[OOC] Ethend Game: The Hunt for Cantus [Recruiting]

Here she is with the background. Quote her if you want to grab her code.
[sblock]
Norna Fjorin
Human (Fyndorn) Scout 7

Age: 17
Gender: Female
Height: 5’8”
Weight: 129
Eyes: Ice Blue
Hair: Flaxen Blonde
Skin: Pale

STR: 11 [+0] (3 points)
DEX: 15 [+2] (6 points, +1 4th lvl)
CON: 14 [+2] (6 points)
INT: 14 [+2] (6 points)
WIS: 14 [+2] (6 points)
CHA: 14 [+2] (6 points)


Wound Points: 14
Vitality Dice: 7d8 + 14
VP: 58
Armor Class: 18 (10 base +2 Dex +4 Class +2 Armor) [+2 Skirmish Bonus when Norna Moves 10 feet.]
Class Defense Bonus: +4
Damage Resistance: 2/Armor
Initiative: +5 [Quick Reconnoiter]
BAB: +5
- Melee: +5
- Ranged: +7

Speed: 40’

FORT: +5 (2 Base +2 Con, +1 Battle Fortitude)
REF: +7 (5 Base +2 Dex)
WILL: +4 (2 Base +2 Wis)

Abilities:
- Bonus Feat
- 4 extra skill points at 1st level, +1 skill point per additional level
- +2 racial bonus on survival checks
- Survival always a class skill
- Cold Resistance equal to their Constitution bonus (2)
- Favored Class: Barbarian, Ranger, or Scout
- Skirmish +2d6 (+2 AC)
- Tracking
- Battle Fortitude +1
- Uncanny Dodge
- Fast Movement 10 ft.
- Trackless Step
- Bonus Feat: Quick Reconnoiter
- Evasion
- Flawless Stride


Feats:
1st Level
- Dodge
Human Bonus
- Mobility
3rd level
- Point Blank Shot
Scout Bonus Feat (4th level)
- Quick Reconnoiter
6th Level
- Spring Attack
Scout Bonus Feat (8th level)
- Swift Tracker

9th level
- Shot on the Run


Skills:
Balance +4 (0 Ranks, +2 Dex, +2 Synergy Tumble)
Climb +5 (5 Ranks, +0 Str, +2 Synergy User Rope [Checks Involving Ropes])
Diplomacy +4 (0 Ranks, +2 Cha, +2 Synergy Bonus Sense Motive)
Escape Artist +12 (10 Ranks, +2 Dex, +2 Synergy User Rope [Checks Involving Ropes])
Hide +12 (10 Ranks, +2 Dex)
Jump +7 (5 Ranks, +0 Str, +2 Synergy Tumble)
Listen +11 (10 Ranks, +1 Wis)
Knowledge: Nature +7 (5 Ranks, +2 Int,)
Move Silently +12 (10 Ranks, +2 Dex)
Search +12 (10 Ranks, +2 Int)
Sense Motive +12 (10 Ranks, +2 Wis)
Spot +12 (10 Ranks, +2 Wis)
Survival +14 (10 Ranks, +2 Wis, +2 Racial Bonus, +2 Synergy Search [Following Tracks], +2 Synergy Knowledge: Nature [Natural Environments Only])
Tumble +14 (10 Ranks, +2 Dex, +2 Synergy Jump)
Use Rope +7 (5 Ranks, +2 Dex, +2 Synergy Escape Artist [On Bindings Only])

Italics not figured


Languages:
- Common
- Human (?)
- Bonus
- Bonus


Equipment:
Melee Weapons
-Hand Axe Weapon +6 (1d6+0, 18-20) Masterwork (306 gp, 2 lbs)
-Throwing Axe Weapon +6 (1d6+0, 20) Masterwork (308 gp, 2 lbs)

Ranged Weapons
-Throwing Axe Weapon +8 (1d6+0, 20) Masterwork (N/A gp, N/A lbs)
-Composite Shortbow Weapon +8 (1d6, 19-20, 70ft.) Masterwork (375 gp, 2 lbs)

Armor
-NameMithral Chain Shirt (+2 AC, DR 2/Armor, Max Dex 6, ACP -0) Description (1100 gp, 12.5 lb)

