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Thread: the Siren

  1. #1
    Site Moderator kgauck's Avatar
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    the Siren

    Jerusha Fjoldan CR 19
    Neutral medium humanoid
    Female Awnshegh Bard 7/Mindbender 10
    Major Bloodline of Azrai
    Init +2
    Languages: Rjuven, Anuirean, Andu, Old Rjuven, telepathy 100 ft
    --------------------------------------------------------------
    AC: unarmored and touch 16, armored on battlefield 19, flat footed 14 (or 17 on a battlefield)
    Vitality 69
    Wounds 12
    Fort +9 Ref +10 Will +14
    --------------------------------------------------------------
    Speed 30 ft
    Melee mwk dagger +10/+5 (1d4-1), on battlefield mwk longsword +10/+5 (1d8-1)
    Base Attack +10/+5
    Special Actions: Bardic Music 7/day (countersong, fascinate 3 targets, inspire competence, inspire courage +1, suggestion), push the weak mind, mind read, begile, friends forever, dominate, mass begile, thrall, low light vision
    Combat Gear: normally Jerusha Fjoldan is unarmored and carries only a masterwork dagger for last ditch defense, her normal combat would involve communication, not melee. On a battlefield, she wears +1 studded leather armor and carries a masterwork long sword and light, steel shield. Again, she does not intend to fight, but to inspire and direct her troops, but is prepared for a breakthrough to her position.
    Bard Spells Known
    4th (2) Dominate Person, Hallucinatory Terrain, Modify Memory, Shout
    3rd (4) Cure Serious Wounds, Dispel Magic, Lessor Geas, Glibness
    2nd (4) Animal Trance, Eagle's Splendor, Enthrall, Misdirection
    1st (4) Charm Person, Hypnotism, Lessor Confusion, Obscure Object
    0 (3) Daze, Message, Read Magic
    -------------------------------------------------------------------
    Abilities Str 8, Dex 14, Con 12, Int 14, Wis 11, Cha 19
    SQ Bardic Knowledge +9, Minor Serpent Affinity
    Feats Spell Focus (Enchantment), Persuasive, Greater Spell Focus (Enchantment), Leadership, Spell Penetration, Inspired Leader, Greater Spell Penetration
    Skills Bluff +32, Concentration +16, Diplomacy +32, Gather Information +14, Intimidation +26, Perform (Singing) +14, Perform (Oratory) +9, Profession (Lyricist) +7, Sense Motive +15
    Possesions 2 potions of Charisma, 3 potions of glibness, 3 potions of cure serious wounds, ring of protection +3

    Blood Abilities:
    Divine Aura (Major)
    Healing (Minor)
    Charm Aura (Minor)
    Last edited by kgauck; 10-28-2006 at 05:00 AM.

  2. #2
    Site Moderator kgauck's Avatar
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    Jerusha Fjoldan was found orphaned in a derelict cabin just north of the Black River in the Aelvinnwode. Discovered and then raised by a merchant in the now defunct Seven Costers guild who lived in Nowelton, but traveled on business from Leivika to Stormpoint. Once she reached the age of eight years, she began to travel with her father. While she enjoyed seeing so many places, her true joy was music and she always excelled at singing. During her eighteenth year, while in the city of Tariene, where the Seven Costers was based, Jerusha met her father's old friend, Jobhel Bhainhael. Jobhel was a member of the Seven Costers, and leader of one of its member guilds, the Illustrious Minstrels' Consortium. Jobhel was impressed by Jerusha's talent and the beauty of her voice. He offered to apprentice Jerusha under his star performer, Isolde Caulton. With the approval of her parents, she joined the Consortium.

    Jerusha traveled from town to town with the Consortium through Talinie, Boeruine, Taeghas, and Tournen. It was becoming clear that Jerusha would be a magnificent singer of tales and balads, and she learned many of the songs in Jobhel's repertoire. They traveled from courts ducal and templar, to county seats and guild halls, even performing publicly in the more prestigious taverns in the larger cities. She greatly impressed Uther Boeruine, who offered to pay Jerusha handsomly if she would join his court as a singer of songs. Jerusha was interested in persuing this excellent opportunity, but was warned away by Isolde, who told her that the Archduchess Maelle opposed the move and would make Jerusha regret taking a place at court.

