Wolves of the Sea - a mythic Viking era game (closed)

Started by Cold Heritage, May 23, 2020, 12:59:03 AM

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Cold Heritage

Hello and welcome, fellow Elliquiyans, to my humble interest thread.


The premise of this game is the story of a young warlord and rise or fall, as the case may be. He is a Viking, and he commands three warships. The characters in this story are part of his hird - a retinue of armed companions. Because this is a grand and fictional story, the young warlord I play is larger than life and so merits companions who are the same. His goal is land and title for himself, and his choice to raid is Ireland.

Although I say he is a Viking, the game is not one of historical accuracy or realism. It is a game of myth and legend. It takes place not in the past of Earth, but upon Midgard. A grander Midgard, too, because it contains all the multitudes of myth and legend that we care to include. And just because my character is a Viking, it does not mean that your character is beholden to the realm. His journey, as will be later shown, has taken him abroad from Scandinavia into the wider world, particularly the Eastern Roman Empire, with its cosmopolitan capital of Constantinople. And in Constantinople trade routes from all the known worlds converge, bringing characters from all lands and tribes and walks of life. It is in Constantinople that my character earned the acclaim and wealth that has allowed him to command three warships and the hird to crew them.

But while the game is one of myth and legend and loose historicism, it is not license to for wild anachronism, either. There will not be cowboys or Green Berets wrenched from the future and flung into the past by way of Atlantean technology. The Pyramids were not the work of aliens no matter how many memes of Giorgio A. Tsoukalos you bring to bear and will not serve as the basis for you having a laser sword. But a cloak of wolfskin that allows your character to transform into a wolf? Doable. A magic weapon is possible, too, though remember that such things tend to have downsides, as the sword Tyrfing was cursed to kill a man whenever drawn and be responsible for three great evils.

The characters we play may be larger than life individuals, but they are by no means all powerful, invincible, nor unassailable. They are champions and elite, but they will face others who are their equals or their betters, as well. You might play a character with martial prowess enough to defeat five opponents, but they will surely fall to fifty. No one character is going to be able to do everything.

Also, just putting up a character does not guarantee acceptance. If your character is inappropriate or against tone then I may decline it.





So let's talk a little bit about the world and timeline some more. This isn't a historical game by any means, but it is helpful to have an idea about time. Roughly, it's about the time that the Viking age starts. The first attacks have happened, but the raid that is held to have started it all, the Lindisfarne raid of 793, happened five years before game start. Does that mean that the game takes place in Anno Dominie 798? Not exactly. It takes place about that time. Roughly that time. Especially if we need to squint a little at the timeline to make a character work and needed to fudge the numbers just a wee bit.

So in this world of Midgard all of the myths and legends are out there. There is a Mount Olympus where the Olympians live and Zeus is there when he is not out in the form of a golden cloud flirting badly with a young goatherd. Atlantis, Mu, and Lemuria were around before they sank under the waves, ending a golden age of knowledge but also tremendous hubris. The peoples of Atlantis, Mu, and Lemuria settled in other lands and intermarried with other peoples but in some places their legacy remains more intact than others. King Arthur and his Camelot existed, and though Camelot and the values it stood for are but memories Arthur sleeps in Avalon for the day he will be needed again. In continental Europe Charlemagne and his 12 Paladins fight to create a mighty empire. Further east reigns Byzantium, the inheritor Rome and all of her ancient glories. Though much diminished Byzantium remains a great power and people from all of the known world come to trade in the bustling markets of capital Constantinople and the palace is a hotbed of great intrigue. In what was and will be again England the small kingdoms war with each other and vie for supremacy. Ireland's cóiceda do much the same.

All of these things and more can serve as the basis for your character. Just because I have not named some place or people does not mean that they are necessarily off the table. In the 13th Warrior there is Ahmad ibn Fadlan. It is perfectly valid that this game could have characters from Africa or Asia.

It is also perfectly valid for a character to be of any sexual orientation that their writers wishes. In the world of this story there is no stigma against any sexual orientation. Likewise, while sex and gender roles may exist there is greater liberty for characters to move outside of those expectations and live a life they wish largely without stigma.





There are some roles that a character could fulfill as part of the hird. It is by no means the only ones, and a character could easily just be one of the hird without any special responsibilities.

- Captain of Swift Hart. The Swift Hart is the smallest of the three ships commanded by my character. It is also the fastest and most maneuverable. The role of captain of this ship is fit for a bold character who is an experienced, sure sailor willing to take risks and plunge headlong into danger. It is a snekkja, and still a warship! Aboard the Swift Hart, your word is law and your authority ultimate. On land and among the hird the character is subject to my character's authority. It is, however, a position of trust and respect.

