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## Northsman *"The chamberlain instructed them to kiss the Duke's foot in fealty, as proper courtesy demands. They seemed quite confused at the request, and conferred amongst themselves for a moment, in that rather aggressive language of theirs. Then one of their number approached the Duke's throne, grabbed him by the ankle, and kissed his majesty's foot whilst holding the fair Duke aloft, as if he were a misbehaved child! Ripped indignantly, right out of the Grand Throne! It was a profound embarrassment to the court, and dare I say untoward!"* *"Hahahaha! Oh gods above, I can't imagine they left the court alive! Oh Pelor preserve me, I can't breathe! Ahaha!"* *"In the Duke's name, get a hold of yourself! And in fact they left unharmed, and guffawing at a volume to rival yours. The whole of the court too shocked at the impertinence to even move."* *"I heard those tribesmen were akin to giants. You sure it were "impertinence" that kept the guards stiff like frighted deer?"* *"Oh quiet yourself, before the guards hear your disrespectful tone!"*
-- A brief exchange between a butler and washmaid of Duke Charles De Lociox's estate
In the lands North of where "civilized folk" sit comfortably behind their stone walls, live those who embrace the wilderness, and brave the cold winds and snow. A people who remember their ancestors for generations, rather than forget them the moment inheritance is divided. These folk proudly bear the name Northsmen. They live lives of hard work, raucous revelry, and passionate pursuit of whatever interest holds them. A Northsman is not a terribly common site, outside of their ancestral lands, but those who claim to know one will speak of a loyal friend, who's compassion and trust know no end. And those unfortunate enough to meet one in battle don't speak of it at all. ### Elf and Giant kin Depending on who is asked, any number of different stories could be heard regarding the origins of the Northsmen. Some might claim the ancestry traces back to a star-crossed love between an Elven Prince from an old forgotten kingdom, and a Giant princess who descended from from a city in the clouds. More cynical minds may tell a similar story, but of an unhappy arranged marriage, put together for some alliance that has been irrelevant for gods know how long. An old Northsman warrior would likely tell a tale of a tribal war between Wood Elves and Frost Giants, ultimately united through a bout of single combat between the tribal leaders. One might even hear a solemn, almost tragic tale, of a Giant and an Elf, lost in the frozen wilds, separated from their respective people. Many more stories exist, some even strange combinations of one or more, but all seem to agree on the two halves making up Northsmen blood being Giant and Elf. When one witnesses a male Northsmen, as rare as it is to see any Northsmen outside their territory, the giant half of their heritage is obvious. They are easily spotted towering over crowds, with their broad muscular physiques casting imposing shadows over passers by. Northsmen women might be mistaken for rather athletic half-elves, though in truth they are no less of a force to be reckoned with than their male counterparts. A favored past time of parties of Northsmen women that venture into southern cities, is to hustle ignorant, and typically drunk, bar patrons in arm wrestling competitions, and other tests of strength. One might find the names of several Northsmen women on the banned lists of many a'tavern. ### At Home in the Wilderness A dense forest is as comfortable to a Northsman as a warm meadhall. Spears in hand, they hunt all manner of beast, from elk, hare, and boar to wolves, bears, and mammoths. From a young age, Northsmen are taught, among many things, to hunt and survive among trees and tundra alike. While there skill in hunting is great, the Northsmen are sure to treat the land with respect. They are careful to conserve wildlife populations, and replanting trees and other flora is common practice. Any nearby residing nature spirits, and dryads are left in peace, as well. Carelessness and underestimation of the dangers the wild can pose is rare, and cases of such arrogance are often quickly corrected. Even so, trophy hunting does occur, especially when more monstrous wildlife is discovered. Monsters found wandering too close to Northsmen settlements are dispatched in a particularly swift fashion, parties of a dozen or more sent to slay whatever beast, or beasts, threaten their homes. The heads, and other trophies, of trolls, griffons, manticores, and others decorate the walls of many homes and meadhalls. Word has it there is a jarl who's hall is carpeted with the pelts of every monster that met the end of his spear. And his throne is actually the stuffed body of a chimera, named Twisty, after the manner in which it was slain. Due to their deep concern for