    Several years later, Jerusha's fame and renown was exceeding that of Isolde, and Jobhel promised to press for a vote in the Consortium to make Jerusha a master. However, Isolde, who was privy to certain facts which could destroy Jobhel's relationship with the Duke of Tournen, persuaded him to delay any move to make Jerusha a master indefinatly. Somewhat confused by Jobhel's delays, Jerusha found other patrons to nominate her for consideration for her place as a master in the guild. Again with skill and subtlty, Isolde prevented the issue from passing the guildscouncil. For some months, Jerusha remained ignorant of the machinations of her mentor, but in his attempts to win the heart of Jerusha, the lutist Alan Corentin promised to discover the nature of the obstacles to her acknowledgement by the guild of her masterwork. Alan uncovered both the blackmale of Jobhel and the bribes and threats that blocked the guild council from honoring Jobhel. Further, Alan identified Isolde as the source of these obstacles. Jerusha sought out Isolde and confronted her in her apartments in Khorien Castle in Stormpoint. A physical struggle ensued during which Isolde grabbed a dagger and stabbed Jerusha in the leg. However, Jerusha got control of the weapon and more ruthlessly, stabbed Isolde in the belly. Isolde died within minutes.

    Recognizing that such a crime would be punished, Jerusha fled Taeghas and took refuge in Boeruine, where she sought the patronage of the Archduke Uther. She attempted to again win her position of master in the Consortium, but the scandal around the murder of her mentor and rival prevented her from winning full membership in the guild. Jerusha was only in Seaharrow fom a few months before medlers, perhaps friends or admireres of Isolde, began to stir rumors of an affair between Uther and Jerusha. Such talk inflamed Archduchess Maelle, and Jerusha found herself excluded from the court's move to River's Hall in Rivien. She resigned her post and began to make her way back to Nowelton in Ice Haven. After crossing the Black River into Talinie, she encountered a Lore Master who spoke crypticlly about the death of her father and mother. Intrigued, Jerusha struck a bargain with the scholar to learn the secret of her parent's death.

    Her father, Ågot Fjoldan, a druid from Halskapa and a scion of Newtonor, had come to Talinie with missionary zeal to spread the teachings of Erik in a land where Fitzalan and Janna Many-Tounged had turned a land of Haelyn toward reverence of nature. Ågot made enemies among the guilders, who though far less powerful, took issue with his teachings. One guildsman who was almost certainly involved in the murder was Angus Killmartin, scion of Scalpay in Ice Haven, and owner of the Chalktop Hill Miners. On a fateful night at Chalktop Hill, Jerusha planned to confront Angus, but this time intended from the start to kill him. Unaware of who this woman was, Angus was easily persuaded she found him attractive, and let his guard down. Had she attempted to attack him, Angus might have proved to have the reflexes to avoid her blows and kill her instead, but his willpower proved unable to resist her power to fascinate, and he was entirely taken in. She seduced him and while he slept, she recovered her dagger and stabbed him in the heart for his hand in her family's death. She did not realize it at the time, but this bloodtheft augmented her own birthright and her Divine Aura began to manifest.

    She returned to her adopted father in Nowelton, and attempted to win favor in local performances. She was instantly a hit in the best venues in the North Market District where courtiers, guilders, and other notables flocked to her performances. One night during a performance before the Thane, the court, and other great figures, Jerusha found that she held the whole audience captivated. She began to suspect that her powers were wasted on mere art, and began to look for a better outlet for her talents. One ballad, Lament of Hamish Swathraen, refered to a wizard with the powers to bend the minds of others to his will. Intrigued by mention of this arch-enchanter, Jerusha wondered if he were a real figure or some lyricists invention. Indeed, the wizard, Rorie Durness, was a real figure who was reputed to have held Thane Edrand IV under his power for some time and is thought to be the source of some of the great injustices attributed to that reign.

