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Character Races - Read Second.

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Character Races - Read Second

The Northlands is predominantly populated by humans (Northlanders), with some representation of Elves / half-elves (Nuklands) and two races specific to this campaign: Giant-Blooded and Troll-Blooded.

No monster races allowed.  No orcs or half-orcs.
This message was last updated by the GM at 19:37, Sun 08 Sept 2019.
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Northlander (Human)

The most populous cultural and racial group in the Northlands are, unsurprisingly, the Northlanders themselves. Famed for their size, cleanliness, independence, and ferocity, the Northlanders stand out among the smaller, darker people of the Southlands. Most Northlanders are of above-average height and weight for a human, though they do not exceed human norms for size. In skin, eye, and hair color they tend toward the lighter shades, though dark brown hair and eyes, as well as black, are not uncommon. Northlanders are also well known for being clean and for regularly bathing. These hardy folk see no problem with diving into a winter-chilled stream, providing they can quickly exit and get back into the warmth of a hall. (Think Vikings)

Men and women wear their hair long and in braids, though women’s hair tends to be longer. Men, and women engaged in more-active pursuits, wear trousers, a long tunic, and shoes of wood or leather. Women’s clothing tends toward dresses, aprons, and smocks, and both genders wear several layers, especially in winter, as well as cloaks and hats. Although women occasionally wear men’s clothing, men rarely are seen in women’s clothing.

The Northlanders have two social classes, thralls and freemen, though the latter has some gradations from simple freemen to the jarls. Thralls are in effect slaves and are owned property of a freeman. They are generally captives taken in raids of Seagestreland, the Southlands, or places beyond, though they are occasionally purchased from Caliphate traders.

A thrall may own property and may purchase its freedom, or it may gain its freedom through heroic deeds, the decision of its owner, or rarely by vote of a Thing (though like other decisions passed by these bodies, the Thing does not enforce the freeing of a thrall). Thralls may also bring suit before a Thing, though they may not vote and have no right to speak unless so granted by the assembly. The child of a thrall is also a thrall, but traditionally owners free their thralls upon death. A rare few thralls are Northlanders who have been captured in a raid or who have fallen on hard times and have sold themselves into slavery to pay debts or simply to find food and shelter.

All other Northlanders are freemen, and by tradition considered equal in rights and responsibilities. Freemen can own property, make oaths, and vote or speak in the Thing. Most freemen are simple farmers, called bondi; even craftsmen usually pursue their professions as a side job when not farming. The common farmer barely makes enough to put something away for the next year and can arm himself only with a light wooden shield, a spear, a long knife or axe, and maybe a chain shirt if he is lucky, but more often leather. Wealthier farmers are known as hirdmen and make up roughly a third of Northlander society. A hirtdman has a large enough excess income to afford to arm and armor himself at a higher level, namely with a suit of chainmail, a heavy wooden shield, several spears, an ax, a sword, and possibly a riding horse as well. These are not to be confused with hirthmenn who are the citizen militia of Northlands realms and were once principally comprised of hirdmen for which they were originally named.

First among equals, jarls have enough wealth to support themselves and their families, but also a large household of specialist craftsmen, thralls, and skilled warriors. The most valued members of a jarl’s household are his huscarls — men and women sworn into his service whose support is entirely dependant on the jarl. In effect, to be a jarl a person needs not just wealth, but the ability to convince others to pledge their lives in your service and also be able to provide for their feeding, shelter, clothes, weapons, armor, and all other things they may need. A jarl rides to war (though he fights on foot), and bears the best weapons and armor such as a heavy wooden shield, a sword or axe, and a suit of finely linked chain. Many jarls also own a longship or two — sometimes more — and regularly outfit expeditions for trading or raiding.

Religion

Much like the rest of their society, the Northlanders do not follow an organized or hierarchical religion. They have their gods and heroes, and the worship of them is up to the individual. There are priests, but these are part-time positions that do not produce wealth in any appreciable amount. Instead, priests, called godi, are afforded a great deal of respect but are also expected to see to their own affairs as any other freeman. Because of this, all godi have a regular occupation, often farmer, which provides a more profitable means of support. Also, godi tends to be an inherited position that passes from father to son or mother to daughter depending on the family. Godi are required to maintain their temples, called godshouses, that are normally simple affairs of wood and thatch. Those that avail themselves of a godi’s services are expected to gift the godi a reward of some sort. However, aside from funerals, births, and deaths, most people are content to worship in their own ways and in private, thus limiting the need for the godi’s skills.