- Captain of the Grey Hawk. The Grey Hawk is a ship equal in size to the Swift Hart. Like the Swift Hart it is fast and maneuverable, carrying the boldest first to battle to create a beachhead for the main hird to deploy on, or to perform reconnaissance. When at sea and on the deck of the Grey Hawk you are lord and master of all on the ship. But on land and among the hird you answers to my character, but again, this is a position of trust and respect.

- Huscarls. Huscarls are warriors of the inner circle. They are the most trusted and highest paid warriors in the hird.

- Skald. Your character is my character and the hird's hype person. You sing songs about us and why we are the best.

- Healer: This sort of character would be more in the vein of someone who knows about practical applications of herbs, how to set a bone, and having actual medical knowledge appropriate for the era rather than a faith healer who lays on hands. Whether they learned from oral history or a school in Byzantium is up to you and how you see your character.

Other positions might exist! I'm not all knowing. Someone probably gets the dull job of being quartermaster and paymaster but this is not a grueling historical simulator . . . but if you want it you could also wear those hats.




It is fine if you want your character to be a strictly mortal being. Your character could be a warrior with a sword, shield, helm, and mail coat and get by on their courage, wits, and guts. That is a perfectly fine character to bring to life with the strength of your writing!

There are types of characters who may be a little extra. This is a few of them. It is not exhaustive, and if something is not here it is not because it is a hard no. We can talk about it and see if you want to bring something to the story that is not here.

- Berserkers, Ulfhednar, Svinfylking. These are the famous warriors who go to battle in the skins of animals: the bear, the wolf, and the boar, and associated with Thor, Odin, and Freyr respectively. To be one of these warriors is to court an animal spirit through religious ritual. Some learn to enter a trance-like state in battle and achieve an ecstatic state of being that, combined with their martial talents, makes them formidable warriors able to fight with the strength of three men and unbreakable morale. Better still are those who have the knowledge to make potions that grant them greater strength still and make them immune to pain, truly going berserk under the influence of charmed concoction. Many do not and rely upon a sorceress for such things. For the purposes of this game, player characters fall into that category. Though these types of warriors possess fearsome potence, their battle rages leave them exhausted and vulnerable after battle, and favour of the gods must be maintained, lest they withdraw their blessings and patronage.

- Shapeshifters. Among the Norse there is a theme of changing shape. The skin of an animal or a cloak of feathers facilitates the transformation. To keep this 'special' a player character may be a shapeshifter, but they may only change into one animal they need a charm to do so. This charm is unique to the character and it must be made from the animal that they will change into. A character who changes into a wolf cannot just have any old wolfskin; it needs to be a wolfskin that is special to them somehow. That is just an example; the charm can take other forms than just the skin although it ought to be of significant size. If your character use the teeth of their animal, it should be a necklace with many teeth, not just a single one. Losing the charm is a great blow, and constructing another is no easy feat. In general, having a shapeshifter's charm is only valuable insofar as it gives power over that shapeshifter wanting to have it back; merely possessing a shapeshifter's charm will not allow those who do not have the knack for it to do so.

- Sorcerer/Sorceress. These are very rare types of characters and as one is already spoken for, it is not likely that I will allow more than one other for at most two in this game. Discussion will need to arrive to ensure that the characters do not overlap too much in their potent and rare capabilities. These types of characters practice the various forms of magic attested to in the sagas, such as galdr, chants and incantations, and seidr, foretelling. They may bestow charms and blessings upon others, as they see fit, and withdraw with equal whimsy. They may do the work of the gods, or the gods may do their work through them, at times. And at others, their actions are their own alone.

This is again by no means exhaustive, but the type of combat role your character fulfills bears some thought.

- Viking. Your character is equipped in the typical way: sword (or axe, maybe both!), spear, shield, chain mail coat, helmet. They fight in the shield wall, using their shield to protect themselves and the person to their left, while being protected by the person to their right. Sword and spear are used to stab at the opposing rank. It is tough, close-in, but utterly essential. You face great danger but can grasp great glory.

- Huscarl. Like a regular Viking, but you get paid more and are more loyal and a better warrior than most Vikings. Your character gets first and best share of the loot and so has better equipment, but moreso than the Viking you fight at my character's side where the fighting is thickest. It is absolutely expected that if the situation presents itself your character will take that arrow to the knee for mine.

- Archer. Your character's main armament is a bow. You are behind the last ranks of the shield wall, relying on them for protection. After the shield walls are engaged, you are likely to take up a spear as the fighting grows too close quarters for further shots. In sea battles archers hold great importance for the ability to thin enemy numbers to ease seizing enemy craft.

- Scout. Viking raids worked well because of several things, but one of them was reconnaissance. Lightly armed and armoured, you are able to get just about anywhere and go unseen while doing so. If you do happen to be seen, though, it behooves you to run because the odds are not in your favour in a stand-up fight.

