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Crowns of Ice - The Lords Gallery
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<blockquote data-quote="Neurotic" data-source="post: 7043875" data-attributes="member: 24380"><p>Arvid Gunnar Ingvarson / <a href="http://norse-mythology.org/garm/" target="_blank">Garmmörk - literaly Garms dark (shadow)</a></p><p>Vigilante 4 (Lawful Neutral / Chaotic Good)</p><p></p><p></p><p>STR: 12 (+1)</p><p>DEX: 18 (+4)</p><p>CON: 14 (+2)</p><p>INT: 10 (+0)</p><p>WIS: 10 (+0)</p><p>CHA: 14 (+2)</p><p></p><p>Racial +2 DEX</p><p>4th level +1 CHA</p><p></p><p></p><p>HP: 8+ <a href="http://roll.coyotecode.net/lookup.php?rollid=154433" target="_blank">Hit points: 3D8 = [3, 7, 8] = 18</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=154433" target="_blank"></a> +8 (CON) = 34</p><p>AC: 13 (studded leather) +4 (dex) = 17</p><p>Touch: 14; Flat: 13</p><p></p><p>Attack: +3 (BAB) +4(DEX) = +7 (+1 (Weapon Focus Saex))</p><p>MW Cane: +8/1d6+3 (20/x2)</p><p>MW Saex: +9/1d4+3 (18-20/x2)</p><p>CMB: 3 (BAB) +1 (Str) = 4 (+2 w/ kukri)</p><p>CMD: 10 + 3 (BAB) + 1 (Str) +4 (Dex) = 18</p><p></p><p>Saves:</p><p>Fort: 1 +2 Con +1 (enh)= 4</p><p>Ref: 4 +4 Dex +1 (enh)= 9</p><p>Will: 4 +0 Wis +1 (enh) +1 (trait) = 6</p><p></p><p>[sblock=Racial Features]</p><p>Dimdweller (replaces skilled)</p><p>Bonus feat</p><p>+2 to one attribute (DEX)</p><p>[/sblock]</p><p></p><p>[sblock=Traits]</p><p>Fashionable: if you're clean and wearing the clothes worth at least 150gp you get +1 trait bonus to Bluff, Diplomacy and Intimidate</p><p>Carefully hiden: +1 Will, +2 saves vs divination</p><p>[/sblock]</p><p></p><p>[sblock=Vigilante Class Features]</p><p>Vigilante Talents: Lethal Grace, Rooftop Infiltrator, Close and personal</p><p>Social: Social Grace (Diplomacy), Renown</p><p>[/sblock]</p><p></p><p>[sblock=Feats]</p><p>Bonus: Weapon Finesse <-- this is from Lethal Grace</p><p>Human: Weapon Focus (Kukri) </p><p>1st: Dazzling Display</p><p>3rd: <a href="http://www.d20pfsrd.com/feats/racial-feats/defiant-luck-human/" target="_blank">Defiant Luck</a></p><p></p><p>[/sblock]</p><p></p><p></p><p></p><p>[sblock=Skills]</p><p>Skills (24pts)</p><p></p><table style='width: 100%'><tr><td>Skill</td><td>Attribute</td><td>Ranks</td><td>Mod</td><td>Misc</td><td>Total</td></tr><tr><td>Acrobatics</td><td>Dex*</td><td>2</td><td>+4</td><td></td><td>+9</td></tr><tr><td>Bluff</td><td>Cha*</td><td>2</td><td>2</td><td>+1 if well dressed</td><td>+7</td></tr><tr><td>Climb</td><td>Str*</td><td>1</td><td>+1</td><td>+8 racial</td><td>+13</td></tr><tr><td>Diplomacy</td><td>Cha*</td><td>3</td><td>+2</td><td>+1 if well dressed, +4 in renown area, +2 MW nobles clothes</td><td>+8</td></tr><tr><td>Disable Device</td><td>Dex*</td><td>3</td><td>+4</td><td></td><td>+10</td></tr><tr><td>Disguise</td><td>Cha*</td><td>3</td><td>+2</td><td>+2 disguise kit</td><td>+10</td></tr><tr><td>Escape Artist</td><td>Dex*</td><td>0</td><td>+4</td><td></td><td>+4</td></tr><tr><td>Fly</td><td>Dex</td><td>0</td><td>+4</td><td></td><td>+4</td></tr><tr><td>Heal</td><td>Wis</td><td>0</td><td>+0</td><td></td><td>+0</td></tr><tr><td>Intimidate</td><td>Cha*</td><td>2</td><td>+2</td><td>+1 if well dressed, +4 in renown area, +2 if concealed in the dark, +2 MW armor</td><td>+7</td></tr><tr><td>Knowledge</td><td>Int</td><td>0</td><td>+0</td><td></td><td>+0</td></tr><tr><td>Knowledge(local)</td><td>Int*</td><td>1</td><td>+0</td><td></td><td>+4</td></tr><tr><td>Perception</td><td>Wis*</td><td>0</td><td>+0</td><td></td><td>+0</td></tr><tr><td>Ride</td><td>Dex*</td><td>0</td><td>+4</td><td></td><td>+4</td></tr><tr><td>Sense Motive</td><td>Wis*</td><td>2</td><td>+0</td><td></td><td>+5</td></tr><tr><td>Spellcraft</td><td>Int</td><td>0</td><td>+0</td><td></td><td>+0</td></tr><tr><td>Stealth</td><td>Dex*</td><td>3</td><td>+4</td><td>+2 if