the preservation of their land, Northsmen are exceptionally wary of outsiders, few of which have the privilege of hunting on Northsmen lands. Those not of their clans can seldom be trusted to care for the wilds, and the trespassing of outsiders has most often resulted in disaster for those involved, and those nearby, for the potential consequences of their actions are lost on those unfamiliar with Northsmen lands. ### Born to Ride Not long after a Northsman learns to walk, they begin learning to bond with, care for, and ride mounts. Most often, these mounts are horses, though some clans have been known to raise domesticated dire wolves, griffons, and even tigers and mammoths. Regardless of the species, once a Northsman chooses a mount they begin forming what often becomes a lifelong bond between the two. Many Northsmen families pride themselves as accomplished breeders, their mounts being highly valuable in trade with outsiders. One family in particular is famous for their unusually strong warhorses. *(Statistics for a Northsmen bred warhorse can be found at the end of this section)* \pagebreakNum ### Respect for Tradition The Northsmen have a vast history of traditional practices. The following are a few examples of such. **Honor the Ancestors.** Northsmen often look to their ancestors for protection or guidance. Shaman and druids commune with the land through ancestral spirits, gaining insight into the state of local plants, wildlife, and soil. Communion with spirits may also provide guidance to hunters who intend to pursue dangerous creatures, or to warriors about to march off to war. Some stories tell of Northsmen who invoke ancestral spirits in the midst of battle, either as allies to fight at their side, or to imbue the warrior with supernatural power. The traditions of burial rites for Northsmen are among the most sacred, as they ensure the spirits of the fallen are able to join with their ancestors. **Northsman Warpaint.** The Northsmen possess the knowledge to create a unique form of warpaint. The primary ingredient is a glowing fungus found only in Northsmen lands. Glowing markings are placed upon Northsmen about to go to battle, or embark on an otherwise dangerous quest, as a form of protection. Outsiders might scoff at this practice, and call it "silly superstition", but the Northsmen swear by it. *(Mechanics for Northsman Warpaint can be found at the end of this section.)* **Kúkhulænn.** Asdolescent Northsman, upon coming of age, will undergo what is known as a Kúkhulænn. It begins as a celebratory gathering of feasting, music, games, and dancing. But at the height of celebration, all attention will be called to the now of age Northsman. Upwards of a dozen Northsmen warriors gather, and the adolescent in question then challenges each of them to single combat, one by one fighting their way through the assembled fighters. Most often these warriors will be from the family of the one undergoing the Kúkhulænn. Also, typically these warriors will have spent the day drinking leading up to this event, in the interest of fairness to the youngster. The adolescent need not be totally victorious, as the trial is more symbolic than an actual test of strength and skill. Once the trial by combat has been completed, the festivities continue once again, into the night. Raucous music and dancing, massive roasted beasts, a near infinite supply of drinks, and more than a few brawls, fill the night. Often times, multiple Kúkhulænn will be held simultaneously, for any Northsman who are old enough at the time. This is a modern interpretation of a very ancient tradition. Some clans may adhere more closely to the original tradition, which was a more brutal experience. In the early days of the Kúkhulænn tradition, while fighting to the death was not the goal, as such a thing would not make for a sustainable people, it was not uncommon for Northsmen to meet there end. There was much less feasting and mirth back then, instead more blood and bone. ### The Ancestral Calling The Kúkhulænn actually stems from an even older tradition, which persists even to this day. When a Northsman comes of age, the next morning a horn blast may be heard across the land. And when it does, every Northsman that hear's it knows exactly what, and who, it is for. This is the call of the ancestral spirits. A Northsman that receives this call must travel to the burial grounds of their family, often alongside many other Northsmen, come to observe. What happens their may vary. Some are met with an ancestor that has arisen as a draugr, who challenges the Northsman to a duel. Or one might find themselves given a vision of some goal to pursue, or perhaps something more introspective. Some have received legendary weapons or items, typically with some purpose given with it. Others have even been whisked away, disappearing to far away lands, or even other worlds, in an instant. Some of said Northsman don't even return for a long time, if they return at all. The possibilities of what awaits one who receives a Calling are vast, potentially being anything. And often, success in a challenge presented by the ancestors is rewarded with some boon or treasure. Not all Northsman are Called. It is a rare honor that is among the most sacred, save for the respectful treatment of the dead. ### Northsmen Names **Northsman Male Names.