Nord

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A Nord hunter watches her prey

The Nords are the children of the sky, a race of tall and fair-haired humans from Skyrim who are known for their incredible resistance to cold and magical frost. They are fierce, strong and enthusiastic warriors, and many become renowned warriors, soldiers and mercenaries all over Tamriel. Eager to augment their martial skills beyond the traditional methods of Skyrim, they excel in all manner of warfare, and are known as a militant people by their neighbors. Nords are also natural seamen, and have benefited from nautical trade since their first migrations from Atmora. They captain and crew many merchant fleets, and may be found all along the coasts of Tamriel.

Strong Wills and Strong Arms

Nords are the tallest of the human races and have fair skin and fair colored hair. They are known for their powerful physique and modest intellect.

Nords are fierce competitors and strongly believe in fighting for status and for sport. Favoring brute strength over wit, the Nords are suspicious of mages and don't believe in using social status or wealth to garner favor. It is very common for Nords to have scars and bruises, or be seen walking out of a tavern with a bloody nose and a flagon of ale.

Born for Battle

Fierce warriors, and enthusiastic soldiers, Nords can be found throughout Tamriel offering their talents as mercenaries and sellswords. Proving oneself in battle is a way for any Nord to increase their status. Raised from birth, they are always searching for new ways to increase their martial skills.

Nords are also talented sailors. They are known to have dominated warring nations with their natural talent at sea, and have been vanguards of nautical trade.

Nord Names

Every Nord has a given name, but only some Nords have clan names. Sometimes, a Nord will be given a title, which can be used before or after their given name. A title is usually a description of a great feat or a personality trait. Such as Heinrich the Ugly or Lyra Wolf-Child.

Male Names

Arnbjorn, Balbus, Carsten, Daglin, Erik, Fjol, Gunder, Hans, Iver, Jayred, Keld, Larthjar, Manheim, Nels, Olav, Regner, Sten, Torbal, Ulfgar, Valdemar, Wilmuth, Yngvar

Female Names

Aeta, Bergritte, Dagny, Elda, Fryssa, Greidil, Hilde, Igna, Jala, Katria, Lillith, Margret, Nura, Olga, Ruki, Svenja, Temba, Una, Vori, Ysolda

Clan Names

Blackthorn, Ebonhand, Firebeard, Hairy-Breeks, Ironhand, Long-Tooth, Ravencrone, Stonearm, Twice-Killed, War-Bear, Windcaller

Common Traits

Every character will have traits to choose that are not dependent on their Heritage, relying more on the background or story of the character prior to becoming an adventurer. These are often influenced by their Heritage or their class, but is entirely up to the player.

Attribute Score Increases. When determining your attribute scores, increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.

The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.

A classic depiction of a Nord would suggest that your Endurance score increases by 2 and your Strength scores increase by 1.

Alignment. Each ancestry has stereotypes about what they believe, but these are broad strokes that might only apply to a group, rather than to an individual. Each player character’s alignment is entirely under the purview of the player.

Stereotypical Nords are hardworking and good-hearted. They take comfort in their traditions and are distrusting of outsiders. They tend toward the good alignments.

Languages. Your character can speak, read, and write Tamrielic (sometimes referred to as Cyrodiilic or Common) and one other language that you and your GM agree is appropriate for the character.

Nord Ancestral Traits

Your Nord character shares certain characteristics that are typical of Nords. You have the following ancestral traits.

Age. Nords, like most men, are not particularly long lived, and they mature at a normal rate, and almost never live longer than a century.

Size. Nords are the largest of men, ranging from 6 to 6½ feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Atmoran Ancestry. Your ancestral history of living in harsh, northern climates. You have resistance to cold damage.

Battlecry. As an action, you shout a battle cry that strikes fear into an enemy. Choose one creature that is within 30 feet of you that can see and hear you. That target must succeed on a Willpower saving throw or become frightened of you. The difficulty check of this save is equal to 8 + your Endurance modifier + your proficiency bonus. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. When you reach 5th level, you can instead choose to force each creature of your choice in a 30-foot cone to make this saving throw, rather than a single target. Once you use this trait, you can't use it again until you finish a short or long rest.

Toughness. Your hit point maximum is increased by 1, and it increases by 1 every time you level.

Nord Cultural Traits

Nordic culture reveres resilience and strength. You have the following cultural traits

Equipment Proficiency. You are proficient with the Axe weapon type and with spears.

Reveler. You have advantage on saving throws against being poisoned.

Rugged Training. You gain proficiency in the Athletics skill.

Skaal Culture

The Skaal are a subculture of Nords that live on the northern island of Solstheim. As a worshiper of the All-Maker and devotee to nature, you have the following traits that differentiate you from the Nords of Skyrim:

Nordic Culture. You have the Nord’s Equipment Proficiency cultural trait, but you gain the following traits instead of Reveler and Rugged Training.

Oneness. You know the resistance cantrip. Once you reach 3rd level, you can cast the animal friendship spell once with this trait, and you regain the ability to do so when you finish a long rest. You can also cast this spell using magicka, providing you can cast spells at this level. Intelligence, Willpower, or Personality is your spellcasting ability for these spells (your choice when you choose this ancestry).

Off the Land. You are proficient in the Survival skill.