concealed in darkness</td><td>+10</td></tr><tr><td>Survival</td><td>Wis*</td><td>0</td><td>+0</td><td></td><td>+0</td></tr><tr><td>Swim</td><td>Str*</td><td>1</td><td>+1</td><td></td><td>+5</td></tr><tr><td>User Magic Device</td><td>Cha*</td><td>4</td><td>+2</td><td></td><td>+9</td></tr></table><p></p><p> </p><p>Bacground skills (8):</p><table style='width: 100%'><tr><td>Appraise</td><td>Int*</td><td>0</td><td>+0</td><td></td><td>+0</td></tr><tr><td>Craft</td><td>Int*</td><td>0</td><td>+0</td><td></td><td>+0</td></tr><tr><td>Handle Animal</td><td>Cha*</td><td>0</td><td>+2</td><td></td><td>+2</td></tr><tr><td>Knowledge (nobility)</td><td>Int*</td><td>3</td><td>+0</td><td></td><td>+6</td></tr><tr><td>Knowledge (history)</td><td>Int</td><td>1</td><td>+0</td><td></td><td>+4</td></tr><tr><td>Knowledge (engineering)</td><td>Int*</td><td>1</td><td>+0</td><td></td><td>+4</td></tr><tr><td>Knowledge (geography)</td><td>Int*</td><td>0</td><td>+0</td><td></td><td>+0</td></tr><tr><td>Profession</td><td>Wis*</td><td>0</td><td>+0</td><td></td><td>+0</td></tr><tr><td>Perform</td><td>Cha*</td><td>0</td><td>+0</td><td></td><td>+0</td></tr><tr><td>Sleight of Hand</td><td>Dex*</td><td>3</td><td>+4</td><td></td><td>+10</td></tr></table><p>[/sblock]</p><p></p><p></p><p>[sblock=Equipment]</p><p>MW Cane (light mace) 305</p><p>MW Kukri 302gp</p><p>Silver Kukri 22gp</p><p>Cold Iron Kukri 4gp</p><p>Cloak of resistance 1000gp</p><p></p><p>MW nobles clothes 125gp</p><p>Sharkskin gloves 5gp</p><p>Battle mask (wolf-like) 50gp</p><p></p><p>MW Thieves tools 100gp</p><p>Skeleton key 85gp</p><p>Disguise kit 50gp</p><p></p><p>Black Dragonhide 350 gp</p><p></p><p>Healing potion x2 100gp</p><p>Potion of Enlarge 50gp</p><p>Oil of Bless Weapon 50gp</p><p>Deodorizing Agent 30gp</p><p></p><p>-------</p><p>Total: 2628gp</p><p>[/sblock]</p><p></p><p></p><p>[sblock=Background story]</p><p>GATABERG - mountainous region whose Jarl is selected through strenght of arms rather than vote and who employ less than reputable methods to gain advantage</p><p></p><p>Arvid Gunnar Ingvarson, son of Jarl Ingvar who, along with the rest of the family was killed by Jarl Knuts family (currently unknown to Arvid, though suspected). Arvid was lucky that faithful day, he left to train with his fathers teacher, an old diplomat/spy/assassin on his own, without telling anyone about it. Hired killers tried to get whole family and they almost succeeded. Jarl Ingvar, Avids brother and sister-in-law, his own mother and younger sister were all killed that fateful night.</p><p></p><p>Faithful retainer managed to warn Arvid and young man tried immediately to ride to avenge their deaths. His teacher, Ulm Dwergul put him to sleep and sailed that same night back to his own family. After some time spent consoling young man, he started preparing him for life of patient data gathering and restoration of his family wealth and influence. But for the time being, he is Jarl without land, hersir without land. Still, a man with faithful following in his land, even chaotic as it is. Because Jarl Ingvar held his position via diplomacy rather than force, he managed to form several alliances in other lands and even among his own unruly hersirs. His stern, but fair rule won him a trust that things could be different in time. But his early death returned most of the allies into The Game. Some of them might be open to return of son of Ingvar, leader who would unite Gataberg and bring it under single rule.</p><p></p><p>Arvid and his instructor planned the steps. One of the first had to be place to live among those with power. His mothers sister, last wife to lord Volund provided both. As an accomplished warrior and trained in the arts of Gataberg diplomacy, most convoluted set of relations anywhere in gunnar lands, he was ideal protector and teacher to young Einar and Thorir. He taught the boys how to fight, both physically and through guile and diplomacy. While Einar took to b[oth, younger son enjoyed fighting. Although the lessons stuck and he studied the art of war, field tactics rather than dancehall and Jarldom intrigue.