The Archer, Rogue, and Cartographer summaries:
The Archer gains clarity through archery practice, taking aim with keen sight to hit targets accurately from a distance. Rogues use charm and stealth to insert themselves into situations unnoticed, gaining information through trickery. The Cartographer creates detailed maps to record their clan's travels, including a secret map offering an unknown route.
The Archer, Rogue, and Cartographer summaries:
The Archer gains clarity through archery practice, taking aim with keen sight to hit targets accurately from a distance. Rogues use charm and stealth to insert themselves into situations unnoticed, gaining information through trickery. The Cartographer creates detailed maps to record their clan's travels, including a secret map offering an unknown route.
The Archer, Rogue, and Cartographer summaries:
The Archer gains clarity through archery practice, taking aim with keen sight to hit targets accurately from a distance. Rogues use charm and stealth to insert themselves into situations unnoticed, gaining information through trickery. The Cartographer creates detailed maps to record their clan's travels, including a secret map offering an unknown route.
The Archer, Rogue, and Cartographer summaries:
The Archer gains clarity through archery practice, taking aim with keen sight to hit targets accurately from a distance. Rogues use charm and stealth to insert themselves into situations unnoticed, gaining information through trickery. The Cartographer creates detailed maps to record their clan's travels, including a secret map offering an unknown route.
Some see the forest for its trees. The Archer has Independent and mysterious, rogues seek the the sight to see the leaves on those trees. As they excitement of deciphering a good riddle, the practice with their bows they discipline their challenge of cutting your coin pouch from your belt, minds to gain clarity and patience. They can judge or gaining someone’s confidence. They may be distances and know the right time to lose their sneaky tricksters who find comfort in shadow and arrows. With keen sight they are able to focus on the favor the use of cloak and dagger. They may also details of a target and take aim, losing powerful or be intelligent spies gathering information through accurate shots that knock back their enemies or slip conversation. Rogues are able to insert themselves through the cracks of shield walls. into situations while remaining unnoticed. They are the face in the crowd that you’d swear was there just Their Range a moment ago. The range is their training space, when not in battle or actively raiding, it is here that they find the Their Charm balance of solitude and silence. This could be a few Rogues have a certain charm that aids them in scattered targets along a trail in the forest or simply a being mischievous, inquisitive and resourceful, shield against a tree. or unexpected and unseen. This charm can be represented in a soothing voice and good looks, a Their Gear simple demeanor hiding a deep intellect, or nimble They begin with a +1 bow. They also begin with a fingers. These charms are used to gain confidence, quiver of arrows, leather armour (2 uses), a short acquire secrets, and pilfer coin purses. blade, gloves, arm braces, and a waterskin. Their Gear Questions They begin with a charm that grants them a +1 in • What clothing do they wear? What do they dress either Dexterity, Influence, Intellect, or Stealth. This in for battle? can be a physical characteristic or an item used to • Who trained them in the ways of archery? charm. They also begin with a short blade, a cloak, • Where is your range located? leather pouches, gloves, a wineskin, and something • How did they obtain their bow? Was a gift, of value to someone else. found, or the spoils of a raid? • Does the fletching on their arrows have Questions significance? What birds are the feathers from? • What clothing do they wear? What do they dress • Do they prefer powerful or accurate shots? in for battle? • Are they a spy, a charlatan, or a thief? • What do they have that is valuable to another? • Who are they really, behind the charm? THE FORAGER THE OUTLANDER Their Path Their Path Only a few know how to survive off the land. They Strangers from unknown lands and or different have learned through experience or have been cultures, that have been accepted into a clan. They guided to recognize and respect nature’s bounty. possess knowledge of what lies beyond the horizon They are able to discern which plants are edible, and their insight could prove valuable, possibly medicinal, or poisonous. They only take what meaning the difference between success and failure they need and always offer something in return. on a raid. They have a culture and perspective They have a connection with nature that draws on that others find intriguing but may still feel like an something old and primal from within themselves. outsider in the clan, constantly needing to prove themself. Their Grounds Near their settlement, is a forest glen or tidal pool Their Past that they know by heart. It is here where they They are strangers, whether to the North Sea or just cultivate and gather their edible and medicinal plants to the ways of their adopted clan. They have a past that support their clan. When on journeys the forests that may be hard for them to discuss. exiled from and fields have secrets that only they can find. another clan, from a different region,or a different They see the herbage in pine cones and clover, the culture altogether. possibilities of roots and flowers, the trees for their fruit. Their Gear They begin with a weapon of choice either from Their Gear their homeland or from their newly adopted clan They begin with a custom runic almanac or rune (bow and quiver of arrows, longsword, or a pair of staff that grants them a +1 on