Stjordvik » Hjalmar Helder » Stjordvik chamberlain's court

[top]Hjalmar Helder's cohorts, followers, and allies

Hjalmar Helder is the Chamberlain of Stjordvik and the architect of the monarchical project in that realm to strengthen the throne and bind the eorls to royal power. He is the loyal servant of King Varri, having been his surrogate father after the death of Harald the consort. He is the author of Varri's secret, the king's feigned unworthiness to the crown. Its purpose is to keep the eorls off guard while Hjalmar and Stjordvik's Marshal, Heidrek Bern, neutralize the internal enemies of a strong throne, Guthrim Gauksson and Olfjor Ylvarrik.

[top]Allies

[top]Cohorts

[top]Followers

Alfric Njallsson (son of Njall Olvisson, the Eorl of Hjorvaal) is a Noble 1/Ranger 1 who commands ten woodsmen ( expert 1)
Alfric's Woodsmen: male or female Rjurik expert 1; CR 1/2; Medium humanoid; HD 1d6+1; VP/WP 5/12; Init +1; Spd 30 ft; AC 14, touch 13, flatfooted, 13; Atk +1 melee (1d6+1 spear), +1 ranged (1d8 longbow, 150 ft range); SV Fort +1, Ref +1, Will +2; Str 12, Dex 13, Con 12, Int 8, Wis 10, Cha 8.

Skills and Feats: Listen +4, Profession (Woodsman) +2; Spot +4, Survival +1; Alertness, Point Blank Shot, Far Shot, Common Lineage

Possessions: studded leather armor, spear, longbow, 25 arrows
Aesa Hafgrimsdotter is an Expert 1/Druid 1, she supervises the scriptorium of the chamber

Aesa's Scribes: male or female Rjurik expert 1: CR 1/2; Medium humanoid; HD 1d6; VP/WP 4/10; Init +0; Spd 30 ft; AC 10, touch 10, flatfooted 10; Atk +0 melee (1d3-1 unarmed); SV Fort +0, Ref +0, Will +3; Str 8, Dex 10, Con 10, Int 13, Wis 12, Cha 10.

Skills and Feats: Bluff +2, Decipher Script +3, Diplomacy +10, Gather Information +3, Knowledge (History) +2, Knowledge (Religion) +2, Perform (any) +2, Sense Motive +3; Negotiator, Sweet Voice of Reason, Middle Class Lineage

Possessions: as scribe

[top]Affiliation

Hjalmar Helder's organization can be an affiliation in your campaign.

Symbol: The members of the Chamberlain's court bear the symbol of the realm of Stjordvik as they are all minor royal officials. The gold axe on a field of green is a well known blazon throughout the Taelshore and the Northern Marches.

Background, Goals, and Dreams: Hjalmar Helder has been an advisor to the crown since they days of king Snorri. Queen Ljorrah made him Chamberlain, then lord of Kolding, then First Lieutenant. He now loyally serves King Varri of Stjordvik. 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. Hjalmar is a firm believer in the crown as the true personification of the state, and not the althing, 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, Bern.
Hjalmar Helder is a spymaster. He collects intelligence on all those who would thwart the crown of Stjordvik, be they rebellious jarls or foreign princes. 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. He sends spys to collect information, though he does not engage in sabotage or assassination. His espionage actions are only for the collection of intelligence. Helder would not countenance assassination and his agents are not capable of sabotage, even if Helder was willing to attack other domains this way. Helder's main focus is anticipating the motives and activities of the likely enemies of the throne of Stjordvik.
Hjalmar's long term goal, his dream, is a centralized monarchy in Stjordvik, where the jarls and people help the king to govern for the welfare of all and the king is not restricted by outdated traditional limits on the crown.
Enemies and Allies: Hjalmar is Chamberlain of Stjordvik and his court maintains good relations with other members of King Varri's household and holdings. Members often collaborate with members of Varri's law and guild holdings, royal officials, or trusted friends. Hjalmar is very closely allied to Marshal Heidrek Bern and their organizations work closely together. Hjalmar pays close attention to the organizations of Guthrim Gauksson, Olfjor Ylvarrik, Fulgar the Bloodhanded, and the White Witch. Hjalmar has pretty good success in keeping tabs on the jarls Guthrim and Olfjor, moderate success with Fulgar and the realm of Rjuvik, and little success with the organization of the White Witch.

Members:Most members are rangers, who track the movement of opposition agents and principals, courtiers who can move about in the halls of power with the opposition without arousing suspicion, or clerks who can decipher codes.

Secrets:Members of the Chamberlain's court do not necessarily know Hjalmar's Secret, but true knowledge of the king's ability is not uncommon. The Chamberlain's court knows that the White Witch is active in the realm, but lacks useful specific information.

Type: Spy ring

Scale: 10 (Stjordvik and neighbors, but small and secret)

Affiliation Score Criteria: Without the trust of Hjalmar Helder, the Chamberlain's court would keep any character at arm's length.

CriterionAffiliation Score
Modifier
Character Level+1/2 PC's level
Druid, Ranger, Scout, or Noble+1
5 or more ranks in Listen or Sense Motive+1 per skill
5 or more ranks in Decipher Script+1 per five ranks
Can cast divination spells of 2nd level or higher+3
Brings back information on enemies of the crown+1 per incident
Complete a mission for the Chamberlain+4 per mission
Fails a mission for the Chamberlain-6 per mission
Has no ranks in Bluff, Hide, Listen,
Spot, Gather Information, or Sense Motive
-2 per skill
Is privy to Hjalmar's Secret+6
Titles, Benefits, Duties: As you advance in the Chamberlain's court, you gain the ability to get access to better information, secret contacts, and the Chamberlain is more likely to share magical aids with you.

Affiliation ScoreTitle: Benedits and Duties
3 or lowerNo affiliation
4-10Friend: +2 circumstance bonus on Gather Information checks in Stjordvik
11-19Courtier: +2 circumstance bonus to Bluff checks regarding the Chamberlain's court business. If you are ever discovered as a member of the Chamberlain's court, enemies of the crown regard you as an enemy and their attitude towards you is shifted to Hostile.
20-29Knight of Chamber: Hjalmar gives you a letter of introduction to a contact in any province in the Taelshore or in Dhoesone. The king knights you if you are not already titled. A royal knighthood outranks a hereditary knighthood in prestige.
30 or higherLord of the Chamber: The king's most trusted officers are a close knit group. You may claim an audience with the king within three days once per month. Additionally the attitude of a key royal official in Stjordvik or the head of an allied organization shifts once catagory in your favor. The king grants you an honorary lordship in the realm.
Executive Powers: Law, Research, Shadow War
Using the Chamberlain's Court

The intelligence gathering of Hjalmar's organization might rise to the level of a domain action, collecting valuable information for the crown of Stjordvik. However, DM's might use the rules for dynamic affiliations for limited actions within an adventure action. Generally information vital to the realm level is best represented by an espionage action, while information about individuals and small organizations no larger than a holding can be represented by dynamic affiliations.
Capital: 8
Violence: +2
Espionage: +5
Negotiation:+2

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