- Cataphract. Your character is a heavy cavalry soldier, formerly of Byzantium. Part of an elite of professional mounted soldiers, your character is trained to fight from horseback with a lance and wears heavy armour. Your character enjoys unrivaled mobility and striking power, but is probably going to be alone out there. We also do not think about the logistics of transporting your horse by sea. It just works.

- Knight. Your character is a heavy cavalry soldier from Charlemagne's European empire. Much like the Cataphract, but with different aesthetics. You pack no less of a punch, however, and enjoy the same hand-waving courtesy regarding your horse that a Cataphract does. There is a story why your character is away from home fighting for pagans against fellow Christians. You may or may not be chivalrous.

- Light cavalry. Your character fights mounted, but they are not heavily armoured and ride a swifter mount than the Cataphract or Knight. You may employ a bow or a spear, and enjoy great mobility and swiftness, able to harass and harry foes while remaining virtually out of reach. We do not worry about the logistics of your horse or pony, either.

This is not an exhaustive list. It is just ideas. We can talk about other types.




At long last, we get to the character sheet! You can more things if you need or want to.

[float=right][img height=250 padding=5]your image here[/img][/float]
[b]Name:[/b]
[b]Epithet:[/b]
[b]Role:[/b]
[b]Place of Birth:[/b] Scandinavia will suffice for Norse characters, Byzantium or Charlemagne's Empire for those born there, or elsewhere
[b]Age:[/b]
[b]Gender:[/b]
[b]Sexual Orientation:[/b]

[b]History:[/b] This does not need to be exhaustive. It really just needs to hit the high points and explain why your character joined up with the hird.

[b]Personality:[/b] Doesn't need to be super long, but enough for other players to get a general idea of how your character acts so they can envision connections and how they might work together. Remember, it behooves you to make someone who can work in a group and that others would not find completely objectionable. It is not very likely that someone who is just so good at what they do that a poor personality would be overlooked would be someone who would fit in this hird, because my character is not yet very rich.

[b]Connections:[/b] Doesn't need to be filled right away and ideally done after acceptance and discussion with other players

[b]Family of Note:[/b] People who are important to your character. Do they have a famous sibling or parent? Do they have a sibling whose well-being is why they risk life and limb so far from home and hearth?

[b]Extra Information:[/b]

[b]Sexual Ons:[/b] Acceptable to link to an O/O thread or specify as preferences if you have that filled.
[b]Sexual Offs:[/b] Ditto
Thank you, fellow Elliquiyan, and have a wonderful day.

Cold Heritage

Here is the leader of the hird.

Name: Torstein Torbjørnsen
Epithet: Bright Torstein
Role: Leader
Place of Birth: Hålogaland
Age: 29
Gender: Male
Sexual Orientation: Heterosexual

Appearance: Torstein is very tall. He stands some seven feet tall, and where he is from in Norway it is not especially remarkable.

He owns a fine hauberk of mail. He has a helm with a face guard and nasal and mail aventail to protect the neck and lower face. His shield has an iron rim and stout iron boss, and it is painted white. Torstein carries into battle a sword of crucible steel, a seax, and an axe whose head is forged of crucible steel. His weapons were forged in his homeland, the steel imported, by the local smith and godi, who spoke charms over them and blessed them in the old ways. Torstein wears a white cloak that does not stain and it is fastened with a golden brooch in the shape of the sun. His arms sport some arm rings of gold and of silver - but never the same for long, for Torstein is a giving and generous lord.

Upon Torstein's broad back there is an extensive tattoo that covers almost the whole surface. It is the world tree, Yggdrasil. Its uppermost reaches begin at his neck and traps and its roots splay about his waist.

History: Torstein is the fifth child of Jarl Torbjørn, known as the Grim Tide and the Red Surf for the brutality of his raids. The jarl's first three children were by his first wife, and the other by a second. The first three children were male, and the fourth a daughter. The second son died by treachery when Torstein was young and it launched the clan into a blood feud that lasted three bloody years. Torstein killed his first man at the age of 8 in that feud.

Most of Torstein's combat experience as a lad came not from raiding with his father or brothers, but in defending his father's lands from the wild, savage men who lived in the mountains. More Jotun than man, they were fierce opponents, seldom easily beaten.

At 14, Torstein saw little prospect for wealth or fame at home, and signed on with a trade ship bound south to Byzantium. Along the way he learned better how to run a ship, fought pirates, learned to speak Latin and several other languages. In Byzantium he fought in the Emperor's armies, and his strength and battle prowess set him and his fellow Norsemen apart from local soldiers. Their stout courage and bravery won them special patronage among the nobility, and for 13 years Torstein fought, winning wealth and acclaim far from home. In his last year, Torstein personally foiled an assassination attempt on the life of the Emperor himself, and was rewarded with the Emperor's body weight in gold. Flush with more wealth than he could have dreamed, Torstein gathered up good warriors and returned home, dreaming of his own ships and carving out lands for himself.