    Jerusha organized a troupe of adventurers and began to seek out the truth of Rorie Durness. They adventured several times and found some inscriptions in ruins that were thought to have been connected to Rorie, and then spent some time in Thurazor building their power as adventurers. While there, Jerusha took a hand in influencing goblin politics and entirely re-organized Thurazor's politics for no other purpose than to test her power. By the time Jerusha's party left Thurazor to continue to seek for Rorie's lost knowledge, Jerusha had deposed the ruler of Thurazor, merged two tribes under the leadership of a ruthless hobgoblin named Hoeckt, and changed the crown from an ancient one of silver to one of brass encrusdted with cheap rubies which the goblins payed her a huge sum to obtain.

    After some exciting and interesting adventures which would fill their own pages as lyrics to great sagas, Jerusha found a spellbook of Rorie's, a diary of his, and one of the notebooks of his student, Sinead Dhoesone. From this she we now well on her way to discovering the secrets of enchantments which Rorie had so mastered. However these succeses were marred by the death of the party's warrior at the hands of the giant Old Lotan, and the breakup of the romance of Jerusha and the party's rogue, Alan Corentin. Jerusha convinced Alan that without her, he would find his life so empty that he would kill himself, and indeed he did.

  3. #3
    Site Moderator kgauck's Avatar
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    Jerusha had decided that her calling was to set up a realm of her own somewhere. She made her way back to Halskapa and resolved to see what repute and power the family of Fjoldan really held there. She found her cousin, Baldur, jarl of Newtonor. She decided to see what assistance he could be in helping her establish her own realm. She took up as one of his advisors and chief diplomats, and won fantastic concessions at each negotiation. One of the key troubles in the county and in neighboring Callanlars was a tribe of gnolls who plagued the Rjurk settlements there. Jerusha convinced Baldur and his huskarls to attack the gnolls at their base camp, thought to lie in the highlands near Arkaig. There they found the gnolls and attacked vigorously, but the fight was a difficult one for they were lead not by some champion of the gnoll race, but by a dark-skinned awnshegh they called the Dusk Man. This theif, marauder, and creature of power had tormented the people of Svinik and Halskapa for years, always moving away just as some great champion came along to consider hunting him down. Always one step ahead, the Dusk Man remained a menace. This time he had not forseen the arrival of Jerusha and her influence to defeat him.

    Baldur raised his standard, the soaring raven, and his men pressed on fiercely against the gnolls and their leader. Jerusha inspired them and restored their vitality in the fight. Whether by design or by fate, the Dusk Man was able to land a mortal blow on Baldur, though he did not slay him. His shieldman carried him back to Jerusha who convinced him that his wounds were too great for her healing talents, and Baldur named Jerusha as his heir with his dying breath. There are scurolous rumors that Jerusha finished him off with a bloodtheft, but this is too cruel for Jerusha. The nearby huskarls hailed Jerusha as their jarl and she lead them to victory. Her battle hymns inspired her karlar and her spells turned gnoll against gnoll. Most strikingly, she telepathically beguiled the gnoll champion fighting along side the Dusk Man and directed him to attack the awnshegh. Such a turn about through the gnoll ranks into confusion and they retreated, while their champion struck the Dusk Man prone and near dead. Jerusha then called him off and approached the creature. The Dusk Man lay in the snow bleeding, in deep pain, he spoke to Jerusha about being tainted by Azrai's blood yet remaining so pure. She pulled her dagger and stabbed him in the heart. This act not only caused a rush of power to enter Jerusha, but solidified her hold on the hearts of the huskarls and of the people of Newtonor. She was now clearly the jarl of the province.