Miscellaneous Magical or Psionic Items
-Name (gp, lb)

Potions or Psionic Tattoos
-Type (gp)

Wands, Staffs or Dorjes
-Type (XX/50chg) (gp, 1oz)

Scrolls or Power Stones
-Type (gp)

Mundane equipment
-Adventurer’s Outfit (gp, 8 lb)
- Climber's Kit (80 gp, 5 lb)
- Everburning Torch (110 gp, 1 lb)
- Camouflage Kit (40 gp, 5 lb)
- Triple Weapon Capsule Retainer, On Throwing Axe (450 gp, nil lbs)
- 3 Quickflame Alchemical Weapon Capsules
- 3 Quickfrost Alchemical Weapon Capsules
- 3 Quickspark Alchemical Weapon Capsules

Weight Carried: 29.5 lb
Remain money: 6 gp


Description
With flawless pale skin, the fairest of fair hair, and eyes so blue they appear to have been plucked and stolen from a mountain stream Norna is without a doubt am attractive young woman and some of the men of her tribe would argue that she is the most beautiful female in the tribe but this is really all for naught.

Norna spends the majority of her time covered in grime, while her fair hair is dyed, in a multitude of natural colors, and her pale skin is painted, again in a multitude of natural colors, in an effort to camouflage herself in her favorite environment, her mountainous forested homeland. Like many of her tribesmen Norna’s lithe and firm body is adorn with numerous tribal tattoos.


Personality
With her easy grace, feisty attitude yet cold demeanor, Norna has always been a young woman of action instead of reaction. This behavior, along with her love of nature and the solitude that it brings with it, not to mention her gender as the womenfolk of her tribe do not hunt or call themselves warriors, has always left her as an outsider looking into her own tribe and only her father’s position as tribal chieftain, not to mention her uncanny woodsman skills, have allowed Norna to remain with her tribe and help her people through their day to day struggles. (Add her feelings about this)

This all changed with the return of her brother, Kolbyr, whom was quickly labeled as “doom speaker” and was ostracized by his people and tribe but Norna followed out of fear and worry for her brother’s well-being.

Though passionate and loyal to her brother Norna isn’t at all sure what to make of her brother’s stories, his injuries, or his desires to unify all of the tribes as it goes against everything their people believe in but then again so does so many of Norna’s actions and beliefs.

BackgroundNorna Fjorin was born the only daughter to Chieftain Berrand Fjorin and his wife Faria of the Danurii tribe. Norna barely knew her mother however, as she died during the birth of what would have been her younger brother Erik, who died a few days later of illness, almost three years later. By then her older brother Kolbyr was old enough to watch over Norna, who clung to him in the absence of her mother, and her father’s duty as the tribal chief.

Norna followed her other brother, and became quite good at it. When he would go off to train with the other young men, she would sneak along and try to imitate him off to the side. She learned to track him, and honed her senses and knowledge of nature and stealth. Her brother would occasionally practice with her, and taught her some of the ways of the woods as well as weapons and archery.

At the age of ten, her father passed on to her a necklace with a small medallion with the words “Follow your dreams” carved on the back that had once been her mothers. She treasured the medallion as a link to her mother, and headed its advice. She openly sought out training herself, which she was eventually granted due to her father’s status and her brother’s good words. Drawing on her learned skills from following her brother, she learned scouting, stealth, and tracking in the wilderness. She proved to as skilled, if not more so than her brother in those areas, though she was not quite the warrior that he was.

The elven druid Delynn came to her village for some time. Her brother became focused on her, striving to learn the ways of the woods from her teachings. Norna became slightly jealous, as Delynn took time away from her brother and her explorations and training. She began to explore herself, finding several hiding spots where she could spend time alone. However, without her brother around as much, she found that she was often scorned by the other children of the village as an oddball, not fitting in with the girls or the boys.

Norna was heartbroken when Kolbyr told her he was traveling with Delynn, but she could not leave, for she was not old enough, and her training still had some time. She gave Kolbyr her blessings, and wished him good luck and safe travels. While he was gone, Norna would travel for days in the direction she knew Kolbyr had gone, in case she could spot him returning. She finished what training she could with the other warrior scouts, and held her own in competitions. Sad that her brother was not there to enjoy her success, she continued to scout for him.