Survival rolls related axes). They also begin with a short blade, leather to foraging. They also begin with a short blade or armour (2 uses), a cloak, and a waterskin. hand scythe, waterskin, arm bracelets, and a leather satchel with various edible plants and seeds. Questions • What clothing do they wear? What do they dress Questions in for battle? • What clothing do they wear? What do they dress • If an outsider, where are they from and what sets in for battle? them apart, betraying them as an outlander? • How did they learn to forage? Did they have a • What did they do to get accepted into a clan? mentor? • What is it they will not talk about? • What weed, plant, or flower is their favorite? • Does something from their past haunt or linger • Where are their grounds? Are they big or small? with them? What or who is it? • When they forage, what do they give back to nature? THE CARTOGRAPHER THE HUNTER Their Path Their Path With a dedicated eye the cartographer is able to Most know how to hunt. Knowing which quarry accurately represent the sea voyages and inland is to be hunted, where to pick up its trail, and the exploration of their clan. They detail terrain and practices to preserve the spoils are secrets known roads, and the more abstract divisions of clan lands, to huntsmen. They know how to find animal lairs monsters, and coastlines. They put the world in the and dens. They know how to take down an animal palm of their jarl’s hands, often placing themselves so it falls where it is hit, preventing it from running in the position of an advisor. away. They have the ability to stalk and capture prey, unseen and unheard. They provide meat, pelts, and Their Maps furs; most valuable resources for their clan. They have gathered the stories of raids and references of the land and navigational texts into a Their Traps portfolio of maps. These maps represent a record of Huntsman have proficiency with a variety of snares the clans inland and seaborne travels and range from and traps. They have placed several around their quick sketches on animal hide or wood, to detailed settlement and can often be found checking and drawings on paper. Among these is a map that details resetting them. These snares and traps can be a hidden pass, secret route, or sea lane that is not as simple as a loop of string and bent twig to a cataloged elsewhere. delicately concealed pitfall. Some traps may even prove useful in battle. Their Gear They begin with a portfolio of maps (includes Their Gear scrolls, charcoal and chalk, clues of a secret route) They begin with trappers gear (snares, traps, and the +1 to navigation checks. They also begin with a materials to bait them with). They also begin play shortblade, a cloak of Fine quality, and a wineskin. with their preferred hunting weapon (bow with a quiver of arrows, hunting spear, or sling), a short Questions blade, leather armour (2 uses), gloves, waterskin, • What clothing do they wear? What do they dress and a small hunting charm (antler point, rabbits foot, in for battle? etc.). • Do they mostly draw sea or land maps? • How far has their clan explored? Was it inland or Questions by sea? • What clothing do they wear on the hunt? • Where does the secret route lead? • When was their first hunt? • What is their favorite prey? • What prey are they most hesitant to hunt? • Do they like to stalk or lie in wait for their prey? • Do they have a preferred hunting ground? THE OUTRIDER THE WANDERER Their Path Their Path Acting as a vanguard, the Outrider ventures Certain people are born with wanderlust, a deep outwards from a clans settlement, not on foot but desire to travel the world. They cannot wait for a on horseback. They know how to ride and care raid or an exploration party to take them away from for horses. They scout the surrounding terrain for their settlement. They are curious about the world hazards, both from the gods and enemy clans. They around them and venture out on their own whenever serve as eyes and ears of their clan, escorting and possible. Unfortunate events like a raid on their protecting their settlement and its people. settlement or mistreatment may force some to this life out of necessity, while others seek it out on their Their Mount own Not everyone in the clan has horses or if they do, they cannot use it to the effect an Outrider can. An Their Wanderlust Outrider and their horse have created a mutual bond Described to others as a calling, a desire, a search of respect between them, that when riding they are for answers; the simple truth is they often wander one. just to wander. Drawn to the sights and sounds of different places and peoples, they often return from Their Gear their wandering having acquired portions of a new They begin play with a horse, while riding they language, a friendship, or rare trade goods. Whatever gain a +1 to defending against attacks and moving they come back with, they often don’t reveal it until swiftly. They also begin with an axe or spear, a short a good opportunity presents itself. blade, shield, waterskin, a bag of feed and brush for their horse. Their Gear They begin with 3 mementos of their travels (bits of Questions a new language, a friendship, and a rare trade good • What clothing do they wear? What do they dress not found in this region). These items do not have to in for battle? be written down, and are presented when the player • How old were they when they first learned to sees a good opportunity to fit the story and may ride? provide a +1 to relevant Influence or Insight actions. • What is their horse’s name and what sets them apart from other horses? Questions • How did they create the bond with their horse? • What clothing do they wear? • How far have you traveled? • When was the last time you were home? • What memento holds the most meaning? • What makes you most restless, causing your wanderlust to stir?