The Vigilant One (Rotss) Image

You are the last of a powerful family that, for generations, has kept watch on the ancient woods, the great mountains, and the howling sands of the
southern deserts. Were the Yoten to return, your destiny is to stand firm against them. Yet you are now alone, except for the ravens that fly across the Serpent Sea and whisper to you all that they see, all that they hear. The time is coming, the ravens say. The time for watching ends... the time for war begins. Yet you are troubled. All your life you have suffered severe nightmares, catching glimpses of horrid creatures you presume are the Yoten. In all of these nightmares you fight against them… and you fall, you fail.

Starting Story Connection

Weeks ago, you left your cabin in the woods, wrapped your fur cloak tightly around your shoulders and walked to the nearest raider town. Upon your return messages were sent and Hrolf’s expedition diverted to pick you up. The ravens were clear—you must accompany Hrolf to the tower at Kekkell.

Heroic Tasks

  • Discover Yoten’s Truths. Explore abandoned ruins to discover more about the horrors of the Lost Lands.
    Reward. Choose one from the following list:
    boots of speed
    ring of protection
  • Warn the Völv. Tell the völv that you believe the Yoten are returned. They may not believe you, but the warning must be given.
  • Tomb of the Vigilant. Discover the resting place of your first ancestor—a hero from the Lost Lands who fought against the Yoten prior to Exodus. Reward. Select one from the following:
    giant slayer +2 (any melee weapon)
    wand of binding
    Discover the Source of Your Nightmares. Follow the clues and discover why you have your terrible nightmares.

Epic Goal: End Your Nightmares

After discovering the source behind your nightmares, if you are diligent, you will find a means to end them. Once you do this you no longer have the Afflicted feature. Strength of Mind. You also become immune to psychic damage.

 
Skill Proficiencies: [Tooltip Not Found], one of History or Arcana
Tool Proficiencies: Herbalism kit
Languages: One of your choice.
Equipment: A thick deer-skin glove, a yarn effigy to a god of the Stone Court, a set of traveler's clothes, a winter blanket, and a pouch containing 5 gp
 
Feature: The Rune of the Vigilant ( ᚲ ) & Afflicted & Aware

The Rune of the Vigilant ( ᚲ ).  You were born with a birthmark where most raiders receive their clan tattoo. The symbol is ᚲ and it differentiated you, marked you—you inherited your parent’s obligation to watch for the return of the Yoten. The rune inspired the seeking of the knowledge you needed to take your fated post, as well as the sacrifices you have already made—and the ones you know you must make in the future. At certain moments in the story additional runes will be drawn, adding to your story, your abilities, and your penultimate reason for existing.

Afflicted. Your nightmares are more than just disturbing… they can cause restless sleeps. After each long rest roll a d20. If the result is 1 or 2 you suffer 5 (2d4) psychic damage, ignoring any resistances or immunities. If you roll maximum damage, you are also afflicted with a short-term madness from the Game Master’s Guide. This damage cannot reduce you to less than one hit point.

Aware. With the help of the ravens, you see things that others do not. Once per long rest you may activate this feature and it lasts for an hour. During this time, you have a +5 bonus to any Wisdom (Perception) or Intelligence (Investigation) checks and you have advantage on these checks. If successful and you are outdoors (or in a building with windows) a white raven appears to help point out a feature to you. In indoor areas, or underground, a small white feather might be found floating near the clue. You also have advantage on initiative, and it is impossible to surprise you.

 
Suggested Characteristics

Your family has long been respected and their lineage extends into many of the most prominent raiding families, across most clans. Yet you alone were marked at birth to take on the mantle. Knowing the sacrifice you must make throughout life—and the one you might make at the very end—you have lived a life different from most raiders.

d6 Personality Trait
1 I have no patience for the weak. If I must suffer, others shall as well. Others must not slow me down.
2 I feed and talk to any birds that I encounter.
3 I work hard to impress others, so that they know they can rely on me.
4 My sense of humor is grim, and I easily offend others with it. But I’m especially protective of the ones who laugh at my jokes.
5 I go out of my way to forgive others for their many transgressions against me… I don’t understand why they do not appreciate this more.
6 I do not entirely trust the völv: why do their visions sometimes contradict the guidance the Stone Court gives my family?
d6 Ideal
1 Stoic. I endure what others cannot because I must. (Neutral)
2 Community. The gods have given us the tools we need to survive. Working together, we shall. (Lawful)
3 Master. Stopping the Yoten is all that matters; I have no qualms taking or risking the lives of others. (Evil)
4 Greater Good. My sacrifice only matters if I can save and protect the innocent. I do this for them. (Good)
5 Live and Let Live. I seek no control over others, nor demand anything from them. (Neutral)
6 Destiny. I will not disappoint my ancestors; I will do what I must. (Any)
d6 Bond
1 I treat the ravens who speak with me as if they were my children. I would do anything for them.
2 My family’s legacy is incredibly important to me—I treat it as if it were a living thing.
3 I would do anything to have great tales about me sung for eternity, like the gods of the Stone Court. I never want to be forgotten.
4 I defend the innocent, especially those that cannot do so for themselves.
5 If I ever obtain a longship, I will keep good care of it.
6 I consider one of the Stone Court gods as my ancestor and treat them as such.
d6 Flaw
1 I deeply despise the Yoten and am intolerant of anything associated with them.
2 I hate being wrong. I’ll pretend the gods have spoken to me through their ravens to get my own way.
3 I cannot retreat from a battle against a creature I believe is a Yoten.
4 I get terribly sick at sea.
5 I cannot keep secrets.
6 I have lived too long alone and am uncomfortable speaking to others. Crowds terrify me.
 
The Vigilant One (Rotss) Image

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