It was several months before she found Kolbyr, battered and barely keeping himself upright. He had several old wounds that had not yet fully healed, and he was unable to speak. After resting with him for a few days, she helped him return home. She was saddened to see that her brother had lost his ability to speak, and had to communicate with hand gestures or writing when available. Once he had recovered in the village somewhat, He began to communicate of horrible things and of uniting the tribes. While the other leaders showed him all due respect for the son of a chieftain, you heard others call him “doom speaker” and dismiss him behind his back. Respect of the tribe became less and less for him.

After some time and many failed attempts to get the tribes to listen to him, Kolbyr gave up. He communicated to Norna of his intent to go find evidence of the strange and dangerous invader to prove to the tribes that he spoke the truth. Norna became determined to follow him, not wanting him to get injured or worse again. She followed him from afar for a few days before she joined him in his travels after she was sure it was too far for him to simply dismiss her and send her back. He seemed not very surprised; from either noticing her or just knowing her she was unsure. She has been traveling with him since, seeing a grim determination she had not known in him before.
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Okay, here's Nassitch, updated from earlier. I would be interested in swapping out my 6th lvl feat for some sort of animal companion type feat for Kimble, my dog and steed. Also, I'd like to get him the war template from MM II, if possible. The equipment is from before - no worries if things change and the like.
[sblock] Nassitch
Male Kobold [7] Ranger 2 / Psion (Egoist) 5 [Type: Humanoid]

Experience: now 21,000 was 13,750 [12,500 starting, 1,250 (post 1983768)]
Alignment: n/a
Height: 4' 1''
Weight: 118lbs
Hair: Russet Brown
Eyes: Brown
Age: 19
Taint: 0

Str: 10 (+0) [6 points, -4 racial]
Dex: 16 (+3) [6 points, +2 racial]
Con: 12 (+1) [4 points]
Int: 16 (+3) [8 points, +1 level]
Wis: 14 (+2) [6 points]
Cha: 11 (+1) [3 points]

Class and Racial Abilities:
-4 Str, +2 Dex, Low-light vision, Darkvision 120’, Light sensitivity, Small size, Base speed 30 ft., Scent, +4 bonus when tracking by scent, +2 racial bonus on Survival and Search checks, +1 racial bonus on Fortitude saves, Survival and Search are always class skills, Favored Class: Ranger. Favored Enemy: Humanoid - Mythar, Track bonus feat, Wild Empathy, Combat Style: Rapid Shot.

Hit Dice: 9 + 1d8 + 5d4 + 4
Vitality: 34
Wound Points: 12
AC: 21 (10 Base +3 Dex, +2 armor, +1 shield, +1 size, +4 class)
Damage Reduction: 2 (Chain shirt)
Init: +3 (+3 Dex)
Speed: 30ft

Saves:
Fort +6 [+4.66 base, +1 Con, +1 Racial]
Refl +7 [+4.66 base, +3 Dex]
Will +7 [+5.17 base, +2 Wis]

Save Conditionals: none.

BAB: +4.5
MW Cold Iron Rapier +4 melee (1d4, 18-20, piercing)
+1 Composite Shortbow +7 ranged (1d4+1, 19-20, 70 ft., piercing)

Attack Conditionals: +1 hit and damage within 30’, +2 damage vs. Mythar, +2d6 with psionic shot, no penalty for firing into melee, two shots at -2 (rapid shot).