    From there she travelled around Halskapa and Svinik telling her story of victory over the Dusk Man with dramatic precision bringing every audience to tears. In both realms her power and influence began to threaten the loyalty of the people to their kings and jarls. Upon her arrivals on the islands of Dantier and Port Helen, the people hailed her as their leader and abandon their old leaders. The former jarls swore obedience to Jerusha and her power was such that they were sincere. Only one force remained impervious to the power of her charms, songs, and spells, and these were the druids. Indeed it was from druidical circles and from a significant number of nobles who remained unswayed by Jerusha that Svinik and most of Halskapa remained beyond her reach. When the jarl of Gigha spoke eloquently in the Thing of Halskapa against her, she landed on his island with many huskarls and archers, taking the island fortress without spilling any blood. However this act of invasion brought King Bervinig to the forefront of the crisis. Powerfully influenced and assisted by Aengl, Jarl of Helstraad, Bervinig came calling for the fealty and oaths that were due him from the jarl of Newtonor and Port Helen. Rather than see her growing realm subverted by Bervinig and his allies, Jerusha declared independence of the king. Sindri, Jarl of Callanlars, and Aengl, Jarl of Helstraad raised forces, joined by royal troops, and invaded Newtonor. Aengl even organized assasination attempts against Jerusha. The forces under Sindri were defeated and the jarl himself was slain. Many in this provinced still hailed Jerusha as a hero for slaying the Dusk Man, and she was able to march into Callanlars and invest herself with this province. Aengl was driven back and Jerusha was unable to aquire his province. Aengle lead other forces, and for years afterwards bitter skirmishes were conducted on the border. Neither side was able to gain an advantage. When Bervinig's afflictions began to manifest, his advisors organized a secret summit over the objections of Aengle. When the delegation left, they announced that they agreed to all of Jerusha's demands, and the two realms were now allies.

  4. #4
    Site Moderator kgauck's Avatar
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    The goals of the awnshegh known as the Siren have always been to find a realm worthy of her powers of influence. However, her strategy has shifted shifted from direct aquisition to subtle influence building. She is not content to sit on a few islands and a tiny corner of the Rjurik lands. Her ambitions might be compared to the White Witch, who covets the same lands, or the Gorgon, whose eyes are more or less perpetually on the Iron Crown.

    After some dramtic diplomatic events demonstrated that no one could meet the Siren and hold their own will, rulers stopped sending embasies to meet the Siren. Diplomacy with the Siren is now conducted through Nuncios rather than Legates. (In medieval diplomacy, a Nuncio has the power to speak for the entity which sent them and a Legate had the power to act for the entity which sent them. Ambassadors had the power to both speak for and act in the name of their principle.)

    Nevertheless, the Siren is able to collect followers and to flit about wooing locals. Basically, the Siren could cause a Great Captain event any time she wanted to. Here is what limits her:
    • Her Bloodline has a strength of 29, and her realm produces 17 RP. Both realms near her, which are her traditional locals of action, Halskapa and Svinik produce 24+ RP and 23+ RP, the + reflects additional RP which jarls can offer. I'll also add that the druids can add considerably more RP and GB to combat any non-Rjurik threat. So these rival realms have more RP to spend, and if the Siren were to try and grab 10-12 RP worth of provinces or holdings in Halskapa or Svinik, she'd lose a bidding war.
    • Rival realms are alert to her, just rumors of the Siren being spotting here or there are enough to cause rulers to Agitate up their loyalty, let alone save a realm turn to combat a 0-level holding or Great Captain event.
    • The Oaken Grove and Emerald Spire have powerful druids on the ground in the Siren's Realm keeping the Coastal Temple of Nesirie in check. They don't have the power to keep temple holdings for too long, its just too easy to squelch a 0-level holdings, but its so cheap to get one started, and very cost effective for the druids to keep the Siren off balance, effectively forcing her to play whack-a-mole. Druids make an excellent resistance force, and their good Will saves and high Wisdom make them most capable of resisting the Siren's Song, when they are captured.
    • Halskapa and Svinik are not eager to try and drive out the Siren because earlier attempts have failed, and because she's less of a threat tied down to her realm. If free to wander about subverting realms, she'd be more of a menace.


    Still, if an opportunity presents itself, she might very well grabbing holdings or a province anywhere on the Taelshore.

  5. #5
    Interesting. Nicely made background as well.
    Am I to read, though, that this is a very human and pretty looking Awnsheg (spelling?) then?

  6. #6
    Site Moderator AndrewTall's Avatar
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    Say rather a vile calumny on a defenceless woman unable to speak in her own defence.