Godi do not dedicate themselves to one deity, except for a few rare individuals who have felt a specific calling. These specialized godi are normally the only ones who gain access to spells; other godi may be of the cleric or druid class but would consider the granting of a spell from their deity to be a momentous event. Likewise, only those dedicated to one deity ever gain supernatural powers from their god.

Northlander Characters

By far, Northlander heroes are of the martial-oriented classes, and even then, fighters are the most numerous. After fighters, rangers are the most Player Character Races popular, though these are usually of the non-magic-using archetypes. One would think that their fame as savage warriors would mean a fair number of barbarians would be found in the Northlands, but this is not the case. Those capable of flying into a battle rage are often looked on with fear by their fellows, even if that person is part of the Bearsarker or Ulfhander
cults.

Cavaliers are unheard of except among the Hrolf who have adopted Southlander ways; the way of war for the Northlanders does not generally include the horse. Firearms are entirely unknown in the Northlands, and thus the gunslinger class is not native and would be seen as a strange, possibly magical, profession. Likewise, the amazing abilities of those Outlanders who have perfected their bodies and minds in such a manner to become members of the monk class are seen as somehow supernatural, and possibly not to be trusted.

Rogues and their ilk are almost unheard of in the Northlands. Theft is a major crime and often results in a person being declared an outlaw. Also, locks and mechanical traps, aside from those traps used for hunting, are unheard of. True, some Andøvan ruins or tombs are locked and trapped, but these are scattered widely across the land. No thieves’ guilds or other organized crime syndicates are in the Northlands; the lack of authority and harshness of punishment, not to mention the tightknit nature of Northlander communities, makes these impossible. What rogues that can be found are often combat or wilderness scout orientated, and not the more traditional thief or thug of the Southlands.

Arcane spellcasters are extremely rare in the Northlands, to the point of being largely unheard of save in story and myth. Those who exhibit mastery of arcane magic are often shunned, if not brought to suit at a local Thing for being dangerous witches (no matter the actual class of the character). Wizards are at times given some respect for the amount of training required to gain their powers, but even then all consider it best to keep wizards far away from good, normal folk. Sorcerers and witches are greatly feared, and are often declared outlaws and hunted down. Alchemy, being a science of more civilized lands, is unheard of in the Northlands. {The Northlanders would not ordinarily perceive the art of alchemy or its products as magical, so potions and other such items are not considered
evidence of witchcraft.}

The magus class is also unknown and appears only among outlanders. Of all the arcane classes, the summoner is the most hated and feared, for members of this class can bring strange beasts — most likely corrupted creatures of the Ginnungagap, demon-gods, or giants of the ancient world (at least in the eyes of the Northlanders) — into the Northlander’s reality. The only exceptions to this general distrust of arcane spellcasters are the cunning woman lineages who are treated as honored and valuable members of the community.

Bards, called skalds in the Northlands, are a different matter. Bards are respected for their ability to inspire men in battle, as well as the skill needed to learn the many tales and legends of the North. Although they can cast arcane spells, most Northlander bards have learned to mask this spellcasting by mixing it into their song, oratory, or through the use of folk cures and curses.

The divinely inspired classes are rare and poorly represented in the Northlands. Few godi actually have any sort of spellcasting ability, and those that do are clerics or druids who have dedicated themselves to a specific deity instead of the Northlander pantheons as a whole. Paladins are even rarer, as only one deity of the Northlanders has the requisite temperament to attract and empower these paragons of virtue. Adding to their troubles, paladins in the Northlands must constantly contend with the scourge of slavery in the form of thralldom. Lacking a formal church structure, as well as the temperament, inquisitors are unknown among the Northlanders themselves. Oracles are well known, and many of those who
dedicate themselves to a single deity do so without the normal guidance and training afforded a member of one of the godi lineages.
This message was last edited by the GM at 21:54, Wed 18 Sept 2019.
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Sun 8 Sep 2019
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Nûk, Nûklanders (Elves)

Nûklander Racial Traits
Nûklanders are in all senses elves as described in the Pathfinder Roleplaying Game with the following changes: Nûklanders replace the Elven Magic racial trait with the Silent Hunter racial trait and the Elven Immunities racial trait with the Elemental Resistance (cold) racial trait as described in the Pathfinder Roleplaying Game: Advanced Race Guide.