Skill Summary
+8 Concentration [7 ranks, +1 Con]
+5 Handle Animal [5 ranks, +0 Cha]
+10 Heal [8 ranks, +2 Wis]
+11 Hide [4 ranks, +3 Dex, +4 Size]
+5 Knowledge (geography) [2 ranks, +3 Int]
+4 Knowledge (history) [1 ranks, +3 Int]
+4 Knowledge (local) [1 ranks, +3 Int]
+5 Knowledge (nature) [2 ranks, +3 Int]
+5 Knowledge (psionics) [2 ranks, +3 Int]
+5 Listen [3 ranks, +2 Wis]
+8 Move Silently [5 ranks, +3 Dex]
+11 Psicraft [4 ranks, +3 Int]
+10 Search [5 ranks, +3 Int, +2 Race]
+7 Spot [5 ranks, +2 Wis]
+14 Survival [10 ranks, +2 Wis, +2 Race]


Feats:
Point blank shot (1st level)
Track (Ranger Bonus feat)
Rapid Shot (Ranger combat style)
Psionic shot [Psionic](1st – psion)
Precise shot(3rd level)
Expanded knowledge (Meta-physical Weapon)(6th level)
Expanded knowledge (Energy Missile)(5th psion)

Languages: Common, Dwarven, Draconic, Elven, Kobold,

Powers Known
Save DC +3
1st - Bolt, Conceal thoughts, Energy Ray, Inertial armor, Metaphysical Weapon (feat), Thicken skin
2nd - Animal Affinity, Biofeedback, Chameleon, Energy Missile (feat), Psionic tongues,
3rd - Hustle, Body adjustment.
4th - .
5th - .
6th - .
7th - .

Power Points [Uses] Available
Total Power Points: 32 per day

Equipment:
Wearing or carrying
+1 Composite Shortbow (left shoulder, 1wt, 2375gp)
-This composite shortbow is crafted of an ashen wood as pale as snow, it is carved around the grip with what appears to be an ice dragon. You recovered it from the burnt wreckage of a dwarven caravan which had been attacked by Mythar.
Mithral chain shirt, (1,100gp, wt. 5)
MW Buckler, (165gp, wt. 2.5)
Masterwork Cold Iron Rapier (belt left, 1wt, 340gp)
Explorer’s oufit – ranger style, (0gp, wt 2)
Wilding Cloak (constant Endure Elements, wild shape into a small or medium animal 1/week for up to 5 hours) (worn, -wt, 2500gp)
-This heavy cloak of green wool was given to you by an elven ranger who sought shelter at your troupes campfire one evening. Although he never gave his name he seemed only wholly at ease in your presence alone. In the morning he was gone.
Belt pouch (belt right, .125wt, 1gp)
- Power Stone of Body Adjustment (1) (belt pouch, -wt, 375gp)
- Power Stones of Empathic Transfer (1) (belt pouch, -wt, 150gp)
- Power Stone of Energy Adaptation, Specified (1) (belt pouch, -wt, 150gp)
Tattoo of Offensive Prescience (1) (right upper arm, -wt, 50gp)
Tattoo of Claws of the Beast (1) (right hand, -wt, 50gp)
Tattoo of Expansion (1) (chest, -wt, 50gp)
-Waterskin 1gp
Quiver with 60 arrows, (3 gps, wt 9)
+1 Flaming Arrows, Qty = 5 (quiver, .375wt, 835gp)
-These arrows have a dark orange shaft and raven feathers for fletching. The tips are some sort of dark steel which has a reddish sheen in the light. You felt the sting of these burning arrows when an enraged Huom warrior attacked the troupe out of spite when the performance mocked the ruling Mythar.

Special
Kimble – equivalent of a riding dog (150gp worth)

Backpack (center back, .5wt, 2gp)
- Bedroll (below backpack, 1.25wt, 1sp)
- Trail Rations- 4 days (backpack, 1wt, 2gp)
- Healers Kits, 2 (backpack, 1wt, 100gp)
- Flasks of Acid, 5 (backpack, 2.5wt, 50gp)
- Alchemists Fire, 3 (backpack, 1.5wt, 60gp)
- Bottles of Wine, 3 (backpack, 4.5wt, 30gp)
- Silk Rope, 50 ft. (backpack, 5wt, 10gp)
- Paper, 10 sheets (backpack, -wt, 4gp)
- Ink, 2 vials (backpack, -wt, 16gp)
- Ink pen (backpack, -wt, 1gp)
- Cold Weather Outfit (backpack, 1.75wt, 8gp)

Money
Coins- 11gp, 9sp, 0cp (pouch, ??wt)
Amethyst- 200gp (pouch, -wt)

Permanent Effects: none.