    The Siren, as all those with the wit to listen to the skalds knows (i.e. not the uncultured oafs of Halskapa) is the ruler of the Siren's realm in Rjurik, just south of Halskapa. The young awnshegh has not been corrupted by her bloodline, although it has left her unable to speak without unleashing the dreaded Siren's song.

    I attach a more accurate write up (one as at 1524 HC and one 15-20 years later in square brackets) a message from her loyal chamberlain Radnor will follow.

    My apologies for any errors in the stats - I am new to 3.5 (and for that matter 3).

    The Siren

    Jerusha Fjoldan CR 7 [12]
    bard 5 + major scion + fey beauty 1 [bard 7 + fey beauty 3 + grt herit + major scion]
    Neutral [NG] medium humanoid: F.An awnshegh [ F.An ehrshegh]
    Female Awnshegh: Fey Beauty, 1 Bard 5 / [Ehrshegh: Fey Beauty 3, Bard 7]
    Minor Bloodline of Azrai/ Major Bloodline of Basaia heritage of Elke Ingridsdottar
    Init +2 (dex 14)
    Languages: Anuirean , Brecht, Rjuven, Siren’s sign language.
    --------------------------------------------------------------
    AC: un-armoured and touch 16, armoured on battlefield 18, flat footed 14 (16 armoured)
    Hit points 6d6: 21 [10d6+ ½ regency: 35 + 8 = 43]
    Fort +2 Ref +5 Will +4 [Fort +3 Ref +7 Will +7]
    --------------------------------------------------------------
    Speed 30 ft
    Melee short spear +4 [+7/+2] (1d8).
    Base Attack +4 [+7/+2]
    Special Actions: Bardic Music 5 [7]/day (counter-song, fascinate 3 targets, inspire competence, inspire courage +1, inspire competence [Suggestion]). The Siren’s song: damage 3d10, cone effect 100 foot long, 90 degree arc, uncontrollable – whenever she speaks unless spell casting or using bardic music. [4d10 damage, 200 feet long.]
    Combat Gear: normally Jerusha Fjoldan is un-armoured and un-armed; her normal combat would involve the Siren’s song, not melee. On a battlefield, she wears studded leather armour and carries a masterwork spear - she carries it primarily to hold her banner. Again, she does not intend to fight, but to inspire and direct her troops.
    Bard Spells Known
    3rd ([1]) Known: [Cure Serious Wounds, Dispel Magic]
    2nd (2 [3]) Known: Animal Trance, Cure Moderate wounds, Enthrall [Eagle's Splendour]
    1st (5) Charm Person, Cure light wounds, Hypnotism, Sleep.
    Cantips (3) Daze, Message, Read Magic
    -------------------------------------------------------------------
    Abilities Str 8, Dex 14, Con 10, Int 16, Wis 11, Cha 20 [21], Bloodline 19 [26+1]
    SQ Bardic Knowledge +8 [+10].
    Feats Blood focus, Persuasive, Leadership, Great Leader [Bloodline prodigy: divine aura]
    Skills Ver I: (Bard 5: 6+int(3) x 8; fey (as ranger): 6+ int = 72+9) Bluff +9, Concentration +7, Diplomacy +9, Gather Information +9, Heal +4, Hide +7, Intimidation +4, Lead +2, Move Silently +7, Perform (Singing) +7, Perform (Oratory) +5, Profession (Lyricist) +9, Sense Motive +9, War-craft 1 (cc).

    [Ver II: Bard 7: 6+int(3) x10; fey (as ranger) 3: 6+int x3 = 90+18
    Administration +2 (cc), Bluff +11, Concentration +9, Diplomacy +11, Gather Information +11, Heal +6, Hide +9, Intimidation +6, Lead +6, Move Silently +9, Perform (Singing) +9, Perform (Oratory) +5, Profession (Lyricist) +11, Sense Motive +11, Warcraft +3 (cc)]

    Possessions: 3 potions of cure light wounds, 3 potions of cure moderate wounds, potion of invisibility. [Potion of neutralise poison x 2)]

    Blood Abilities:
    1 each of minor, major and great. Minor bloodline: restricted to minor for each.
    Minor: Blood-mark (Glorious voice). Major: Blood-form. Great: Divine aura.
    [2 minor, 2 major, 2 great. Minor: Detect lie. Major: Healing. Great: Charm aura.]