Of note while Torstein was in Byzantium was a battle that went poorly. The army he was part of was outflanked and outmaneuvered, and soundly defeated. The nobles and generals escaped while Torstein and some other men fought a rearguard action that could only serve to buy time. The closer death came the harder Torstein fought, but he did not see the Valkyries coming for him. Eventually, Torstein was defeated, and he was crucified with several others by victors. For nine days and nine nights Torstein suffered upon the cross. On the tenth day, a wanderer came, and asked Torstein if he had any final wishes. Torstein asked only to die with a sword in his hand, that he might enter Valhalla. The wanderer was silent, and then took the young man down. He gave Torstein mead to drink, and cleansed his wounds with honey. And he spoke words of power such that Torstein's mind reeled to hear them and his ears bled. But when the wanderer was done Torstein was healthy again and more: he was blessed with a strength that would increase at dawn, reaching an apex at high noon, and then diminishing until sunset, at which time he would have only his own prodigious natural strength; and no longer could any blade or weapon cut or pierce his skin. Such was the wanderer's gifts. Torstein returned to Constantinople, and he sacrificed for nine days and nine nights: in the morning a great bull, and at the night a rich cow.

Shortly after Torstein's return to Scandinavia, he passed through lands torn apart by blood feud. One clan destroyed in this blood feud was that of the sorceress Tøva. Her beauty allowed her to come into Torstein's camp unchallenged, and she entered the man's tent smelling of oak and lavender. She gave him a potion of particular potency and peculiar ingredients, speaking charms into his ear, and set him the task of destroying Thegn Geirbrandr Blood-Shirt, the one who had brought ruin to her family and many others. Torstein does not recall all he did under the influence of that potion - it is a crimson blur. But he brought the head of Geirbrandr and his huscarls to Tøva come the morning. Thereafter, she joined him, and after a time they married.

Upon return to Hålogaland, Torstein commissioned equipment for his huscarls, three boats, hiring further hirdfolk, and securing provisions for raiding west. It has almost exhausted his coffers, but the promise of wealth to the west leaves him untroubled.

Personality: Torstein is a reasonably gregarious man. His faith in the gods of the north is strong, but he has no particular opposition to other gods of other peoples and lands. Where a man stands with his gods is his own business, to Torstein's mind. What matters more to him is reliability and loyalty. Torstein is a man whose word is his bond, and he has never broken his given word.

As a lord, Torstein tries to be a good one. He does not demand perfection, and forgives errors on the part of his followers if they acted in good faith. He is also reasonably tolerant of failure, but does not brook incompetence and will release a proven fool from his service. But he cherishes those who are of quality and loyalty. In his time in Byzantium Torstein has come to believe that the blood of the covenant is thicker than the water of the womb.

Torstein is, in battle, not much of a planner. He does not throw his men into obviously dangerous situations, but he has been in enough battles to know that extensive planning is seldom worth it. He will have goals he wants to accomplish, and lay out how they might be done, but adapts as well as he might to changing situations. Torstein is not a coward, and always places himself in the greatest danger.

Connections:

- Tøva, the Sorceress: She is Torstein's wife of two years. She has a fire that he is like a moth to, and he cannot deny her.

Family of Note:

- Torbjørn the Grim Tide / the Red Surf: Torstein's father and a jarl in Hålogaland. Age has diminished his strength and vitality, and he currently lies ill abed. There is love enough between father and son, and Torstein dedicates his battles to his father's name in the hopes that it will grant him entry into Valhalla if he dies a straw death.

- Gandthor: Torstein's elder half-brother, who stands to inherit the majority of Torbjørn's holding. The two are not close but there is no enmity between the two, though Gandthor will not intercede on Torstein's behalf against Rotulfr.

- Rotulfr: Torstein's younger half-brother and Torbjørn's third son, whose inheritance stands to be meager compared to Torbjørn's other sons but is greater than the nothing allotted to Torstein. He bears an unreasoning and bitter hatred of Torstein.

Extra Information: Torstein is blessed. It is the blessing of Baldr. At dawn, Torstein's strength grows until it reach an apex at high noon, where it is a strength that is inhuman in its potency. But it will then ebb and fade with the setting sun, and the end of the last ray of sunshine will see him left only with his own - albeit considerable - strength. No blade or weapon may cut or pierce Torstein's skin. This does not mean that he does not feel the force behind a blow, however: he still susceptible to bruises and broken bones. This blessing marks Torstein's hamr, making it conspicuous to sorcerers and those with the sight for such things.

In addition to the tongues of the Norse peoples, Torstein can speak Latin, Greek and some Arabic, although he understands the latter language better than he is able to speak it.

Sexual Ons: As per preferences
Sexual Offs: As per preferences
Thank you, fellow Elliquiyan, and have a wonderful day.

Cold Heritage

And his wife, and witch, as played by Vlexia. Her CS is an example of how you can go extra over the base. Be inspired.