Beginning at Neiuburg in Estenfird and reaching north to the Endless Glacier that marks the edge of the world lays Nûkland, the land of the Nûk. Invariably, the Northlanders know the Nûk as Nûklanders despite their claims that this name is a mistranslation (a more correct translation would be “People of the Reindeer”). The Nûklanders are a different race than the human Northlanders, a race that foreigners would describe as elven. The average Nûklander is short, slender of build, and dark of skin and hair. They have long faces with small, broad noses, pointed ears, and eyes possessing slightly folded lids. Nûklanders have a second, inner eyelid that is transparent and seems to serve to protect the eye from the sun and cold, but also gives them the look of perpetually staring (Nûklanders rarely blink). Despite their slight build, Nûklanders do not suffer from the great cold of their icy homeland; indeed, they tend not to feel the cold at all due to their innate resistance derived from their inherently magical nature.

While the Northlanders consider the Nûklanders to be natives of the area, they were in their present range when the first Northlanders wandered beyond the Wyrm Fang Mountains; the Nûklanders are in fact rather recent settlers. Nearly three thousand years ago, a new god appeared among the elven peoples of a distant land to the south. This god proclaimed he would lead his followers to a place of eternal sunshine, vast fields, and endless game. Many scoffed at this boast and called this new deity a demon, devil, or scam. A few chose to pay homage to the new god, and soon a cult formed around him. As the cult grew in power, it came into conflict with the more established elven religions. In time, this conflict transformed from simple arguments to repression of the new cult. The Forgotten One, whose name the Nûklanders and other elves have stricken from all record, encouraged his followers to strike out against those who would oppress them, and the nation was rent in civil strife. The traditional elves won out, and the cult fled north, traveling thousands of miles and slowly working its way to the “promised land.” In the frozen reaches of the North, they entered a land that has endless daylight for half the year, but night for the other half. Vast fields of heather and flowers filled the land, at least when it was not covered by fields of snow and ice.  Game was abundant, at least part of the year, but became scarce when the winter winds blew in. In their rage at this betrayal, the less-enthusiastic members of the cult turned on their leaders and in a night of slaughter ended the worship of the Forgotten One.

Trapped in the frigid north and facing their death, the small group of former cultists found themselves cast out by the elven gods. Seeking some aid in this new and barren land, they called out to the night. Not to be seduced by evil as they had before, the Nûklanders pleaded with those their people once worshipped, the spirits of the land, of the sky, of the water, and of the beasts that dwelled in that frozen waste. These spirits answered their call. To this day, the Nûklanders have adhered strictly to the worship of the spirits of nature, fearing any reference to a single god may again lead them into evil and corruption.

Religion

It is to the spirits of the land that the Nûklanders turn for divine aid and spiritual comfort. To a Nûk, the gods have turned their backs on them, but the simple spirits of the natural world will never forsake them. Animism is very strong in this faith, and every type of animal or plant, as well as natural features and events, have their guardian spirits. These spirits generally keep to their own spheres; a wolf spirit is concerned with wolf things, not bird things. The tribes’ shamans are tasked with interceding with these spirits in order to placate them or request their aid, though every Nûklander knows some simple prayers (these are not spells, just minor forms of worship).

Nûklander Characters

Nûklanders are rarely seen outside of Estenfird, and even then only in the winter months as they feed their livestock along the Ice River. A handful has drifted south seeking adventure or just exploring the world around them, and these usually evoke a fair amount of surprise and excitement among the Northlanders. While they are obviously non-human, enough contact occurs between the two peoples that tales and legends of the Nûklanders are generally positive. No Nûklander thralls exist in the Northlands, as they tend to perform poorly in this role, giving up the will to live when made captives, and they stop eating, slowly dying from hunger and thirst.

Nûklanders are most commonly rangers, druids, or oracles. They lack the organized religious views that encourage classes such as clerics, inquisitors, and paladins. A rare few Nûklanders have devoted themselves solely to the combat arts, but these Nûklander fighters are renowned as deadly mounted combatants, riding their fearsome war reindeer into the heart of battle. Rogues are as rare among the Nûklanders as they are among the Northlanders, more so when one considers that the Nûklanders have little of value to steal. Of the arcane classes, these are almost entirely unheard of, save for the occasional sorcerer, and even then such a Nûk must keep his abilities secret lest the tribe banish or kill him.
This message was last edited by the GM at 21:50, Wed 18 Sept 2019.
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Dwarves

Dwarves are as normal, only there are there are only the few enclaves in Halfstead and Trotheim, plus the occasional dwarf who has found his way into the household of a jarl.

