BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Thunor's Eye

(Thunorsauga)

The Thunor’s Eye clan is the most powerful and feared among the Finnar clans. It is famous for its brave warriors and great strategists, clad in shining armors and armed with magnificent weapons. They’re able to overwhelm any enemy thanks to their superior numbers and the perfect coordination of the warriors behind the shield wall. The Thunor’s Eyes consider themselves superior to the other Clans and hope to, one day, unify all the people of The Northern Lands under their banners, creating a kingdom based on law and innovation.  

Sacred Origins

The Thunor’s Eye is the largest and most powerful clan in the lands of the North. Although they’re relatives of the same family that rules Jutland, they always tried to demonstrate that they’re from a sacred bloodline, descendants of Thunnor himself.   Although all the Thunor’s Eyes believe this theory – and don’t appreciate jokes about it – it’s not hard to find those who consider it just propaganda and a way to try intimidate the other clans.   The clan appeared out of the blue and rose to power quickly, annexing all the nearby clans with strength and guile, destroying all resistance by any means necessary.   In less than half a century, what started as a simple one-family clan has reached across the entire region of The Unclaimed Lands, becoming a true royal household.   The kingdom of the Thunor’s Eye encompasses primarily the northern coast of Lakeland, the north and west coast of Frostwater Lake and large potions of the frozen plains of the Unclaimed Land. But like the rest of the clans, as the winters get harsher and the temperatures drop they have started pushing into Saxa and Anari territories at the Shattered Moor , Angmark, The Freelands, The Borderlands and Drachenland (location).   From his lavish hall in the capital city of  eill Hofn, the King governs villages and outposts thanks to a host of trusted Jarls, who receive the authority to rule freely on their territories in exchange for absolute loyalty and subordination to the crown.   During the expansion of the Thunor’s Eye, many opposing clans were replaced by these Jarls and their families. This division of power is the source of many quarrels and instabilities between the Jarls. Usually, the royal family doesn’t intervene, leaving their vassals to figure it out between them. Only if the King or his advisers suspect that one of these squabbles might endanger the stability of the kingdom he'll send his army to intervene and drown the dissidents in their own blood.  

Seafarers, Conquerors, and Merchants

The Thunor’s Eyes are famous across the Northern lands as great shipbuilders and even greater sailors. Between the Thunor's Eyes and the Gjallarhorn the Finnar have been dominating the shores of Frostwater Lake , Serpent Lake and the White Lake for the last hundred of years despite the fierce resistance of the Saxa that live there.   About fifty years ago, the Thunor's Eyes reached the Inner Sea as part of their push south through the Drachenlands and Angmark and established new towns by the sea. Their seafaring skills have already allowed them to explore faraway lands and return heavy with loot. Their raids are nothing short of legendary.   This also allowed the clan to forge important commercial relationships with merchants from far away lands and it’s very common, in the largest villages of the clan, to find exotic market stalls, full of strange a marvelous items.   In addition to warriors, sailors, and raiders, the clan has managed to remain mostly self-sufficient by including a large number of farmers and ranchers that, usually, prefer to live in the smaller and quieter inland communities.  

The King of Flame

  The current ruler, King Asbjørn the Red, is one the most ambitious and ferocious rulers the Thunor’s Eye ever had and under his iron-fisted rule, the clan’s influence has grown steadily.   He has taken control of many other villages and towns in the region, expanded its borders, and brought many minor clans under the crown.   In spite of all his power, the King is the center of a great cultural schism within the clan: about six months after he took the throne, Asbjørn the Red returned, despite the terrible weather, from a raid in the West, in the land of Aspiria. The crown jewel of his loot wasn’t of precious or war metals, but of flesh and blood in the form of an Anari wife.   Nobody – except Asbjørn’s most faithful retainers – really know what happened in those far away lands and nobody knows how the King’s ship was able to return despite the fury of the sea. What is known is that the King married Sknaht, daughter of a powerful ruler of Aspiria and priestess of the cult of The Flame God, an aspect of Sigel, Scourge of Darkness worshipped of those lands.   Whether the marriage was part of a political alliance, or if it was even properly celebrated is the favored rumor of the commoners. What is known is that Asbjørn has embraced this cult of Flame more and more, eschewing the customs of the Northern Gods.   Confronted with the warnings and curses of sages and priests, the King stated – time and again – that he doesn’t consider this “change” of faith problematic: he considers the Flame as a manifestation of the sacred power of Thunor, from whom he descends.   It doesn't help that traditionally or because of their exposure through trade to other parts of the world the Thunor's Eye has been very tolerant with all religions in Rassilon, so in the villages and towns of the Thunor’s Eye there’s the absolute freedom of religion, at least so far.   Every day the god of the Flame gains new acolytes. It’s hard to understand if these conversions are the result of real faith or just a way to curry the favor of this violent and powerful monarch. Many in court think that the King’s most trusted wore the badge of the Flame for purely political reasons. The public opinion is very divided even in regard to the King’s companion, Sknaht priestess of the Flame: some worship her as a goddess, others think she is a curse made flesh. In spite of these different opinions, everybody is in awe of the Queen, the rumors of her great mystic powers are more than substantiated.  

