Rjurik » Taelshore » Stjordvik » Hjalmar Helder
Arms of HjalmarArms of Hjalmar

Male Rjurik Noble 2/ Druid 6/ Conspiracy Leader 4; CR 12

Lord of Kolding, Royal Chamberlain, First Lieutenant

Lineage of Lesser Nobility

Major Bloodline of Basaïa, 20

LN Medium Humanoid


VP/WP 68/13

Init +0

Languages Rjuven


AC 16, touch 14, flatfooted 16

Fort +7, Ref +5, Will +14


Speed 30 ft unarmored

Melee Atk +11/+6 (1d6+1/x2, masterwork quarterstaff), +9/+9/+4 (1d6+1/1d6+1, masterwork quarterstaff)

Ranged +10/+5 (1d4/x2, masterwork sling)

Base Atk +9/+4; Grapple +10/+5


Abilities Str 12, Dex 10, Con 13, Int 16, Wis 17, Cha 10

Feats: Carve Glyph, Master of the Staff, Leadership, Rank, Title, Education, Nature Sense, Animal Companion, Wild Empathy, Noble Strategy (Architect), Carve Rune, Woodland Stride, Followers, Useful Advice, Trackless Step, Silent Spell, Cunning Plan +2, Resist Nature's Lure, Stealthy, Judge Loyalty, Shrewd, Wild Shape 2/day, Cell Structure, Spell Focus (Enchantment)

Skills: Animal Empathy 5, Bluff 8, Concentration 3, Craft (Weaving) 5, Craft (Carpentry) 4, Diplomacy 15, Disguise 6, Gather Information 10, Handle Animal 5, Heal 2, Hide 4, Intimidate 6, Intuit Direction 9, Knowledge (Nature) 9, Knowledge (Nobility) 7, Listen 2, Perform (Oratory) 3, Ride 4, Perform (Etiquette) 2, Profession (Herbalist) 9, Scry 7, Sense Motive 15, Spellcraft 2, Spot 5, Swim 5, Survival 12

Special Qualities: Persuasion (major), Resistance (major)

Description: 6'1", 190 lbs

Druid Spells: Hjalmar can cast any 5 orisons and any druid spell 3rd level or below spontaneously spending up to 33 spell points.

Possessions: masterwork quarterstaff, masterwork sling, crystal ball, ring of protection +1, glyphs for the following spells: 2 cure light wounds, 2 endure elements, heat metal, 2 barkskin, warp wood, 2 call lightning, cure moderate wounds, 3 neutralize poison, protection from elements, 2 remove disease

Carve Glyph: as Scribe Scroll

Master of the Staff: May gain an additional attack by using the off-hand side of the quarterstaff with a -2 penalty on all attacks.

Title: Lord of Kolding

Animal Companions: black bear (Bors), eagle (Holn), owl (Bjorn); +4 HD, +4 AC, +2 Str, +2 Dex, Link, Share Spells, Evasion, Devotion. Tricks: attack, defend, down, stay, guard, come, heel, seek, Holn and Bjorn fetch, Bors can track

Wild Empathy: +8

Noble Strategy (Architect): Hjalmar has a master plan to strengthen the monarchy. When succeeds in an effort to make the throne stronger, he recieved a minor gain of Regency.

Carve Rune: as Brew Potion

Woodland Stride: Hjalmar may pass through normal undergrowth at normal speed.

Useful Advise: If a follower or cohort performs a task within 24 hours of receiving Hjalmar's advise, the follower receives a bonus equal to Hjalmar's conspiracy leader level (4) or the number of ranks he has, which ever is lower.

Trackless Step: Hjalmar can only be tracked by a character with 10 or more levels in a tracking class, such as Ranger.

Silent Spell: Hjalmar may spend 2 spell points to forgo required verbal components.

Cunning Plan +2: Hjalmar grants a +2 bonus to all followers and cohorts skill
checks as they precisely follow his directions for as long as 48 hours.

Resist Nature's Lure: +4 bonus on saves vs fey spell-like abilities

Judge Loyalty: +2 bonus on Sense Motive checks vs any cohort, follower, or ally.

Cell Structure: Any Gather Information check made about Hjalmar's network is made at -5 penalty

Spell Focus (Enchantment): Saves made to Hjalmar's enchantments are made with a -1 penalty
Hjalmar Helder

Typical Dialogue:

"Sire, we must raise taxes. Now the yeoman know the Wall needs repairs and the army must be expanded. They know the roads need work. Our people may be simple but they are not stupid; these things must be done for their safety."

"Ceolfrith, you must away to Dhoesone. In Nolien there is an inn called the Golden Gryffon. Rent a room under the name Frithjolf the wolf. A man will contact you who will identify himself as 'the stable boy'. He can provide you access to Holtson's guildhall."