</p><p></p><p>His own teacher went back to try and find out what happened to the family, who was responsible. And came back with couple of news. One, his younger sister wasn't killed. Too young to marry, she was taken into the night. She lives with Thorgvardsil family considering them her saviours. And two: the killers were actually a dark cult whose influence was spreading through Gataberg as each family looked for more and more power. The girl might be a sacrifice in waiting, future wife to someone Jarl wanted to reward...or worse, a recruit to convert.</p><p></p><p>Over the years, as the gulf between the brothers grew, Arvid had to decide. In the years since he left his lands, he became the adviser to Jarl and now to Einar, probable future Jarl. But something was off and his young pupil became distant and in time had ever more confidantes outside of Arvids control. Once Arvid decided to investigate he found out about the cult in Einars land and even reaching for power hungry nobleman. Fearing to be seen as potential pretender, he prepared a hunting accident in which he was to be killed. But it went awry and he found himself in snow, surrounded by wolves. He was, strangely enough, challenged by The Alpha rather than killed outright for food. He prevailed, badly wounded, carrying deep bite marks on his right biceps and upper legs. But he survived. From that day, he carries a cane, limping along Jarls stronghold, still advising old Jarl and knowing this is loosing battle. </p><p></p><p>He and Ulm agreed that something is up and that rigged ambush was spoiled by real ambushers who tried to kill Arvid. Why and by whom, unknown. But given his opposition to some moves Einar was doing, he has his suspicions. Therefore, Ulm advised Arvid to keep submissive for the moment and feign injury for his public persona. This and increasing evidence of cult activity decided him and he now secretly supports Thorirs exploits. He delays news of raids if he can do it unnoticed, as Garmmörk he slows down retaliation when possible and discourages Einar from sending too many ships after his pirate brother in both his guises. </p><p></p><p>At night however, Arvid dons the mask, leaves the cane behind and prowls the night, looking for cult kindappings in progress, hideouts, safe houses...and trying to rally the people for the younger brothers return and prepare to help whatever coup they plan if Einar becomes Jarl. He also feels the time slipping away from him, his sister growing up, her fate unknown, the tentative allies he maintains in Gataberg loosing fate in his return and his teacher getting to old for the night and settling in a simple house in Einars city.</p><p></p><p>When he found out about Einars bride being on the way he used what little influence he had to persuade the lord to send an envoy ship to greet the lady at the sea and provide escort, luxury and safety to bride-to-be. It got even better when he heard about the kindapping.</p><p></p><p></p><p></p><p>Arvid is a traditonalists. He firmly believes in the tradition of his people, way of life to be cherished and protected, where people of worth could advance regardless of birth if they could prove themselves (he ofcourse considers only hersirs as people of worth, others are warriors, craftsmen etc...important to the clan, but not leaders). He would never go against traditions in his everyday adviser persona. On the other hand, his nighttime self is trying to make the world a better place.