Tøva
Tøva the Heart-Eater; “Wild VVitch”


The Witch’s Curse

Role: Völva of the Hird
Place of Birth: Kvenland
Age: 31
Gender: Female
Sexual Orientation: Pansexual

Appearance: Tøva is lithe due to a life of scavenging and living off the land on her own. She has an inherent physical power within her from the basic strength of minor defense, but the Seer is not a battle-maiden by any means. If there is war and raiding to be had, she is not on the field itself, but high on the hill pulling the decisive strings. She is a worker, with slender build that is elongated by her height in standing at around 5’10”, with straw-colored and golden hair. Often in braids or twisted strands, she exemplifies the wild will of the Gods with a protective runic tattoo upon her forehead above her icy blue eyes, as well as a thick line drawn down from her bottom lip and throat to signify the fine line she speaks between the two realms.

History: Not much is known of her birth and parents as she was found swaddled in wool on the side of a road as an infant. Truthfully her poor parents could not afford to feed another mouth and left her there, but it was believed by the crone who found her she was a rejected changeling baby. Tøva was granted a name encapsulating her mystery, and she grew up alone and isolated in the forests surrounding Kvenland. From devastating beginnings to a humble life, this gave her the education in a medicinal, herbal, and agrarian lifestyle.

She experimented with flora and fauna, taught by the adoptive mother and shown the spiritual way of life through holistic knowledge. She experimented with plants, fungi, berries, herbs, mixing potions and powders to create a desired effect. The more she used these materials the more dramatic her dreams became. Visions from Freyja came stronger and more frequent, the veil in her mind slowly being shredded through time. This change was continuous and evolving, and the nearby village kept their respective distance except in times of need. With settled civility she grew comfortable around people, and in time Tøva made a lover out of a farmer and bore them both a daughter. But before the child was even weaned disaster struck.

How sweetly bitter is the taste of ash as it rains upon the weeping tongue. By flame or by sword it mattered naught, Tøva can still remember how the blood flowed through the engorged dirt, far too saturated to take anymore amid the wreckage of her village. Singed frames of homes that once were surrounded her, along the shrunken corpses gutted by the sword, and at the very center stood an immense spike. Drilled deep by the force of a powerful hammer, Tøva’s wrists were tied securely after being stripped naked to humiliate the witch, her back in ribbons from 10 strikes of a corded rope.

Only a few had survived the initial raid, more a village of farmers than warriors, and when the rest were gathered up on their knees before the flames of their dying home, all hope had been lost. Tøva’s lover’s throat had been slit wide, the screams so muffled and distant she hadn’t realized they were coming from her until her daughter had been ripped from her arms. Without hesitation, the mighty man had bashed her little skull in with the pommel of his sword before the order to string her up had been given, the warrior recognizing her by her rune tattoo.

It wasn’t until a crow cawed—two actually— later that night did she actually find the strength to try and escape.

Huginn and Muninn. Their call was stark enough to cut through the slow sound of the blood pumping in her ears. The Witch heard the raspiness in her lungs, the chambers in her heart pulsating irregularly now, and with a lowered head, she bowed her head to Óðinn’s messengers and began to gnaw at the leather ties keeping her tethered.

It was a weak going at first, returning to her forest hut to consume numerous concoctions for her health. Tøva laid low for months until she heard reports of a Baldr-blessed Vikingr newly returned from foreign land who may be convinced for her vengeance. Mixing him a particularly powerful potion of her own making as a gift, the woman sought his aid.

She found him younger than expected, but his reputation proceeded him. The one they called Torstein Torbjørnsen quickly brought her the head of her enemy and all those associated with him after drinking her potion and hearing her incantation of instruction. She ate the tongue of Geirbrandr raw before the power of her charm wore off, and in extreme, bloody gratitude she offered Torstein a gift of his choosing. In a surprising twist, it seemed as though the man was not put off by her nature. The gift turned mutual in an allied union and eventual marriage. Now, her gifts are his to use to the glory of his name.


Personality: Brash, blunt, and a little strange, you must occasionally forgive Tøva for her slightly uncivilized manner. She is very often beset by visions, spells, and after-effects of psychedelic drugs and potions she makes and uses. Years spent in isolation and away from the populace has given her a rough verbal exterior, so words are not minced but she never lies. Her manner is unfettered, her dedications to the Gods vibrant, her passion fiery, Tøva is like a blustery storm. Her search for knowledge is never-ending, and she abhors weakness and dishonor.

Connections: Torstein Torbjørnsen’s Bride and Seer. Married for two years, he is a balm to her twisted mind and the only person who can calm her after particularly manic and harrowing visions.

Family of Note: None

Extra Information: An expert in horticultural sorcery, rituals, and hallucinogenic visions. She is not above cursing anyone, foe or friend-turned-foe, and spills an exorbitant amount of blood since her husband cannot be cut. She uses runes, bones, and entrails for spiritual guidance and frequently drugs wine or mead for a vision that can last up to a full hour.