The clans who live among these ranges are the  Bulghoi, Craenog, Duhnbeyl, Flammeaxte, Ironskull, Koth, Krazzadak, Targ, and Tusov.
This message was last edited by the GM at 21:50, Wed 18 Sept 2019.
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Seagestrelanders (Human)

To the southwest of the Northlands proper lies the Seagestreland, a forested band that stretches between the shores of the North Sea and the vast plains of the Sea of Grass. This forest, and the plains beyond, is home to hundreds of warring tribes known collectively as the Seagestrelanders.

These tribes are human, but of a different origin than the Northlanders, speaking several different languages, and possessing a very different culture (in fact, several different cultures). Despite the variations, the Seagestrelanders are all one people to the Northlanders, just as the Southlanders are considered one nation despite the plethora of kingdoms that make up the Southlands.  (Think Western Europe)

It is difficult to describe the average Seagestrelander, as there is truly no such thing. The vast majority are smaller in frame and stature than the towering Northlanders, tend toward equally pale complexions, but have darker hair and eyes. They are human, and number few mixed-races among themselves, having no half-elves or half-orcs, and rarely producing a giant- or troll-blooded child.

In times past, the Seagestrelanders wandered north out of the southern expanses of the Sea of Grass, likely pushed out by the then-expanding horsemen of the Hundaei tribes. In their northward migration, some groups settled along the Dnipir River, while others took to life in the forests and along the coast of the North Sea. Others stayed on the plains and took to a mounted nomadic lifestyle similar to that of the Hundaei that drove them from their ancestral homes.

With the coming of the Northlanders, the Seagestrelanders found any further expansion north, east, or west blocked, and soon saw their coastal villages raided and plundered. Yet other Northlanders came and offered to trade for amber, gold, and slaves. It is this last trade commodity that started the constant warring among the tribes, as neighbors raided each other in order to sell their prisoners to the Northlander traders and hopefully stave off raids against themselves by wild vikings. This did not help, as the various groups of Northlanders had no central authority to stop the raiding. Thus, today the Seagestrelanders treat every approaching vessel with fear, for until they see if the dragonhead is set they do not know if this will be a fight or an exchange of goods.

The Seagestrelanders desperately need this exchange of goods, for their land is poor in mineral wealth and their metalworking skills are less than those of the Northlanders. Strange beasts and fell monsters abound in Seagestreland and on the Sea of Grass beyond. Warfare is constant between the tribes, and the advantage that well-forged weapons and armor gives can mean the life or death (or often enslavement) of a tribe — not to mention aiding in defense against vikings coming in from the sea. Furthermore, trade goods can be exchanged to Northlanders in return for aid in some battle or conquest, a practice that has often led to Northlanders fighting each other on behalf of different Seagestrelander tribes. As the Northlanders have begun to move up the Dnipir River, this need for better armament has become all the more important.

Religion

The gods of the Seagestrelanders live in each village inside a god-tree, a single massive tree trunk carved or painted to represent the gods of that tribe and village, or with a hollow in the trunk in which the tribe’s tibaz idols are placed. It is here that communal worship takes place, and the local priest usually lives adjacent to it. The dead are cremated, and their ashes scattered on and about the god-tree. This empowers the area immediately around the tree with the souls of the people (when casting spells within 30 feet of a god-tree, a Seagestrelander priest’s spells are subject to the Maximize Spell metamagic feat with no cost in increased spell slots or requirements to prepare the spell ahead of time). {Having inherent magical power, the god-trees have variable areas within which their magical influence reaches. Some have powers that reach no more than 30 or 40 feet (often quite powerful in this limited area), and others may have an influence of a mile or more (but are able to exert only small influences and cryptic guidance in this wider region).}

Seagestrelander Characters

Seagestrelander characters face an uphill battle in the Northlands, for it is generally assumed that any Seagestrelander found outside his home region is a thrall. The other option is to play a thrall, though this would be quite the role-playing challenge and should be attempted only by experienced and mature players. Most Seagestrelanders should be warriors, barbarians, fighters, or rangers. Clerics and adepts are not uncommon nor are other spellcasters, though any such should be played as priests of the Seagestrelander gods no matter what type of spellcaster they are.
This message was last edited by the GM at 21:56, Wed 18 Sept 2019.
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Giant-Blooded

The Northlanders hate giants, especially in regions plagued by hordes of these monsters, such as Estenfird or Vastavikland. Yet sometimes a union between a giant and a Northlander occurs (usually a giantess and a human male), and the result is the giant-blooded. Occasionally these abominations are born to two Northlanders, for it is said that the taint of giant blood corrupts for a dozen generations. However the unfortunate thing is conceived, it is usually killed at birth, for most Northlanders will not accept the shame of such an abomination. Still, some are allowed to live and find a place in Northlander society, though always at the fringes and never with full acceptance.