Appearance: Nassitch is an everyday kobold, small of stature (at least to other races), agile, and quick. Dressed in browns and greens, Nassitch looks the part of a ranger, with a short bow slung over one shoulder. A heavy green cloak covers the rest of his russet brown fur.

Personality and Background: Nassitch is a good tracker and scout, and is much stronger than most kobolds. However, he is a coward at heart – and is not too proud to admit it. For years he had been pushed around and abused – not because he was a kobold, but just because of his very nature.
In fact, his most prized possession, a mithral chain shirt, was given to him when a stranger defended him and chased off the attackers. The stranger took the young Nassitch home and tended his wounds, and gave him a gift of the armor. Apparently, it was meant for the strangers son, but he was killed as a bystander in a Mythar conflict years before. The stranger told him that it would keep him safe, so long as he remembered where it came from and why.
Luckily, an opportunity came up where Nassitch could leave town and he did, catching on with a touring troupe. Nassitch was an assistant to one of the animal handlers and guard, scout, and part-time medic for the group.
In combat, Nassitch stays well back from the conflict, pecking away with his shortbow. If challenged, he is much more likely to flee than to stand.
During his travels with the troupe, Nassitch acquired a medium-sized guard dog (a sherpard if possible) and has spent some time training him. Before long the two were best friends and Nassitch has named the dog Kimble. No one knows what the dog has named Nassitch.
[/sblock]
 


FYI, I will be leaving for GenCon this weekend and won't be back until Sunday, August 22. I might have internet access during this time, but most likely won't have the time to post. See you all then!
 

Brother Shatterstone said:
Sweet! That really looks awesome. :D You did a good job of covering everything I wanted to cover with it so it makes it very easy to go with it. :D
Great, glad to help.
 


Ferrix said:
Man... everyone's going to GenCon... and here I am stuck in Montreal for a weekend of badass dancing... oh well :)
Make sure you put the space in the right place. A weekend of bad assdancing doesn't sound as appealing.
 


I'm toying with the idea of reworking some of Norna skills... She took alot of alchemy created items and I'm thinking it would be smarter if she had made them herself. (I'm thinking it would be her using the "woman based" skills she had been forced to learn to make her a better warrior or what not.)

Anyhow, if the above is approved, the money saved would go towards buying the masterwork tools she would need and if there was any left over after that to a masterwork punch dagger.

I will be away from the Internet tomorrow night; the next town we stop in doesn’t have local number for my ISP so I will be unable to connect so the changes won’t go through till Saturday morning. (Obviously pending Ferrix approval also.)

As for magical item suggestions I’m much like Bront in that I like ability bonus (Physical abilities preferred), magical weapons (her throwing axe is her preferred weapon and having one that returned would be awesome), and anything that could help lighten her load would be just awesome. :D

My only real suggestion is a magical tribal tattoo that bestows a constant endure element spell. (as a slot less item it would cost 2,000 GP)

Final Copy (Minus Alchemy changes if approved)
[sblock] Norna Fjorin
Human (Fyndorn) Scout 7

Age: 17
Gender: Female
Height: 5’8”
Weight: 129
Eyes: Ice Blue
Hair: Flaxen Blonde
Skin: Pale

STR: 11 [+0] (3 points)
DEX: 15 [+2] (6 points, +1 4th lvl)
CON: 14 [+2] (6 points)
INT: 14 [+2] (6 points)
WIS: 14 [+2] (6 points)
CHA: 14 [+2] (6 points)


Wound Points: 14
Vitality Dice: 7d8 + 14
VP: 58
Armor Class: 18 (10 base +2 Dex +4 Class +2 Armor) [+2 Skirmish Bonus when Norna Moves 10 feet.]
Class Defense Bonus: +4
Damage Resistance: 2/Armor
Initiative: +5 [Quick Reconnoiter]
BAB: +5
- Melee: +5
- Ranged: +7

Speed: 40’

FORT: +5 (2 Base +2 Con, +1 Battle Fortitude)
REF: +7 (5 Base +2 Dex)
WILL: +4 (2 Base +2 Wis)

