Northlander

The northern nation of Dorvass has two magic-touched human races as inhabitants. One of these fierce people known as Northlanders have been amongst the first to set foot on the northern continents. The isles of their homeland are scoured by strong winds and powerful waves, and also suffer biting, bone-chilling cold for most of the year. In deepest winter, the inlets are choked with ice, and fog lingers late into the day, if it breaks at all. Most wear furs to keep out the cold, and those going to war supplement their protection with thicker hides, and helms lined with wool or fur. They disdain magic and glorify battle, to the point that most communities grow restless when they don’t have an enemy to fight.

Warriors and Sailors
Because the Northlanders are good at fighting and sailing, and perfectly willing to attack ships close to their shores, best to be cautious around any Northlander Isles, especially if you haven’t been assured of safe passage, and often even then. Still, they are great sailors, thanks to their reliable and sturdy longships and their navigation techniques. The consensus on Northlanders is that they are violent folks who raid and pillage at will and seek to enslave any outlanders they capture on or near their island.

A Raider’s Life
Northlander society is rhythmed by the seasons, with spring opening the raid season and winter ending it. The truce season, autumn, opens the islands for trade with the rest of the world for a few weeks, as the Northlanders allow foreign ships to land and exchange goods. Aside from the constant economical need for new spoil, be it slaves, resources or treasure, raiding increases a person’s stature in Northlander society. A successful raider returns home with wealth and fame, the two most important qualities needed to climb the social ladder.

Sons and Daughters of Valkur
Northlanders pay homage to several deities, but they most honor Valkur, a hero-god of their own who exemplifies the qualities their warriors hold most dear: fierceness, cunning, courage, strength and sailing skill. Take care not to question or insult this veneration in their presence. They consider rule over other races and the cities of the coast to be their birthright. Merchants can occasionally trade with northlanders but usually don’t risk such a stopover if they can help it. One never knows when the clans are going to be at war, and any ship within sight of the island when it is will be fair prey.

Northlander Character
Northlanders are tall, fair-skinned folk with blue or steely gray eyes. Most have blond or raven-black hair, but those who inhabit the extreme northwest have red, or light brown hair.

Northlanders Names: (Male) Agni, Brandr, Eric, Frath, Halvar, Leif, Malcer, Ragnar, Snorri, Ulf; (female) Ama, Eerika, Iona, Kethra, Mara, Saga, Sigrid, Tova, Westra, Ylva; (surnames/clans) An Craite, Ard Rhena, Bjarkoy, Dubhghaill, Nibelson, Tordarroch, Völsung, Waegmund

Northlander Traits
As with every other race, individuals have their own strengths and weaknesses, but Northlanders all share a few similarities.

Ability Score Increase. Your Constitution score increases by 1, and one other ability score of your choice increases by 1.

Age. As other humans, Northlanders reach adulthood in their late teens and live less than a century.

Alignment. The violent culture of the Northlanders favors chaotic alignment, as personal strength and the freedom to roam the sea are core parts of their beliefs. Most tend towards neutral alignment, while those that live a life of raid, plunder and enslavement of others revel in evil.

Size. Northlanders are tall and strong, most stand between 6 and 7 foot tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Frost Born. You have resistance to cold damage.

Mariner. You can hold your breath underwater for twice as long.

Tool Proficiency. You gain proficiency with navigator’s tools.

Northern Heart. Starting at 3rd level, you can use your action to call upon the inner strength that lies into every sons and daughters of the north. Your strength lasts for 1 minute or until you end it as a bonus action. During it, you have advantage on all Strength and Constitution saving throws, and you gain temporary hit points at the start of each of your turns. The temporary hit points equal half your level (rounded up) + your Constitution modifier. Once you use this trait, you must finish a long rest before you can use it again.

Languages. You can speak, read, and write Common and Dorvassian.