Physical Description: Giant-blooded are huge, often well over 8 feet tall, hairy, brutish in body and mind, and prone to tempers and passions beyond that of other men. Their hair is coarse, as are their features, and birth defects such as cleft lips, missing or extra digits, enlarged foreheads, and other unsightly things are common. They are also not terribly bright as the giant blood seems to dim the intelligence of the human, producing individuals who have trouble with even the most mundane of tasks.

Furthermore, the giant-blooded are not patient, giving into impulses and desires, often of a fell nature. Society: The giant-blooded do not form their own societies, instead living in either human or giant communities.

Relations: Despite all this, having a giant-blooded warrior in your household, although seen as shameful, can be a great boon. These warriors are inhumanly strong and hardy, capable of breaking a shieldwall on their own. Having someone about who can lift oxen is more than merely useful; it can also serve to intimidate rivals. Some jarls keep giant-blooded in their household as a sort of freak show, bringing them out in order to impress guests, and allowing friends to insult or pester a caged or bound giant.

In more kind and merciful communities, great care is taken to integrate the giant-blooded into society. This often takes the form of assigning a person, usually a close relative, to look after the giant-blooded and keep it out of trouble. Riding herd on a rage-prone, not-terribly-bright relative, especially one who can break most men like dry wood, is a thankless job whose only real reward is helping another to simply live. In these situations, it is not unusual for the giant-blooded and his uncorrupted relatives to take to the whale road in search of adventure and the possibility to make a name for themselves.

Alignment and Religion: The giant-blooded tend strongly toward chaos and evil, though like any creature with free will, they can be of any alignment. Even those who have learned to live in Northlander society are still wild and reckless, and thus chaotic in their nature. Few godi, save for those dedicated to Loptr, will include a giant-blooded in their congregation unless so ordered by their deity or jarl, or driven by feelings of kindness or pity.

Adventurers: Giant-blooded adventurers do so for a variety of reasons. It is in their nature to wander and seek conflict, and the life of an aspiring hero permits just that. Those who have been mistreated often seek the means to escape, and taking to a wandering life with a band of like-minded fellows provides just that. The tempers and poor judgment that marks giant- blooded psychology often leads to accidents, something that forces even the most open-minded communities to point to the road out of town. Finally, the bigotry that all giant-blooded experience on a daily basis tends to keep them on the move, constantly in search of a place they truly belong.

Giant-Blooded Racial Traits
+4 Strength, +2 Constitution, –2 Dexterity, –2 Charisma: Giant-blooded are strong and hardy, but ugly and prone to violent mood swings.

Giant Blood: Giant-blooded count as giants and humans for any effect related to race.

Large: Giant-blooded are Large creatures and suffer a –1 size penalty to AC and attack rolls and a –4 size penalty to Stealth checks but gain a +1 size bonus to CMB and CMD. Large creatures occupy a 10-foot space and have a 5-foot reach.

Long Legs: Due to the long strides giant-blooded can take, their base speed is 40 feet.

Low-Light Vision: Giant-blooded can see twice as far as humans in conditions of dim light.

Tough Skin: Giant-blooded have skin more akin to the hide of oxen, granting them a +1 natural armor bonus.

Long Arms: Giant-blooded have a disproportionate arm-to-body length, and it is not unusual for one to be able to touch its calves while standing fully erect. Giant-blooded have a reach of 10 feet.

Languages: Giant-blooded speak Nørsk and Giant. Should a giant-blooded have an exceptional Intelligence score, it can choose any language it wants (except secret languages, such as Druidic).
This message was last edited by the GM at 22:55, Wed 18 Sept 2019.
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Wed 18 Sep 2019
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  • msg #7

Troll-Blooded

As rare as giant-blooded are, the troll-blooded are even more so. Few interactions between humans and trolls are of any nature other than killing and eating, and thus almost never produce troll-blooded offspring. Still, it does happen, and like giant-blooded, troll blood corrupts for generations, meaning that two humans can produce a troll-blooded child. The fruits of these unions are even more cursed than the giant-blooded, for if there is anything the Northlanders hate more than giants, it’s trolls.