Sexual Ons: Fertility and Blood Rituals, outdoor sex, voyeurism, oral, forced threesomes
Sexual Offs: Almost none with her husband
Thank you, fellow Elliquiyan, and have a wonderful day.

Vlexia


If you cannot honor a No, then you certainly could never honor a Yes.

Juggtacular

#4
Well damn this looks interesting.

Are the Captains also part of the Huscarls? Like is Captain of the Swift Hawk also a Huscarl, or is Huscarl it's own separate thing from being a ship captain?

I've also got a few character ideas I'm tossing around.

An Egyptian warrior priest who uses the magic of the Gods to enhance himself in different ways and use strange magics. He was raised to protect the Pharaoh but he abandoned that life when he realized being seen as a God wrapped in human flesh actually made him a Devil hiding as a man. And that he was truly evil to his people. He either couldn't handle his atrocities and left, or secretly assassinated him to ensure a brighter tomorrow for the Egyptians before escaping the country and the continent after meeting Torstein during his travels and showing his prowess.

I'm also thinking of someone similarly blessed from the Norse side, but it would be Thor's blessing instead because Thor. His blessing would be what draws him to Torstein as he was given the gift of Thor's brother Baldr. The first son of an a powerful and strong clan, betrayed by his brother out of jealousy and lust for power. He is believed  and the first son is exiled by his father after winning the right to live in several trials by combat. He wandered the land a broken man, finding the only way to numb the pain of his entire clan turning their backs on him by slaughtering foes on the battlefield and plundering beautiful women. He continues even when that joy has left him, for he is too strong and skilled to die in battle, and too much a Viking to take his own life or lie in a bed and wait for death to embrace him. He returns to his families lands and saves them from certain death out of honor and love for his kin, only for them to offer no thanks and no welcome back. Jeers and shit clumps for the man who turned the enemy at the gate away when they could not. He cuts his hand, squeezing their blood from it and claiming it no longer his own, and uproots his name from their name. He curses those who were his family, and leaves them to the largest storm the continent has ever seen, destroying everything and leaving them without a home, just as he is. A justice the Gods deem fitting, as neither will never recover what was lost, and if one must suffer, so too will the other to balance the scales.

Then there's a Walachian soldier who holds dark and nightmarish powers because he was nearly slain in defense of his Count, and his lord saw fit to bless him with unholy powers in return for his loyalty.

And the bastard son of a Greek God or Hercules.

I'm still thinking out possible backstories for the last two.

RedPhoenix

#5
Concept....




Name: Atiqlataaq "Tocki" Jokullsdottir
Epithet: Hvalrmunnr ("Whale Mouth")
Role: Sea Scout, Marine
Place of Birth: The Ocean, Apparently
Age: appears to be early 20s
Gender: Cisfemale
Sexual Orientation: Omni

History:

A dozen years ago a viking ship was blown far out across the ocean by an errant storm. A dozen years ago a little girl jumped into the water to impress her parents and was sucked out into the depths by a riptide.

The two met in the stormy, wind-tossed ocean, the northern men amazed at the surprisingly healthy state of the oddly marked, oddly colored little girl they fished from the ocean. The viking captain saved the girl, although many of his warriors thought she was an evil spirit and wanted her returned to the sea. However once she was taken on board the sea calmed considerably. The little one couldn't speak like the vikings could, but she gave a name, one that the men couldn't manage and settled on "Tocki." They gave her the honorary family name of Jokullsdottir, daughter of the ice, and adopted her.

And so Tocki was taken back to the Norse lands, and raised as one of their own. She grew up to be a woman that any norse family would be proud of, fearless, strong, and beautiful in her way. Although her body was wider than a typical Norse beauty and she was not as tall, her skin darker, and her features quite different, she was strong, healthy, and had curves more than ample enough to catch the eye. She also had a very happy-go-lucky approach to life that made her charming and attractive to many Norse folks. She also proved a very good warrior, a very gifted swimmer, an an exceptional fisherwoman. Hardier even than her adopted parents, she tended to fully cover herself only in the darkest nights of winter, wearing little more than necessary even during bright winter days. As she grew into a woman, the village stopped thinking of her as an outsider and she was welcomed as any reliable and joyful member of the community would be.

It was also discovered that she had a rather unique gift. In addition to her almost supernatural comfort in the cold and wet, she was in fact surprised to learn that other people couldn't understand the deep and resonant song of the whales. With practice she even learned to sing it back, although her lungs are nowhere near as large and she must be much closer before they can hear her. She has been accused, rightly but she won't admit it, of singing back to them to scare them off from the shoes during whale hunts. She freely admits that the whales help her find fish and that she heeds their warnings of larger monsters in the waves.

