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Playing an Orrian

If you'd like to play an Orrian character, here are a few customization options you may want to consider, and how they fit into Orrian culture. If you'd like to play something outside of the Orrian norm, talk with your Game Master.
 

Race

Native Orrians are human. Any other race would be considered a foreigner on Orri. Non-human races have occasionally been known to make their home in Orrian communities, particularly in Pratan territory, but even second- or third-generation immigrants are more likely to be treated as outsiders the further they stray from Åbenhamn.   The only exception to this is a small population of half-orcs peppered throughout the country, particularly in Skapa territory, owing to the orc clans that roam western Orri. Half-orcs are tolerated by most, but treated by some with disdain.
 

Languages

Orrians speak Common and Orrian. Their native tongue is a combination of the Earthly languages Swedish, Norwegian, Danish and Icelandic. Its alphabet comprises runes similar to Earthly Nordic runes, but since Orrian history is primarily passed down orally, the Orrian language is seldom written down.
 

Backgrounds

The most common Orrian backgrounds are Criminal, Folk Hero, Guild Artisan, Guild Merchant, Hermit, Noble, Outlander, Pirate, Sailor, Soldier, City Watch, Clan Crafter, and Mercenary Veteran. Consider which clan you wish to belong to, and how their culture might impact your background. Additionally, if your campaign is set anywhere outside of Orri, the Far Traveller background is an appropriate choice.   Of course, almost any background can be made to fit within any culture. Talk with your Game Master about how to incorporate your background of choice.
 

Classes

Barbarian

Nearly the entire population of Orri is competent in a fight. The hardened and grizzly nature of most Orrians lends itself well to the Barbarian class. Any subclass would be suitable.
 

Bard

Orrian war bards are fighters who have taken up drum and horn instead of shield and axe. Across all of Cynos, music carries magical properties, and the Orrian Valour Bards use the rhythm of their animal-hide drums to bolster their allies in battle. There are no Bardic Colleges on Orri; instead, the Orrian bards must be individually mentored by an expert in the field. In the Storm of Snow & Steel campaign, Ricard Bryanson is an Orrian war bard.
 

Cleric

Most Orrians live in reverence of the Orrian Pantheon. Especially devoted followers of the gods make the pilgrimage north of Nordvæg to the peak of Tannfjell, the mountain range on the east coast of Orri. There, in the place believed to be closest to the gods, an Orrian is anointed by the gudsherald and takes a stone from the mountaintop as their holy symbol. From then onward, they can harness the divine power of their Pantheon to cast healing, utility and combat spells.
 

Druid

Much of Orri is yet unsettled, and the Orrian peoples face threats from wildlife on a daily basis. Over centuries of coexisting with the dangerous fauna, many Orrians have tapped into the magic of the land and become druids. This talent is uncommon, but not so rare that it would alarm bystanders. Druids are fierce combatants in Orrian militias, joining their human companions as fearsome beasts such as sabercats, bears or even mammoths. Also of note are the Hurrikaani druids, whose love for the ocean is made manifest as they transform into marine beasts.
 

Fighter

The Orrians are renowned for their fighting prowess with all manner of weapons. Strength builds are more common than Dexterity builds, but the latter is not unheard of, particularly in the form of Orrian bowmen.
 

Monk

As aforementioned, Dexterity builds are not as commonplace on Orri as are Strength builds. However, certain nimble Orrians may choose to hone their mastery of their weapons to an unprecedented level, transforming them into a whirlwind of steel. Others may find joy in the art of frustrating their enemies, teasing them with a charade of stumbling, jerking motions but never allowing them to land a hit—or, perhaps they genuinely thrive in battle while inebreiated. Consider the Kensei or Drunken Master subclasses.
 

Paladin

Like clerics, Orrian paladins make a pilgrimage to the peak of Tannfjell to claim their holy symbol and be anointed by the gudsherald. Paladins tend to focus more on martial prowess than spell-casting.
 

Ranger

Centuries of surviving alongside the fearsome fauna of Orri has taught them how to thrive in their environment. Consider the arctic, forest, grassland or mountain favoured terrains.
 

Rogue

Though most Orrians are built big and strong, some are built nimble and quick. These individuals may wish to lean into their strengths, developing a talent for staying out of sight and striking at opportune moments. Consider the Scout subclass, as their knack for reconnaissance is an essential asset to Orrian militias.
 

Sorcerer

Sorcerers, or Moon-Touched, are individuals born with the arcane power of Boda infused into their body from the very beginning. Up until The Impact, these natural spell-casters were extremely rare, but after Boda's death and the subsequent Arcane Flood, the Moon-Touched became much more commonplace all over Cynos, Orri included. Strongly consider the Wild Mage subclass.
 

Warlock

Anyone on Cynos can be contacted by a higher power. This being might be benevolent or malevolent, honest or dishonest. Perhaps they even claim to be a god. Though Ashra and Boda themselves have never empowered a warlock, there are countless lesser beings who could. Fey, Fiends and Elder Aberrations all make excellent patrons.
 

Wizard

Though Orri is no stranger to magic, its traditions do not include much of writing anything down. This makes wizards a rare find on Orri compared to the more nature-based spell-casters. There exists, however, a series of Orrian tomes dating back to an ancient mage that are passed around from wizard to wizard. Some of them make copies for themselves, even going so far as to ink the runes onto their bodies. There are no schools or organized establishments of magic on Orri; if an Orrian wishes to take up the wizard arts, they must either seek out these tomes on their own, most likely from their previous owners, or turn to foreign spell-books, either by purchasing them from merchants or travelling to foreign libraries.

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