Abilities:
- Bonus Feat
- 4 extra skill points at 1st level, +1 skill point per additional level
- +2 racial bonus on survival checks
- Survival always a class skill
- Cold Resistance equal to their Constitution bonus (2)
- Favored Class: Barbarian, Ranger, or Scout
- Skirmish +2d6 (+2 AC)
- Tracking
- Battle Fortitude +1
- Uncanny Dodge
- Fast Movement 10 ft.
- Trackless Step
- Bonus Feat: Quick Reconnoiter
- Evasion
- Flawless Stride


Feats:
1st Level
- Dodge
Human Bonus
- Mobility
3rd level
- Point Blank Shot
Scout Bonus Feat (4th level)
- Quick Reconnoiter
6th Level
- Spring Attack
Scout Bonus Feat (8th level)
- Swift Tracker

9th level
- Shot on the Run


Skills:
Balance +4 (0 Ranks, +2 Dex, +2 Synergy Tumble)
Climb +5 (5 Ranks, +0 Str, +2 Synergy User Rope [Checks Involving Ropes])
Diplomacy +4 (0 Ranks, +2 Cha, +2 Synergy Bonus Sense Motive)
Escape Artist +12 (10 Ranks, +2 Dex, +2 Synergy User Rope [Checks Involving Ropes])
Hide +12 (10 Ranks, +2 Dex)
Jump +7 (5 Ranks, +0 Str, +2 Synergy Tumble)
Listen +11 (10 Ranks, +1 Wis)
Knowledge: Nature +7 (5 Ranks, +2 Int,)
Move Silently +12 (10 Ranks, +2 Dex)
Search +12 (10 Ranks, +2 Int)
Sense Motive +12 (10 Ranks, +2 Wis)
Spot +12 (10 Ranks, +2 Wis)
Survival +14 (10 Ranks, +2 Wis, +2 Racial Bonus, +2 Synergy Search [Following Tracks], +2 Synergy Knowledge: Nature [Natural Environments Only])
Tumble +14 (10 Ranks, +2 Dex, +2 Synergy Jump)
Use Rope +7 (5 Ranks, +2 Dex, +2 Synergy Escape Artist [On Bindings Only])

Italics not figured


Languages:
- Common
- Human (?)
- Bonus
- Bonus


Equipment:
Melee Weapons
-Hand Axe Weapon +6 (1d6+0, 18-20) Masterwork (306 gp, 2 lbs)
-Throwing Axe Weapon +6 (1d6+0, 20) Masterwork (308 gp, 2 lbs)

Ranged Weapons
-Throwing Axe Weapon +8 (1d6+0, 20) Masterwork (N/A gp, N/A lbs)
-Composite Shortbow Weapon +8 (1d6, 19-20, 70ft.) Masterwork (375 gp, 2 lbs)

Armor
-NameMithral Chain Shirt (+2 AC, DR 2/Armor, Max Dex 6, ACP -0) Description (1100 gp, 12.5 lb)

Miscellaneous Magical or Psionic Items
-Name (gp, lb)

Potions or Psionic Tattoos
-Type (gp)

Wands, Staffs or Dorjes
-Type (XX/50chg) (gp, 1oz)

Scrolls or Power Stones
-Type (gp)

Mundane equipment
-Adventurer’s Outfit (gp, 8 lb)
- Climber's Kit (80 gp, 5 lb)
- Everburning Torch (110 gp, 1 lb)
- Camouflage Kit (40 gp, 5 lb)
- Triple Weapon Capsule Retainer, On Throwing Axe (450 gp, nil lbs)
- 3 Quickflame Alchemical Weapon Capsules
- 3 Quickfrost Alchemical Weapon Capsules
- 3 Quickspark Alchemical Weapon Capsules

Weight Carried: 29.5 lb
Remain money: 6 gp


Description
With flawless pale skin, the fairest of fair hair, and eyes so blue they appear to have been plucked and stolen from a mountain stream Norna is without a doubt am attractive young woman and some of the men of her tribe would argue that she is the most beautiful female in the tribe but this is really all for naught.

Norna spends the majority of her time covered in grime, while her fair hair is dyed, in a multitude of natural colors, and her pale skin is painted, again in a multitude of natural colors, in an effort to camouflage herself in her favorite environment, her mountainous forested homeland. Like many of her tribesmen Norna’s lithe and firm body is adorn with numerous tribal tattoos.