As she grew her memories of her old home faded, and she began to wonder if what her new family said was true, that she was born from the sea to bless her adoptive father's ship and guide them home. Still she has memories of a language that isn't the one she speaks now, a family that isn't the one she has now, and a home where the trees are quite different.

When her adoptive father joined the hird to go west, as he always wanted to do again, Tocki happily came along.

Personality:
Tocki is a woman who takes what life gives her and smiles. She enjoys the solitude of the wilderness and the company of a campfire alike. She enjoys men and women of all sorts. She drinks happily and dances merrily but also fights like a wolf when necessary. She is good-natured about her odd way of coming to be part of a Norse family, and those she grew up with mostly think of her as one of them and vice versa now.

However, there are times, usually in the dark and quiet of the winter night, where she feels an odd mixture of a guilt and sorrow that she may not see her birth family again. She wonders what she will see when she dies, if she will be reunited with her birthland or taken to Valhalla. No wise woman has been able to answer that for, just to say that the gods of the north do not mark her as one of their own. Which is not to say she will not be welcome in their halls necessarily, but who knows?

Connections: Definitely open to one of her adoptive family being a PC.

Family of Note: See above, I've left it sort of vague in case someone wants to step in. :)

Extra Information:
- Tocki as imagined is a skilled fighter, but not a supernaturally gifted one. Although I'd like the right to reserve this if it turns out all the other fighter types are godly. :)
- Her abilities that go beyond human norms all involve the sea - withstanding cold, wet, and of course, communication with the whales
- Tocki doesn't know it because she's never been there in her life, but going more than a few days inland will cause her distress and she'll want to return to the coast.
- Gods and spirits of the old world might sometimes react oddly to Tocki. Being from elsewhere, and having some connection to the gods of that place, Tocki may find herself especially vulnerable or completely immune to certain things. They may find her presence disturbing, horrifying, wondrous, or exotic.
- Tocki has never been with child, despite many opportunities. Nobody knows if it is merely luck or that she cannot bear the children of Norse men.

Sexual Ons & Offs: Player O/o here. Tocki views sex as a fun, pleasurable exercise and is always looking for new adventures in the bed as much as she does in the rest of life. She is a committed polygamist, and does not see loving one person as any reason not to love another.

Apologies & Absences | Ons & Offs
May you see through a million eyes.

bubby

#6
Oohh... man...

....Berserker Huscarl maybe?

TinCanTalos

Oooh, high adventure and mythical beings! Excitement abounds!

Would a bard taken prisoner out of Munster several years prior to the game's opening and then later recognized for his talent in linguistics, lyre playing, and boastfulness make for an acceptable skald? While he'd be partial to more celtic fair musically, his above and beyond skill would be a remarkable ability to quickly adopt local verbal and musical traditions into his repertoire. Apart from singing the praises of his fellow hirdfolk, his ability to quickly internalize local culture would allow him to be a rather apt emissary and scout.

Vlexia

Jugg!

Tin!

Red!

Bubby!

My god!

Love you guys....


I’m a little buzzed right now 😂

If you cannot honor a No, then you certainly could never honor a Yes.

Cold Heritage

Happy to see everyone's interest. :)

Quote from: Juggtacular on May 24, 2020, 11:15:31 AM
Well damn this looks interesting.

Are the Captains also part of the Huscarls? Like is Captain of the Swift Hawk also a Huscarl, or is Huscarl it's own separate thing from being a ship captain?

As I envision it, the Captains would be a separate thing from the Huscarls. The Captains are second in command types, with command responsibilities and such. They get commensurately better pay than Huscarls. Huscarls are top tier ass kickers expected to be 100% loyal and get top tier pay but have no command responsibilities.

Quote from: Juggtacular on May 24, 2020, 11:15:31 AMI've also got a few character ideas I'm tossing around.

All of those ideas seem fine and viable to me. Some specifics might need fine tuning as they get more refined and developed but I don't see any reason to say no to any of them at this point.

Quote from: RedPhoenix on May 24, 2020, 02:19:10 PM
Concept....

Looks fine to me, and if you feel the need later on to pump up Tocki's combat skills that's okay too.

Quote from: bubby on May 24, 2020, 02:49:32 PM
Oohh... man...

....Berserker Huscarl maybe?

Certainly an acceptable character concept.

Quote from: TinCanTalos on May 24, 2020, 03:21:38 PM
Oooh, high adventure and mythical beings! Excitement abounds!

Would a bard taken prisoner out of Munster several years prior to the game's opening and then later recognized for his talent in linguistics, lyre playing, and boastfulness make for an acceptable skald? While he'd be partial to more celtic fair musically, his above and beyond skill would be a remarkable ability to quickly adopt local verbal and musical traditions into his repertoire. Apart from singing the praises of his fellow hirdfolk, his ability to quickly internalize local culture would allow him to be a rather apt emissary and scout.

