate Hrolfr after the poorly thought out law that was proposed earlier. I don't much fancy waking up to find the mushroom people working my land have turned on me and are now engaged in a popular uprising to install Hrolfr as the new leader of the settlement.
 
- Mace: 1. "If things don't die, then they can only be destroyed".
- Artifact: Half Iron Mask (Part of the Ordstirr gained by Skuli is given to his master). "An ancient relic if the Jarngrima family, battered but still full of power."

As others note, the Norse have no maces. It's not a thing. I'm also not sure that an artifact that's all downside for you personally would cost a PT? And I'm honestly not sure IF even wants to deal with that? Doubling up on your master's growth might be really problematic.

Right, so, converting 9 Ordstirr to 3 PT, and I will purchase Exceptional Reflexes (1 PT), Shapeshifting (1 PT), and Gravity Kunna (1 PT). I will also eat Evil Joes heart, for whatever that gives me. @DeadmanwalkingXI @I.F. Ister is this good?

Added Reflexes and Improved Shapeshifting. Need to wait for IF to approve Gravity Kunna.
 
Let's see, as for law proposals…
[X] Specialist roles, such as the Seeress, Shapecrafter, and, eventually, Skald, Blacksmith and Shipwright should have the privacy of their secrets and practices protected from outsiders without their consent. If you want to get Shapecrafting or a Blessing or something done, that's between you and them, but forcing them to hand out information and tools to the settlement is not ok.

That should hopefully placate Hrolfr after the poorly thought out law that was proposed earlier. I don't much fancy waking up to find the mushroom people working my land have turned on me and are now engaged in a popular uprising to install Hrolfr as the new leader of the settlement.
I mean that's already standard with the Norse. He's not mad at all of us just the ones who supported and proposed the law.
 
As others note, the Norse have no maces. It's not a thing. I'm also not sure that an artifact that's all downside for you personally would cost a PT? And I'm honestly not sure IF even wants to deal with that? Doubling up on your master's growth might be really problematic.

Okay, could fix the mace thing easily. If the artifact is a downside, I could remove the Bloodline trait.

Or if it's unworkable, replace with another thing that could provide bonus to master, for example in combat without affecting the growth. That should be more balanced?
 
Okay, could fix the mace thing easily. If the artifact is a downside, I could remove the Bloodline trait.

Or if it's unworkable, replace with another thing that could provide bonus to master, for example in combat without affecting the growth. That should be more balanced?

An item that gives a non-growth benefit to your master but no penalty to you seems easier to work with, yeah. Maybe something like letting you take hits for them and defend them better.

For weapon, maybe go Axe? We're light on axes and it's probably the best anti-undead option?
 
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Yeah. The Norse use improvised weapons sometimes, including blunt ones, but they have no purpose made blunt weapons so a skill with them would be deeply weird.
 
Hm. Artifacts come in different effects and forms I'm guessing..? Will having the appropriate Weapon/Tool PT synergize with the same Kunna' per chance? o_O? Is it possible to alloy PTs if available like two Weapons or something? Or is it exclusive to Kunnas? Will not having a plot of land be okay since it seems to be of short supply so that others can have it? :o?
 
Actually do artifacts use runes, or do they use a different magic system. I remember that the thralls in NQ1 had chains that prevented them from using their cultivation and it seemed that didn't use runes to power them so it seems their must be some way to make magic items without runes.
 
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Hm. Artifacts come in different effects and forms I'm guessing..? Will having the appropriate Weapon/Tool PT synergize with the same Kunna' per chance? o_O? Is it possible to alloy PTs if available like two Weapons or something? Or is it exclusive to Kunnas? Will not having a plot of land be okay since it seems to be of short supply so that others can have it? :o?

Alloying is specific to Kunna. And yeah, artifacts are sort of a grab bag, like bloodlines they can have all sorts of effects. Having a Kunna and a skill with the same item is synergistic, yeah (ie: Sword Skill and Sword Kunna go well together).

Actually do artifacts use runes, or do they use a different magic system.

Depends on the artifact. A runed item would not be an artifact if all it has are some runes, IMO, but an artifact made by the Norse would probably also have runes on top of whatever else it did.
 
Actually do artifacts use runes, or do they use a different magic system. I remember that the thralls in NQ1 had chains that prevented them from using their cultivation and it seemed that didn't use runes to power them so it seems their must be some way to make magic items without runes.
The chains weren't anything special. Iirc, only people can cultivate, and being chained makes you not a people.
 
To expand a bit on the whole rune thing, runes are sort of not really related very directly to most other crafting stuff. Which is not to say they're bad, they can be earth-shatteringly powerful if you're good with your phrasing, but they don't make the items itself super magical on their own. Once you have a rune-phrase you can put it on whatever, and then it'll work...the same rune phrase works on a shard of scrap metal as on a blade of legend.

Now, a blade of legend probably will have some nice runes as well, but they aren't what makes it legendary. All of which is why runes/literacy is a skill, rather than having a runed item costing PT...it's magic for the person who can place runes more than the item that has them.

The chains weren't anything special. Iirc, only people can cultivate, and being chained makes you not a people.

No, this is incorrect. Thrall-manacles are magical and prevent the use of cultivation resources like Ordstirr very well.
 
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