** Æirik, Anakol, Auðunar, Bjarni, Bjornulf, Bork, Brusi, Cnut, Dyri, Flosi, Freystein, Gæirmund, Gærrar, Gunni, Halldor, Hrapp, Iarl, Ingulbjörn, Ioketill, Jarnskeggi, Kætil, Kari, Magnus, Moldof, Njal, Northri, Knútr, Oddløg, Onäm, Øpir, Orest, Ordyin, Raudebjorn, Ref, Sigfast, Skœdir, Thord, Tumi, Ulfrik, Valbrand, Vestar, Wengo **Northsmen Female Names.** Aslaug, Aud, Baildur, Bera, Bergthora, Dotta, Droplaug, Epona, Estrid, Freige, Frida, Gerd, Groa, Hilde, Hlif, Holmlaug, Ingeltore, Ingun, Isgerd, Jofrid, Katla, Katriga, Ketiloy, Lholi, Ljot, Luta, Mœid, Matilda, Melkorka, Þuriðr, Oddbjorg, Odindis, Ragna, Runa, Skur, Svala, Torgärd, Thorhalla, Tofa, Torunn, Ulfheid, Una, Valgerd, Vigdis, Yrsa, Yri ### Northsmen Traits Northsmen, due to both cultural upbringing and inherent ancestry, will typically have the following traits. **Ability Score Increase.** Your Strength score increases by 2, and your Constitution increases by 1. **Age.** Northsmen enjoy a slightly longer lifespan than humans, though, surprisingly, one not nearly as long as their elvish or giant ancestors. A Northsman reaches adulthood around their late teens, and they tend to live about 150 years. **Alignment.** Many Northsmen exhibit lawful beliefs stemming from the desire to maintain and support their community. As an extension of this, their tendency for reclusivity, and avoidance of the affairs of outsiders pushes them toward neutrality. **Size.** Male Northsmen range from 7 to just over 8 feet tall and weigh between 240 and 300 pounds. Female Northsmen range from 5 to just over 6 feet tall, and weight between 180 and 220 pounds. Your size is Medium. **Speed.** Your base walking speed is 30 feet. **Adept Survivalist.** Through the harsh environment where you grew up, you have developed the skills to survive the elements, and to defend yourself. You have proficiency in the use of longbows, shortbows, spears, and the Survival skill. You're also naturally adapted to cold climates, as described in chapter 5 of the *Dungeon Master's Guide.* \pagebreakNum **Born to Ride.** While mounted, your mount is not affected by nonmagical difficult terrain. Also, you have advantage on saving throws and ability checks against being dismounted. **Ancestral Magic.** Where many look to gods for guidance, you look to those who came before you, granting you the *Guidance* cantrip. At 3rd level, you are able to channel greater aid from your ancestors, even bestowing it upon others. You may cast bless, once per day. At 5th level you are able to dig deep into your ancestry, reaching far back and embracing the power of the Giants within your blood. You may cast *Enlarge/Reduce*, but only choosing the *enlarge* option, once per day. Spells cast through this trait can be cast without material components. **Powerful Build.** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. **Languages.** You can speak, read, and write Common, Elvish, and Giant. ## Boons of the North (WIP) The following section details some things adventurers may be able to benefit from, or otherwise interact with, should they find themselves in Northsmen lands, or come across Northsmen in their travels by other means. ### Heroic Celebration Any creature that undergoes the Kúkhulænn ceremony gains the benefits of the *Hero's Feast* spell, upon completion of the trial. Also, any creature that takes part in the celebration after a Northsman's Kúkhulænn may engage in a competition with another member of the celebration, for the favor of the ancestors. The competition may take the form, or be a combination of, dancing, drinking, eating, sparring, feats of strength or skill, etc. The winner of this competition gains the benefits of the *Hero's Feast* spell. ### Northsmen Warhorses The Æsiran are a family of Northsmen renowned for their exceptional warhorses. Smarter, faster, and far more sturdy than a standard warhorse, Æsiran Warhorses are highly valuable mounts to Northsmen and outsiders alike. The following stat block depicts the statistics for one of these prized mounts. ___ > ## Æsiran Warhorse >*Large beast, unaligned* > ___ > - **Armor Class** 12 > - **Hit Points** 34 (4d10 + 12) > - **Speed** 80 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|14 (+2)|16 (+3)|6 (-2)|12 (+1)|7 (-2)| >___ > - **Saving Throws** Str +6, Con +5 > - **Skills** Athletics +6 > - **Senses** passive Perception 11 > - **Languages** -- > - **Challenge** 2 (450 XP) > ___ > > ***Steady Footing.