"In the former age, strength and self-sufficiency meant knowledge of the hunt, a great fortitude, and a determination to conquer any challenge. Today, however these qualities are not power. Today's strength comes from trade, industry, and a sound administration. A realm is victorious or conquered not so much on the basis of its valiant warriors as it is on the state's ability to raise a mighty army and to fund it longer than its enemies. He who can raise a larger force for a longer period of time is the conqueror."

Note: This description assumes the option, Hjalmar's Secret is being used.

[top]Biography:

Hjalmar Helder is a druid of Erik who serves the crown of Stjordvik. He is married to Kolina Sjolfsdotter He has two sons, Vulfric Helder, a druid like his father, and Eberhard Helder, a ranger. His daughter, Malena Helder is a skald.
A graying man in his 60's, Hjalmar stands tall in spite of his years. His worn face displays wisdom and his eyes reflect a deep sadness. He is slow and gentle in his speech and always tries to moderate news. Hjalmar has been an adviser to the crown since the days of King Snorri Snidilsson. Queen Ljorrah Snorrisdottor made him Chamberlain, then lord of Kolding, then First Lieutenant. He now loyally serves King Varri Haraldsson of Stjordvik.

When Varri's father died in the child's infancy, Hjalmar acted as a surrogate father, and is responsible for the king's secret agenda of strengthening the state. Hjalmar, while a druid, is a progressive who does not believe that the old ways are required to please Erik. Rather, Hjalmar believes that Erik wants the Rjurik to be strong and self-sufficient. To this end, old political institutions, like the powerful eorls, are a thing best left in the past. That Hjalmar is wise and possessed of great understanding is not a matter of debate, however, he sometimes fails to see the benefits of the status quo, so devoted is he to his vision of Stjordvik's crown. It was Hjalmar's plan for Varri to conceal his true understanding of things as prince, and Varri has found it best to maintain the facade for the time being. Hjalmar is a firm believer in the crown as the true personification of the state, and not the athing, or the eorls. He secretly fears that Varri may not be bold enough to awe the eorls. He pushes Varri towards a more aggressive stance towards the eorls. In this he has an ally in the Marshal, Heidrek Bern.

One of the duties of druids is to advise the Rjurik people, whether in community or advising the Rjurik leaders. Since Hjalmar was appointed as a secretary to the previous Chamberlain, he has been in government service and not preaching the path of Erik to the people, fighting humanoids, or cloistered in the sacred wilderness. As a result, Hjalmar is really only skilled as a politician. Since Varri's crowning, Hjalmar has attended the king's hunting campaigns, and his military ventures on the borders of the Blood Skull Barony. Under Queen Ljorrah, he had few opportunities to leave Hollingholmen. He appreciates the change of activity under King Varri. In addition to producing glyphs for the protection and defense of the court, Hjalmar also makes runes from time to time. The combination of Varri's Ravenscloak and one of Hjalmar's runes of sneaking combined with Varri's acquaintance with hiding and moving silently has allowed Varri to go places the king could not go observed. In addition to runes, glyphs, and even occasional medicines, Hjalmar's magical contributions to the realm include scrying with his crystal ball. Hjalmar's predecessor had possession of the ball before him and the druid that succeeds him, no matter what his office will take possession of the ball after him. Hjalmar is proficient in scrying, but no expert. It is sufficient that he watches the known enemies of the realm from time to time to see what they are up to. As a precaution, he has clippings of hair taken from Olfjor Ylvarrik and Guthrim Gauksson, and has a chalice stolen from the thief-king, Fulgar the Fox.

In his time in political office, Hjalmar has built a substantial following, though he does not engage in the kind of obvious client building that the nobles do. Hjalmar prefers to work behind the scenes and does not carry his followers about as an entourage. They do not wear his symbol, not show any outward allegience to the Chamberlain, but are devoted as any followers are. Hjalmar's followers, cohorts, and allies can be found in the Chamberlain's Court.

Tags for this Page

Similar Pages

  1. Eberhard Helder
    By BRadmin in forum Main
    Comments: 0
    Last Post: 10-17-2008, 11:43 AM
  2. Gilling Helder
    By BRadmin in forum Main
    Comments: 0
    Last Post: 10-17-2008, 11:26 AM
  3. Hjalmar's Secret
    By Sorontar in forum Main
    Comments: 0
    Last Post: 10-08-2007, 10:37 PM

Bookmarks

Posting Permissions

Posting Permissions
  • You may not create new articles
  • You may not edit articles
  • You may not protect articles
  • You may not post comments
  • You may not post attachments
  • You may not edit your comments
BIRTHRIGHT, DUNGEONS & DRAGONS, D&D, the BIRTHRIGHT logo, and the D&D logo are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used by permission. ©2002-2010 Wizards of the Coast, Inc.