Character Generation

At least two players ought to play Skeggvasons or Gudrunsdottirs.   See Character Naming.

   – 20 point buy

   – average starting money

   – there are no special campaign traits, so just pick two traits of different types as usual

   – everybody gets Handle Animal as a class skill and a +2 farmer bonus at it as well

   – hero points are exactly as the standard rules: http://www.d20pfsrd.com/gamemastering/other-rules/hero-points

   – the number of negative HP at which you die is higher than the default: it is – 5 – max(CON, 10) – 1 per level so for example someone with 8 con and lvl 3 would die at -18 instead of -8; someone with 15 con and level 1 would die at -21 instead of -15.

   – some races will need a good reason to be here.  Gull-Skeggi is human; his children are mostly human although half-elf or half-orc could be half- siblings acquired when he was out viking in his youth; half-snow-elf half-siblings are certainly reasonable as well.

     Halflings: quite rare around here; one could maybe be a thrall that Gull- Skeggi captured in his youth on a viking raid.

     Gnomes: Fey is very close here, so there are some gnomes; they generally don't live with regular folk, though – too weird.

     Elves: there are mostly snow elves in these parts, which are for game purposes elves with the Arctic template.  Snowcasters from northern Icemark have their own very different culture, but they trade with the Varki and sometimes even with the Ulfen.  Snowcasters ("kaldalfar" in Skald) would be very unlikely to live on a human farm.  Normal elves are "lysalfar".  People are aware of rumors of evil dark-skinned elves called "svartalfar" that live under the earth, but you have very likely never met one.

     Half-elf: fine, see above ("hafkaldalfar" or "haflysalfar")
     Half-orc: fine, see above ("haforkken")

     Dwarves: there are plenty of dwarves about, there's a big settlement just a couple of days ride up into the mountains.  Folks hereabout trade with them.  It would be a little weird for a dwarf to be a permanent resident at Skeggvarshold, though, why wouldn't he live with his own kind?  Dwarf culture is basically the same as the local Ulfen culture regarding alignments and such.  They are called "dvergar" in Skald – the evil-type traditional D&D duergar are not known hereabouts.

     More exotic races: almost certainly none of those around here.

  – similarly, classes that require a lot of schooling (like Wizard or Magus) are going to be thin on the ground.  It's not clear how a Skeggvason could possibly have gotten wizard training – maybe a thrall, captured in some distance land, could have.

- starting gear: everybody gets a free set of cold-weather clothing.  The farm is fairly well-off and has what you would expect to find on a farm in northern latitudes.  It has plenty of skis, snowshoes, climbing equipment, additional sets of cold-weather clothing, and various set of tools.  The players are welcome to use these as needed; if they break them, Gull-Skeggi will be angry.

- languages: everybody's free language is skald, rather than common.  In the Thanelands the most-spoken languages in descending order are skald, giant, varki, common, dwarven, elven.  Common is only widely used in the cities.

Character Generation

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