</p><p></p><p>He is still young, one would say in his prime, but with a lame leg, without lands he hasn't any good prospects to marry or raise armies. His renown as fair and open minded diplomat gives him some influence in the town and Garmmörk strikes fear into the hearts of the cultist and evil doers for miles around.</p><p>[/sblock]</p><p></p><p>[sblock=Images]</p><p>[ATTACH]81815[/ATTACH][ATTACH]82009[/ATTACH]</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Neurotic, post: 7043875, member: 24380"] Arvid Gunnar Ingvarson / [url="http://norse-mythology.org/garm/"]Garmmörk - literaly Garms dark (shadow)[/url] Vigilante 4 (Lawful Neutral / Chaotic Good) STR: 12 (+1) DEX: 18 (+4) CON: 14 (+2) INT: 10 (+0) WIS: 10 (+0) CHA: 14 (+2) Racial +2 DEX 4th level +1 CHA HP: 8+ [url=http://roll.coyotecode.net/lookup.php?rollid=154433]Hit points: 3D8 = [3, 7, 8] = 18 [/url] +8 (CON) = 34 AC: 13 (studded leather) +4 (dex) = 17 Touch: 14; Flat: 13 Attack: +3 (BAB) +4(DEX) = +7 (+1 (Weapon Focus Saex)) MW Cane: +8/1d6+3 (20/x2) MW Saex: +9/1d4+3 (18-20/x2) CMB: 3 (BAB) +1 (Str) = 4 (+2 w/ kukri) CMD: 10 + 3 (BAB) + 1 (Str) +4 (Dex) = 18 Saves: Fort: 1 +2 Con +1 (enh)= 4 Ref: 4 +4 Dex +1 (enh)= 9 Will: 4 +0 Wis +1 (enh) +1 (trait) = 6 [sblock=Racial Features] Dimdweller (replaces skilled) Bonus feat +2 to one attribute (DEX) [/sblock] [sblock=Traits] Fashionable: if you're clean and wearing the clothes worth at least 150gp you get +1 trait bonus to Bluff, Diplomacy and Intimidate Carefully hiden: +1 Will, +2 saves vs divination [/sblock] [sblock=Vigilante Class Features] Vigilante Talents: Lethal Grace, Rooftop Infiltrator, Close and personal Social: Social Grace (Diplomacy), Renown [/sblock] [sblock=Feats] Bonus: Weapon Finesse <-- this is from Lethal Grace Human: Weapon Focus (Kukri) 1st: Dazzling Display 3rd: [url="http://www.d20pfsrd.com/feats/racial-feats/defiant-luck-human/"]Defiant Luck[/url] [/sblock] [sblock=Skills] Skills (24pts) [table="width: 500, class: grid"] [tr] [td]Skill[/td] [td]Attribute[/td] [td]Ranks[/td] [td]Mod[/td] [td]Misc[/td] [td]Total[/td] [/tr] [tr] [td]Acrobatics[/td] [td]Dex*[/td] [td]2[/td] [td]+4[/td] [td][/td] [td]+9[/td] [/tr] [tr] [td]Bluff[/td] [td]Cha*[/td] [td]2[/td] [td]2[/td] [td]+1 if well dressed[/td] [td]+7[/td] [/tr] [tr] [td]Climb[/td] [td]Str*[/td] [td]1[/td] [td]+1[/td] [td]+8 racial[/td] [td]+13[/td] [/tr] [tr] [td]Diplomacy[/td] [td]Cha*[/td] [td]3[/td] [td]+2[/td] [td]+1 if well dressed, +4 in renown area, +2 MW nobles clothes[/td] [td]+8[/td] [/tr] [tr] [td]Disable Device[/td] [td]Dex*[/td] [td]3[/td] [td]+4[/td] [td][/td] [td]+10[/td] [/tr] [tr] [td]Disguise[/td] [td]Cha*[/td] [td]3[/td] [td]+2[/td] [td]+2 disguise kit[/td] [td]+10[/td] [/tr] [tr] [td]Escape Artist[/td] [td]Dex*[/td] [td]0[/td] [td]+4[/td] [td][/td] [td]+4[/td] [/tr] [tr] [td]Fly[/td] [td]Dex[/td] [td]0[/td] [td]+4[/td] [td][/td] [td]+4[/td] [/tr] [tr] [td]Heal[/td] [td]Wis[/td] [td]0[/td] [td]+0[/td] [td][/td] [td]+0[/td] [/tr] [tr] [td]Intimidate[/td] [td]Cha*[/td] [td]2[/td] [td]+2[/td] [td]+1 if well dressed, +4 in renown area, +2 if concealed in the dark, +2 MW armor[/td] [td]+7[/td] [/tr] [tr] [td]Knowledge[/td] [td]Int[/td] [td]0[/td] [td]+0[/td] [td][/td] [td]+0[/td] [/tr] [tr] [td]Knowledge(local)[/td] [td]Int*[/td] [td]1[/td] [td]+0[/td] [td][/td] [td]+4[/td] [/tr] [tr] [td]Perception[/td] [td]Wis*[/td] [td]0[/td] [td]+0[/td] [td][/td] [td]+0[/td] [/tr] [tr] [td]Ride[/td] [td]Dex*[/td] [td]0[/td] [td]+4[/td] [td][/td] [td]+4[/td] [/tr] [tr] [td]Sense Motive[/td] [td]Wis*[/td] [td]2[/td] [td]+0[/td] [td][/td] [td]+5[/td] [/tr] [tr] [td]Spellcraft[/td] [td]Int[/td] [td]0[/td] [td]+0[/td] [td][/td] [td]+0[/td] [/tr] [tr] [td]Stealth[/td] [td]Dex*[/td] [td]3[/td] [td]+4[/td] [td]+2 if concealed in darkness[/td] [td]+10[/td] [/tr] [tr] [td]Survival[/td] [td]Wis*[/td] [td]0[/td] [td]+0[/td] [td][/td] [td]+0[/td] [/tr] [tr] [td]Swim[/td] [td]Str*[/td] [td]1[/td] [td]+1[/td] [td][/td] [td]+5[/td] [/tr] [tr] [td]User