Sounds good to me. I envision that the hird would be raiding the northern Irish problems, so as a fellow from Munster he may or may not have much qualms about siding with heathens against Ulster or the Uí Néill.
Thank you, fellow Elliquiyan, and have a wonderful day.

bubby

Quote from: Cold Heritage on May 24, 2020, 05:41:52 PM
Happy to see everyone's interest. :)


Certainly an acceptable character concept.


Sweet! *Settles in to do her first char sheet in a LONG ass time*

RedPhoenix

Quote from: Vlexia on May 24, 2020, 05:01:11 PM
Jugg!

Tin!

Red!

Bubby!

My god!

Love you guys....


I’m a little buzzed right now 😂

Yay! <3


Quote from: Cold Heritage on May 24, 2020, 05:41:52 PM

Looks fine to me, and if you feel the need later on to pump up Tocki's combat skills that's okay too.


Awesome! =]

Quote from: bubby on May 24, 2020, 05:55:41 PM
Sweet! *Settles in to do her first char sheet in a LONG ass time*

WOO! \o/
Apologies & Absences | Ons & Offs
May you see through a million eyes.

Kuroneko

Hmmm, looks interesting. Considering a shapeshifting scout ... Will ponder some more.
Ons & Offs//Requests//Where is the Black Cat?
Current Posting Time - Once a Week or More

"One should either be a work of art, or wear a work of art" ~ Oscar Wilde
"I dream of painting and then I paint my dream" ~ Vincent Van Gogh

bubby

Quote from: Kuroneko on May 24, 2020, 07:03:11 PM
Hmmm, looks interesting. Considering a shapeshifting scout ... Will ponder some more.


Yyaasss shapeshifters!

Juggtacular

#14
Awesome. And hello everybody! I can't wait until we're sailing the high seas, crushing our enemies, seeing them driven before us, and hearing duh lamentashuns of dere wehmun.

TinCanTalos

Quote from: Vlexia on May 24, 2020, 05:01:11 PM
Jugg!

Tin!

Red!

Bubby!

My god!

Love you guys....


I’m a little buzzed right now 😂
D'aww! Also I think I'll join you, mead for all! *Brings out the oaken casks*

Quote from: Cold Heritage on May 24, 2020, 05:41:52 PM
Sounds good to me. I envision that the hird would be raiding the northern Irish problems, so as a fellow from Munster he may or may not have much qualms about siding with heathens against Ulster or the Uí Néill.
Grand! I was actually thinking of making him a previous slave to Thegn Geirbrandr Blood-Shirt prior to his glorious decapitation, that would help explain the passion he feels towards extolling the myriad upcoming triumphs of Torstein.

Cold Heritage

Quote from: Kuroneko on May 24, 2020, 07:03:11 PM
Hmmm, looks interesting. Considering a shapeshifting scout ... Will ponder some more.

Thanks for the interest. Look forward to seeing anything you may come up with and answer any questions you may have.

Quote from: TinCanTalos on May 24, 2020, 07:49:40 PM
Grand! I was actually thinking of making him a previous slave to Thegn Geirbrandr Blood-Shirt prior to his glorious decapitation, that would help explain the passion he feels towards extolling the myriad upcoming triumphs of Torstein.

Extremely solid idea good sir.
Thank you, fellow Elliquiyan, and have a wonderful day.

Cypher

Still room for one more? Definitely a concept I'd be interested in writing something up for. Has anybody called dibs on Captain'ing the Grey Hawk? I passed through the replies, but saw nothing to that effect. Failing that a Berserker could be a lot of fun, particularly an especially fervently zealous one - as if there's any other sort.

Cold Heritage

Still plenty of room and so far as I know no one mentioned interest in being captain of the Grey Hawk.
Thank you, fellow Elliquiyan, and have a wonderful day.

Cypher

Grand. It's late for me and I have work tomorrow, but I'll try and get a character sheet up as promptly as I can.

bubby

BRING ON THE PEEPS!

I actually have a good start on my char sheet. AMAZEBALLS!! ;D

Huskarl/Shapeshifter (wolf)

Juggtacular

If you're going Grey Hawk ill go for Swift Hart

Cypher

Quote from: Juggtacular on May 24, 2020, 09:24:41 PM
If you're going Grey Hawk ill go for Swift Hart
Actually I ended up misreading the initial post (it was late when I scoured this thread) and misinterpreted the Swift Hart as belonging to the OP's character. For the type of character I'm considering writing - very much the aggressive, 'face first' type - I do think the Swift Hart would be more fitting. To that end, would you have an issue 'swapping'?

Juggtacular

Mine will be fairly aggressive as well. But either or is fine for me.

Cypher

Quote from: Juggtacular on May 25, 2020, 11:35:36 AM
Mine will be fairly aggressive as well. But either or is fine for me.
In that case I'll snag the Swift Hart instead.