The Long Winter

  The Thunor’s Eye clan doesn’t give much credit to the rumors about the impending Hellfrost. Despite the fear and the worries of wise men and women, the King thinks that the harsher weather is just a random event and he doesn’t want to change his plans because of it. This doesn’t mean that the Long Winter isn’t causing problems to the clan, but the King’s loyalists fake optimism while everybody can see that the weather is leaving its mark on the economy of the kingdom. The harvests are poor, the cattle get sick or die of frostbite and, worst of all, the terrible state of the sea delay raids and trade missions.   So far the clan has been able to survive on the resources accumulated during the years of plenty, but they are going to be depleted soon.  

Relationships with Other Clans

  Arctic Crows
Despite the appearance of these men, the circle of sages of the Arctic Crows still keeps the King in the highest regard. No member of the Thunor’s Eye will deny hospitality to traveling Crows and will always listen to their teachings with the utmost respect. So, every Arctic Crow will always find free lodgings at the villages of the Thunor’s Eye.   Jötunn Sons
The relationships with the Jötunn Sons are scarce and not very friendly. The outcasts aren’t very welcomed in the villages of the Thunor’s Eye and must tread carefully to avoid trouble. Only the converted to the cult of the god of the Flame speak of equality and piety and are friendly to the Jötunn Sons. Because of this, they’re often considered naive.   Gjallarhorn
There have not been news from the allies of Jutland, not for some time. Asbjørn was expecting the King of the Gjallarhorn and his son – hoping to ask their help the coming war – but their ship never arrived. The Red believes that his ally decided not to depart because of the terrible weather. At the moment King Asbjørn is too busy with his own conquests to bother with the events of Jutland, but he believes that his allies will be ready to assist him again in the future. Because of the winter weather, it’s hard to meet any Jutlander in Heil Hofn , but those who are stuck here are welcomed like family in the villages of the Thunor’s Eye.   Wolves of the Shadow
The relationships between the Thunor’s Eye and the Wolves of the Shadow has never been very peaceful. Over the years, the expansionist ambitions of the Thunor’s Eye and the wildly different traditions of the two Clans made them natural enemies. While a real war hasn’t erupted yet, lately the clashes between the two Clans have grown more and more frequent. According to the survivors, the attacks of the Thunor’s Eye against the villages of the Wolves are nothing short of true massacres. Despite the mounting tension, the Thunor’s Eyes don’t consider their rivals a real threat, due to their small numbers. They think that, if a true conflict erupts, they would be able to erase the Wolves from the chronicles.   Small groups of Wolves, or even lone travelers, may enter the Thunor’s eye villages, but they will be disarmed and under constant surveillance.   The Bear Clan
The members of the Thunor’s Eye have a very superficial approach toward the mountain Clans, especially the ruling clan of the Bear Warriors. They believe that, sooner or later, King Asbjørn will lead his army up the mountains and force these savages into a blood bond. Meanwhile, the mountain-folk that journey across the lands of the Thunor’s Eye usually sell their might as mercenaries and laborers. They might stir the general curiosity, but they are usually welcome.

Traits

  All Finnar can choose between the Standard Human Traits and the ones corresponding to their Clan.   Ability Score Increase
Your Charisma score increases by 2, and you may increase an additional ability score by 1.   Size
Most Ironeyes stand between 5 and 6 feet tall. Your size is medium.   Speed
Your walking speed is 30 feet.   Born Leader
You have proficiency in your choice of the Intimidation or Persuasion skill.   Gunnar’s Legacy
When speaking to a group of people for at least 1 minute, you can make a Charisma (Intimidation) or Charisma (Persuasion) check, the difficulty of which is set by the GM. On a success, all warriors that could see and hear you gain +1 to damage for 1 minute.   The Charge of Thunor
Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack as a bonus action

Comments

Please Login in order to comment!