Through mercy or their own evil, some parents allow their troll-blooded offspring to live, though it can be argued that the prejudice and hatred troll-blooded endure in life makes death a greater mercy. Those allowed to survive must face the hatred of their neighbors and an all-consuming drive to eat. Troll-blooded are always hungry, and due to their nature and digestive
systems, they need to consume far more meat than anything else. This makes keeping a troll-blooded fed throughout the long winters a daunting task, for he will eat something, and a troll-blooded driven into the depths of hunger will be hard pressed to eat meat that is socially acceptable. True, they can consume carrion, but fresh meat is what a troll-blooded desires the most. Settlements that host troll-blooded over the winter often find that by spring they have a dearth of rats, cats, and dogs, assuming that the livestock hasn’t already been pillaged.

Physical Description: Troll-blooded are feral, savage, creatures, at least in appearance if not in behavior. They are tall, but not much taller than most men, and have a hunched posture. Their skin is greasy and tends toward a greenish tint, their hair is straight and black, and their eyes range from red to blue. Like their troll relatives, the troll-blooded have
long limbs and short torsos; in fact, their hands easily reach to their knees when standing. These hands grow long talon-like nails that can rend steel. It is the face that is the most troll-like, having a long, narrow nose, high cheekbones, and a mouth filled with sharp teeth. Despite these inhuman features, most troll-blooded retain some signs of their human heritage, usually in their facial expressions or as a glint of intelligence in their eyes.

Society: Troll-blooded are so rare that they do not form their own societies. Relations: Everyone hates the troll-blooded: Northlanders, Nûklanders, Seagestrelanders, everyone. Even the giant-blooded do not feel a kinship for these abominations. If not killed at birth, a troll-blooded is often hidden away in order to keep it safe and to keep a family’s shame a secret. When they are discovered and make their way into the larger world, they are often the targets of would-be heroes, local hirths, or a jarl’s huscarls. Those kept by a jarl in his household are often enslaved and treated as thralls whose only use is to be thrown into battle and expended against one’s foes.

Alignment and Religion: Most troll-blooded tend toward chaotic and evil, though individuals may be of any alignment. Even those that are not evil are rarely neutral, much less lawful in outlook. Troll-blooded heroes in the legends of the Northlanders (and there are only two) were chaotic good in alignment. One of the greatest prejudices suffered by the troll-blooded is that no godi will willingly take one into his congregation. Occasionally a troll-blooded who has proven himself might receive the blessings of the gods from a godi, but such a troll-blooded and such a godi are extremely rare. Not even Loptr looks with favor on a troll-blooded, much less the more popular gods such as Donar and Wotan.

Adventurers: Troll-blooded become adventurers largely in order to find an outlet for their drives to violence and eating. Heroes eat well, no matter what race they are, and are afforded at least a modicum of respect (in the case of troll-blooded that means they do not get attacked on sight). Some troll-blooded are taken into the halls of jarls to serve as disposable shieldwall breakers, and when they survive the fury of the spear din are elevated to leaders of bands of desperate men sent against enemy shieldwalls, palisades, and ramparts. Often times, troll-blooded find themselves driven out
of their homes by prejudice and take to the wilds, where they either live a lonely existence or fall in with other outcasts, outlaws, or wanderers.

Troll-Blooded Racial Traits

+2 Strength, +4 Constitution, –4 Charisma: Troll-blooded are strong and amazingly hardy, but their origin and their tendency to eat nearly anything makes them unwelcome company (especially at dinner).

Medium: Troll-blooded are Medium creatures and have no bonuses or penalties due to their size.

Darkvision: Troll-blooded can see in the dark up to 60 feet.

Ferocity: When a troll-blooded’s hit points fall below 0 and it is not yet dead, it can continue to fight. If it does, it is staggered and loses 1 hit point per round until it is dead (troll-blooded still die when their negative hit points equal their Constitution score).

Claws: Troll-blooded have sharp claws on their hands that allow a natural attack inflicting 1d4 points of damage.

Eat Anything: Troll-blooded can consume any organic substance and are immune to ingested organic poisons.

Fire Sensitivity: Troll-blooded, like their troll relatives, avoid fire.

Troll-blooded take an extra point of damage per die of fire damage they suffer.

Languages: Troll-blooded begin play speaking Nørsk and Giant. Troll-blooded with exceptional Intelligence may learn any language (except those that are secret, such as Druidic).
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