Personality
With her easy grace, feisty attitude yet cold demeanor, Norna has always been a young woman of action instead of reaction. This behavior, along with her love of nature and the solitude that it brings with it, not to mention her gender as the womenfolk of her tribe do not hunt or call themselves warriors, has always left her as an outsider looking into her own tribe and only her father’s position as tribal chieftain, not to mention her uncanny woodsman skills, have allowed Norna to remain with her tribe and help her people through their day to day struggles. (Add her feelings about this)

This all changed with the return of her brother, Kolbyr, whom was quickly labeled as “doom speaker” and was ostracized by his people and tribe but Norna followed out of fear and worry for her brother’s well-being.

Though passionate and loyal to her brother Norna isn’t at all sure what to make of her brother’s stories, his injuries, or his desires to unify all of the tribes as it goes against everything their people believe in but then again so does so many of Norna’s actions and beliefs.

Background
Norna Fjorin was born the only daughter to Chieftain Berrand Fjorin and his wife Faria of the Danurii tribe. Norna barely knew her mother however, as she died during the birth of what would have been her younger brother Erik, who died a few days later of illness, almost three years later. By then her older brother Kolbyr was old enough to watch over Norna, who clung to him in the absence of her mother, and her father’s duty as the tribal chief.

Norna followed her other brother, and became quite good at it. When he would go off to train with the other young men, she would sneak along and try to imitate him off to the side. She learned to track him, and honed her senses and knowledge of nature and stealth. Her brother would occasionally practice with her, and taught her some of the ways of the woods as well as weapons and archery.

At the age of ten, her father passed on to her a necklace with a small medallion with the words “Follow your dreams” carved on the back that had once been her mothers. She treasured the medallion as a link to her mother, and headed its advice. She openly sought out training herself, which she was eventually granted due to her father’s status and her brother’s good words. Drawing on her learned skills from following her brother, she learned scouting, stealth, and tracking in the wilderness. She proved as skilled, if not more so than her brother in those areas, though she was not quite the warrior that he was.

The elven druid Delynn came to her village for some time. Her brother became focused on her, striving to learn the ways of the woods from her teachings. Norna became slightly jealous, as Delynn took time away from her brother and her explorations and training. She began to explore herself, finding several hiding spots where she could spend time alone. However, without her brother around as much, she found that she was often scorned by the other children of the village as an oddball, not fitting in with the girls or the boys.

Norna was heartbroken when Kolbyr told her he was traveling with Delynn, but she could not leave, for she was not old enough, and her training still had some time. She gave Kolbyr her blessings, and wished him good luck and safe travels. While he was gone, Norna would travel for days in the direction she knew Kolbyr had gone, in case she could spot him returning. She finished what training she could with the other warrior scouts, and held her own in competitions. Sad that her brother was not there to enjoy her success, she continued to scout for him.

It was several months before she found Kolbyr, battered and barely keeping himself upright. He had several old wounds that had not yet fully healed, and he was unable to speak. After resting with him for a few days, she helped him return home. She was saddened to see that her brother had lost his ability to speak, and had to communicate with hand gestures or writing when available. Once he had recovered in the village somewhat, He began to communicate of horrible things and of uniting the tribes. While the other leaders showed him all due respect for the son of a chieftain, she heard others call him “doom speaker” and dismiss him behind his back. Respect of the tribe became less and less for him.

After some time and many failed attempts to get the tribes to listen to him, Kolbyr gave up. He communicated to Norna of his intent to go find evidence of the strange and dangerous invader to prove to the tribes that he spoke the truth. Norna became determined to follow him, not wanting him to get injured or worse again. She followed him from afar for a few days before she joined him in his travels after she was sure it was too far for him to simply dismiss her and send her back. He seemed not very surprised; from either noticing her or just knowing her she was unsure. She has been traveling with him since, seeing a grim determination she had not known in him before.
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Thanks BS, looks good. Once I choose players there will be some time where they can rework them a tad bit, plus I'll be doling out equipment too.
 

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