Magic Device[/td] [td]Cha*[/td] [td]4[/td] [td]+2[/td] [td][/td] [td]+9[/td] [/tr] [/table] Bacground skills (8): [table="width: 500, class: grid"] [tr] [td]Appraise[/td] [td]Int*[/td] [td]0[/td] [td]+0[/td] [td][/td] [td]+0[/td] [/tr] [tr] [td]Craft[/td] [td]Int*[/td] [td]0[/td] [td]+0[/td] [td][/td] [td]+0[/td] [/tr] [tr] [td]Handle Animal[/td] [td]Cha*[/td] [td]0[/td] [td]+2[/td] [td][/td] [td]+2[/td] [/tr] [tr] [td]Knowledge (nobility)[/td] [td]Int*[/td] [td]3[/td] [td]+0[/td] [td][/td] [td]+6[/td] [/tr] [tr] [td]Knowledge (history)[/td] [td]Int[/td] [td]1[/td] [td]+0[/td] [td][/td] [td]+4[/td] [/tr] [tr] [td]Knowledge (engineering)[/td] [td]Int*[/td] [td]1[/td] [td]+0[/td] [td][/td] [td]+4[/td] [/tr] [tr] [td]Knowledge (geography)[/td] [td]Int*[/td] [td]0[/td] [td]+0[/td] [td][/td] [td]+0[/td] [/tr] [tr] [td]Profession[/td] [td]Wis*[/td] [td]0[/td] [td]+0[/td] [td][/td] [td]+0[/td] [/tr] [tr] [td]Perform[/td] [td]Cha*[/td] [td]0[/td] [td]+0[/td] [td][/td] [td]+0[/td] [/tr] [tr] [td]Sleight of Hand[/td] [td]Dex*[/td] [td]3[/td] [td]+4[/td] [td][/td] [td]+10[/td] [/tr] [/table] [/sblock] [sblock=Equipment] MW Cane (light mace) 305 MW Kukri 302gp Silver Kukri 22gp Cold Iron Kukri 4gp Cloak of resistance 1000gp MW nobles clothes 125gp Sharkskin gloves 5gp Battle mask (wolf-like) 50gp MW Thieves tools 100gp Skeleton key 85gp Disguise kit 50gp Black Dragonhide 350 gp Healing potion x2 100gp Potion of Enlarge 50gp Oil of Bless Weapon 50gp Deodorizing Agent 30gp ------- Total: 2628gp [/sblock] [sblock=Background story] GATABERG - mountainous region whose Jarl is selected through strenght of arms rather than vote and who employ less than reputable methods to gain advantage Arvid Gunnar Ingvarson, son of Jarl Ingvar who, along with the rest of the family was killed by Jarl Knuts family (currently unknown to Arvid, though suspected). Arvid was lucky that faithful day, he left to train with his fathers teacher, an old diplomat/spy/assassin on his own, without telling anyone about it. Hired killers tried to get whole family and they almost succeeded. Jarl Ingvar, Avids brother and sister-in-law, his own mother and younger sister were all killed that fateful night. Faithful retainer managed to warn Arvid and young man tried immediately to ride to avenge their deaths. His teacher, Ulm Dwergul put him to sleep and sailed that same night back to his own family. After some time spent consoling young man, he started preparing him for life of patient data gathering and restoration of his family wealth and influence. But for the time being, he is Jarl without land, hersir without land. Still, a man with faithful following in his land, even chaotic as it is. Because Jarl Ingvar held his position via diplomacy rather than force, he managed to form several alliances in other lands and even among his own unruly hersirs. His stern, but fair rule won him a trust that things could be different in time. But his early death returned most of the allies into The Game. Some of them might be open to return of son of Ingvar, leader who would unite Gataberg and bring it under single rule. Arvid and his instructor planned the steps. One of the first had to be place to live among those with power. His mothers sister, last wife to lord Volund provided both. As an accomplished warrior and trained in the arts of Gataberg diplomacy, most convoluted set of relations anywhere in gunnar lands, he was ideal protector and teacher to young Einar and Thorir. He taught the boys how to fight, both physically and through guile and diplomacy. While Einar took to b[oth, younger son enjoyed fighting. Although the lessons stuck and he studied the art of war, field tactics rather than dancehall and Jarldom intrigue. His own teacher went back to try and