  7. #7
    Site Moderator AndrewTall's Avatar
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    The Siren’s story, as told by her loyal chamberlain Radnor.

    The Siren’s tale was first told in the scurrilously named, but generally accurate book, entitled Abominations of Cerilla. This was compiled and verified by Daznig, famed sage of Anuire between 1520 and 1525 HC. Now I find base rumours flying, no doubt as a result of the machinations of one or other of Halskapa’s jarls, here I set out some corrections to their lies.

    The Halskapan jarls and their courtiers would have you believe that our liege was some citified schemer cast out of Anuire for vile crimes, not so! Our liege travelled as a member of a troupe of wandering skalds for several years (even the Halskapan’s could not lie about this) until she met her father and her bloodline awakened changing her voice to the terrible Siren’s song that killed most who heard it. Unwilling to risk harming her friends with her uncontrollable song our lady was overcome with terrible grief at the loss of the life she had loved and the deaths of those her song had inadvertently killed. She left the over-full lands of Anuire, travelling into the wilds of Cerilla where the welcoming calm of the forests could soothe her troubled spirit.

    While walking the forests of Newtoner she came upon the vile Duskman, a Halskapan Jarl driven mad by the infamous wrath of the awnsheghlien. The Duskman preyed on his own tribesmen and tolerated goblins and orogs to walk his lands. Our lady slew the vile awnsheghlien and was acclaimed jarl of Newtoner in his stead, jarl Ulvin of Callanlars, long a victim of the Duskman’s fury swore loyalty to her in preference to the distant King Bervinnig of Halskapa who had long feared the Duskman, leaving his subjects in the southern realms at the awnshegh’s mercy.

    Our lady’s leadership is light – our lady does not speak and must therefore convince by reasoned argument rather than by the honeyed words to be found amongst those Brecht and those Rjurik who have forsaken the old ways. She does however care for those beyond her clan and the aid provided to the clans of Port Helen and Gigha led to their acceptance of her rulership. A brief invasion by King Bervinig – the King no doubt crazed even then to lead warriors in a battle of conquest against other Rjurik clansmen – was repulsed and this blatant act of aggression led the mountain folk of Callanlars and Newtoner to eject the politically directed Oaken Grove of Aerik from the nascent realm.

    Now only those Druids who forswear such aggression and care for the wellbeing of the clans and forests rather than their own power are permitted to stay in the realm, to this date the druids of the land have no interest in forming circles as is done in some other Rjurik realms, instead they wander giving advice freely to those who need it and asking for nothing more than what little they need in return.

    A trade and mutual protection agreement with Dantier Island eventually led that island to also welcome the protection of the Siren and in 1526 HC it formally became part of her realm. In 1526 the Siren also married Dhaelrik, a ranger of the heritage of Elke Ingridsdottar, the hero of Deismaar who had rallied the Rjurik of Halskapa against the forces of Anuire when the empire marched north to ‘avenge itself for Viking raids’. This famous lineage boasts many other heroes’ and so Dhaelrik was welcome in the Siren’s realm, first as advisor against the ever-present goblins beneath the mountains, and later as husband to the Siren.

    The years after 1526 HC were idyllic in the Siren’s realm, Bervinig of Halskapa’s descent into drooling madness put an end to the frequent border incursions by the ambitious land hungry troops of the iron cape and the Siren was blessed with a son in 1527. This peace was shattered in mid-winter 1530 HC when Dhaelrik was attacked by Halskapan assassins, slain by guard captain Rolf Junnarson the assassins never lived to tell the feuding jarls of Halskapa of their success but they had succeeded in their mission all to well and Dhaelrik died just 3 days later in the arms of the Siren. Our lady yet grieves for her murdered husband and even the constant presence of Rolf Junnarson cannot lead her to forgive herself for being from her husband's side when he was attacked.