*** The horse has advantage on saving throws against being pushed or knocked prone. > > ***Trampling Charge.*** If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action . > > > > ### Actions > ***Multiattack.*** The warhorse makes two attacks with its hooves. > > ***Hooves.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage. > > \pagebreakNum ### Northsman Warpaint The Northsmen have developed a technique for producing, and applying a glowing, magical form of warpaint. The main ingredient of this paint is a bioluminescent fungus, known as Glóamjǫtuðr, which is only found among Northsman lands. With 10 gold worth of materials, and one sample of Glóamjǫtuðr, someone who knows the proper techniques can apply the warpaint to themselves, or another creature. This process takes one hour to complete as intricate markings are applied to the creature's face, torso, and limbs. Once this process is complete, the creature gains one Luck point, that they may use as if they have the *Lucky* feat. Once this point is used, the creature does not regain it until they receive a new application of Glóamjǫtuðr Warpaint. A creature may only benefit from one application of Glóamjǫtuðr Warpaint at a time. ### Birds of Sorrow Tales tell of a hermit of a woman who lived alone in the forest, and seemed to prefer the company of birds. Some say she was a witch, while others claim her to have been an oracle, and others still wonder at the difference. Regardless of the label she bore, all know of the trinkets she left behind. Ten necklaces bearing charms in the image of precocious black and white birds, each having a different number of charms and a unique boon to whomever has the good fortune to find one. #### One for Sorrow. *Wondrous item, uncommon.* This black necklace bears a single bird charm, its stance limp and sad. You may cast *Bane*, without the need for material components, once per day. #### Two for Joy. *Wondrous item, uncommon.* This necklace of white twine bears two bird charms, standing proud and appearing to enjoy each others company. You may cast *Bless*, without the need for material components, once per day. #### Three for a Girl. *Wondrous item, rare.* If one conceives a child while wearing this necklace, the child will be born of the female sex. #### Four for a Boy. *Wondrous item, rare.* If one conceives a child while wearing this necklace, the child will be born of the male sex. \columnbreak #### Five for Silver. *Wondrous item, rare.* This silver necklace bears five bird charms, as well as a charm in the shape of a full moon. You may cast *Moonbeam*, as an action, without the need for material components, once per day. #### Six for Gold. *Wondrous item, rare.* This gold necklace bears six bird charms, as well as a charm in the shape of a sun. You may cast *Sunbeam*, as an action, without the need for material components, once per day. #### Seven for a Secret Never Told *Wondrous item, rare.* You may cast *Legend Lore*, as an action, without the need for material components, once per day. #### Eight for a Wish. *Wondrous item, legendary.* This necklaces of many colored chains bears eight bird charms, appearing to be in mid flight and each carrying rolled parchment in its beak. You may use this necklace to cast the *Wish* spell. Once used, this necklace becomes nonmagical. #### Nine for a Kiss. *Wondrous item, legendary.* This necklace of green twine bears nine bird charms, with a sprig of mistletoe hanging from the center charm. The charms hang limply, upside down. You may use this necklace to cast the *True Resurrection* spell. Once used, this necklace becomes nonmagical. #### Ten for a Bird You Must not Miss. *Wondrous item, legendary.* This necklace of woven vines is still a vibrant green and bears a few healthy leaves. It's adorned with ten bird charms, hanging vertically with their wings spread wide. As an action, you may pull on the necklace and break it. When you do so, a Roc appears in an unoccupied space within 60 ft. of you at the start of your next turn, and the necklace becomes nonmagical. The Roc is friendly to you, and will aid you how it can, though it is under no compulsion to obey your commands. The Roc may choose to leave, or even become hostile to you, depending on your actions, or the nature of the situation at hand. Assuming the Roc remains friendly to you, and is able to assist you, it will, generally, stay until it can no longer aid you in your current task, then it will fly off to return to its nest. The Roc also has the following feature: ***Innate Spellcasting.*** The roc's innate spellcasting ability is Constitution (spell save DC 19 , +9 to hit with spell attacks). It can innately cast the following spells, requiring no components: At will: *druidcraft, gust, misty step, nondetection (self only)* 3/day each: *gust of wind, warding wind, wind wall* 2/day each: *blink, control winds, guardian of nature* 1/day each : *control weather, plane shift, storm of vengeance, whirlwind*