find out what happened to the family, who was responsible. And came back with couple of news. One, his younger sister wasn't killed. Too young to marry, she was taken into the night. She lives with Thorgvardsil family considering them her saviours. And two: the killers were actually a dark cult whose influence was spreading through Gataberg as each family looked for more and more power. The girl might be a sacrifice in waiting, future wife to someone Jarl wanted to reward...or worse, a recruit to convert. Over the years, as the gulf between the brothers grew, Arvid had to decide. In the years since he left his lands, he became the adviser to Jarl and now to Einar, probable future Jarl. But something was off and his young pupil became distant and in time had ever more confidantes outside of Arvids control. Once Arvid decided to investigate he found out about the cult in Einars land and even reaching for power hungry nobleman. Fearing to be seen as potential pretender, he prepared a hunting accident in which he was to be killed. But it went awry and he found himself in snow, surrounded by wolves. He was, strangely enough, challenged by The Alpha rather than killed outright for food. He prevailed, badly wounded, carrying deep bite marks on his right biceps and upper legs. But he survived. From that day, he carries a cane, limping along Jarls stronghold, still advising old Jarl and knowing this is loosing battle. He and Ulm agreed that something is up and that rigged ambush was spoiled by real ambushers who tried to kill Arvid. Why and by whom, unknown. But given his opposition to some moves Einar was doing, he has his suspicions. Therefore, Ulm advised Arvid to keep submissive for the moment and feign injury for his public persona. This and increasing evidence of cult activity decided him and he now secretly supports Thorirs exploits. He delays news of raids if he can do it unnoticed, as Garmmörk he slows down retaliation when possible and discourages Einar from sending too many ships after his pirate brother in both his guises. At night however, Arvid dons the mask, leaves the cane behind and prowls the night, looking for cult kindappings in progress, hideouts, safe houses...and trying to rally the people for the younger brothers return and prepare to help whatever coup they plan if Einar becomes Jarl. He also feels the time slipping away from him, his sister growing up, her fate unknown, the tentative allies he maintains in Gataberg loosing fate in his return and his teacher getting to old for the night and settling in a simple house in Einars city. When he found out about Einars bride being on the way he used what little influence he had to persuade the lord to send an envoy ship to greet the lady at the sea and provide escort, luxury and safety to bride-to-be. It got even better when he heard about the kindapping. Arvid is a traditonalists. He firmly believes in the tradition of his people, way of life to be cherished and protected, where people of worth could advance regardless of birth if they could prove themselves (he ofcourse considers only hersirs as people of worth, others are warriors, craftsmen etc...important to the clan, but not leaders). He would never go against traditions in his everyday adviser persona. On the other hand, his nighttime self is trying to make the world a better place. He is still young, one would say in his prime, but with a lame leg, without lands he hasn't any good prospects to marry or raise armies. His renown as fair and open minded diplomat gives him some influence in the town and Garmmörk strikes fear into the hearts of the cultist and evil doers for miles around. [/sblock] [sblock=Images] [ATTACH=CONFIG]81815._xfImport[/ATTACH][ATTACH=CONFIG]82009._xfImport[/ATTACH] [/sblock] [/QUOTE]
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