    In his death however Dhaelrik granted the Siren one last loving gift by naming her heir to his bloodline. His bloodline was strong and both the Siren and the unborn daughter within her were blessed with the bloodline of Basaia freeing her from the taint of Azrai. Now an Ehrshegh the Siren was able to regain some control over her terrible voice and can now use her voice without unleashing the Siren’s Song so long as magic is carried in her voice in some other manner. Although some refuse to accept her changed nature, those in her realm have seen the softening of her mood and know that her warm beauty proves her true nature

    The vicious Halskapan jarls have not left our otherwise peaceful realm alone however. Only intermittently sane, King Bervinig wanders in his mind across the decades of his youth and has several times ordered troops (and jarls long dead) to march on our fair lands. Several of the jarls who openly vie for his throne have also sent troops and assassins against our defenders, or used more subtle means to try and sway the loyalty of the people. Just last summer the Siren’s young son Sigrun was attacked by Halskapan marauders and barely survived with his life, his bodyguards were not so lucky dying to a man. Sigrun was badly burned in the attack and is now unable to appear without a hooded cloak and gloves to conceal his burned skin.

    The Siren gains 17 GB per turn from her holdings, and typically an equal amount of regency. In times of need her guild holder vassals provide gold and regency from their holdings and trade routes. She maintains only a minimal court, her people expect to be able to speak to her in person and in any event she has no interest in the fineries a large court would bring. Further she has little diplomatic contact with other Rjurik realms to justify a proper court.

    Much of the realms income goes towards preventing the constant, unwelcome, incursions of Halskapa and the scheming oaken grove. Surplus funds go towards benefiting her people, for example she has just begun dredging the harbour at port Helen this, together with the newly planted woods of the province will permit her people to use larger fishing ships and grant them safe shelter against the frequent storms of the Tael Firth.

    Increasingly however the Siren is trying to find out who is striking out at her son, terrified that she will lose him to either their assassins blades or the bitterness the attacks are creating – Sigrun has become noted for a bitter temper and has few surviving friends, even the guards are wary of being around him aware that in the last two attacks Sigrun was the only survivor. Sigrun spends much of his time in the mines of Callanlars where he can find the solitude he increasingly craves and practices his smithying skills as much as his skill with the twin daggers he favours.

    Nevertheless the Siren is not without sympathy for the less fortunate Rjurik elsewhere in the Taelshore and the Northlands. She is well aware of the ongoing chaos in Halskapa as the jarls vie to be named king when the drooling Bervinig finally dies, knows that many of the nomads chafe under the multiple, often conflicting commands from Skapa Hjarring. If one of the southern Halskapan provinces (Helkstraad, Dvasviik or Dalmsrhuud) asked for her assistance she would provide it without thought of recompense. She is less familiar with other realms although she has a minor feud with Fulgar the Bold as his Viking raiders often used to pillage the villages on the shores of her realm.

  8. #8
    Senior Member Beruin's Avatar
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    Nice work here, I like both writeups.
    One question, though: Where does the fey beauty prestige class come from and what's the general gist of the class?

  9. #9
    Site Moderator AndrewTall's Avatar
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    It's a draft class based around the fey monster template in the monster manual. I give it skills as a ranger, and special abilities etc based on one or other fey creature. In the write up the levels are low enough for the abilities to be the siren's song (which I worry is overpowered) and for 3rd level +1 cha and the upgraded siren's song.

    I wouldn't normally post a write-up as I don't know the system well enough, Kgauck's write up was imo far superior both in detail and technically but the Siren is one of my favourite NPC's so I thought I'd give it a go. I think I forgot the human bonus skill points even though I used Kgauck's as a template. (Couldn't figure out his vitality/wounds measure though - and that's after I upgraded to 3.5...)

  10. #10
    I'm just putting this here for a lack of better locations, and I don't want to start a whole new thread for this either...

    In our own Birthright campaign (though admittedly our own pantheon and map) my own bloodscion has changed considerably from base human to... well... Lets just say that Alchemy and Magic make interesting mixes in results.

    As such, with a bit of tweaking, I think he could become a rather interesting Awnie to be inserted in a game if people want to.
    If it would be appreciated to have a stat write-up and a story to go with him, I'll do my best and submit it for approval. Just send me a PM if you'd like to see.

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