You have been marked by the Twins of the Eternal Hunt, Huginn and Muninn, chosen by Odin to lead an aspect of his Wild Hunt that hunts evil and fights injustice, and reports the things they've learned and seen from the Planes; There are times where you wake up in places you have no memory of traveling to, or with gaps in your mind where memories are hazy. Touched by the Twins, you are driven to fight injustice and corruption by any means necessary, the need often taking over your body and causing you to black out and wake up later in a completely different place and condition than you were before.
When called upon to serve the Hunt by the twins, you are pulled into their numbers and ride with them in the Material Realm and the Astral Sea, often traveling to other planes of existence, such as the Feywilds, for however long they have you for, then leave you back near where they had picked you up before in the mortal realm. When you ride with them, you do not age; therefore you are not sure exactly how old you are.
It is expected that you join their hunt permanently upon your death in the mortal realm.
You are able to sense evil and corrupted magic.
- Skill Proficiencies: You can choose 3 skill proficiencies.
- Tool Proficiencies: You can choose between Navigator's Tools and Cartographer's Tools, as well as between Vehicles on Land or Water.
- Languages: You can choose 2 languages.
You can either roll a d6 or choose the way you joined with The Eternal Hunt.
| d6 | The Eternal Hunt Initiation |
|---|---|
| 1 | You were in a horrible situation on the seas (pirate attack, ship killing storm, etc) and fighting for your life when The Hunt scooped you up and saved you. |
| 2 | You were fighting a hopeless battle with all your might, protecting yourself and others despite knowing it would kill you, when The Hunt swarmed through and saved you. |
| 3 | You ran into The Hunt while in the woods hunting for game and won an impromptu competion with one or more of it's members. |
| 4 | You were tasked with hunting down a criminal, or clearing out evil creatures, from the surrounding area and found yourself swept up among The Hunt during the night. |
| 5 | You were a small child escaping from an abusive situation, either by yourself or with other children you were protecting, when The Hunt swooped in and saved you,, adopting you into their ranks. |
| 6 | You were running, either from the law or from a group of people, for killing someone important in self defense, when The Hunt found you hiding and protected you. |
You gain the Alert Feat.
Years of service given to riding and fighting with The Eternal Hunt has made your senses for danger sharper, and you are endowed with the abilities to cast Hunter's Mark and Hunter Sense, as well as the spell Detect Good and Evil.
Spell List
| Spell Level | Spells |
|---|---|
| Cantrip | hunter sense |
| 1st | detect evil and good, hunter's mark |
Suggested Characteristics
| d10 | Personality Trait |
|---|---|
| 1 | A signature piece of clothing or distinct weapon serves as an emblem of who I am. |
| 2 | I must know the answer to every secret. No door remains unopened in my presence. |
| 3 | Nothing is more important than life, and I never leave anyone in danger. |
| 4 | I keep meticulous care of my weapons and armor at all times. |
| 5 | I never know quite how old I am. All the years with The Hunt seems to blend together. |
| 6 | I often feel disjointed and out of place in the world around me. Times change so jarringly for me outside The Hunt that it's hard to keep up with the times. |
| 7 | I have a crude sense of humor. |
| 8 | My favor, once lost, is lost forever. |
| 9 | If you do me an injury, I will crush you, ruin your name, and salt your fields. |
| 10 | The common folk love me for my kindness and generosity. |
| d8 | Ideal |
|---|---|
| 1 | Greater Good. Our lot is to lay down our lives in defense of others. (Good) |
| 2 | Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic) |
| 3 | Honor. If I dishonor myself, I dishonor The Hunt. (Lawful) |
| 4 | Service. All that I do is at the command of a higher calling. |
| 5 | Might. The strongest are meant to rule. (Evil) |
| 6 | Live and Let Live. Ideals aren’t worth killing over or going to war for. (Neutral) |
| 7 | Truth. I care about the truth above all else, even if it doesn’t benefit anyone. |
| 8 | Adrenaline. I’ve experienced such strangeness that now I feel alive only in extreme situations. |
| d8 | Bond |
|---|---|
| 1 | Someone saved my life on the battlefield. To this day, I will never leave a friend behind. |
| 2 | Spirits are drawn to me. I do all I can to help them find peace. |
| 3 | My loyalty to my friends and The Hunt is unwavering. |
| 4 | I have a family, but I have no idea where they are. One day, I hope to see them again. |
| 5 | My tools are symbols of my past life, and I carry them so that I will never forget my roots. |
| 6 | I protect those who cannot protect themselves. |
| 7 | I treat my valued comrades like brothers and sisters, and I will let no insult or injury fall upon them. |
| 8 | Small villages like the one I grew up in hold a dear place in my heart, and I will destroy anyone that threatens them. |
| d8 | Flaw |
|---|---|
| 1 | I. Will. Finish. The. Job. |
| 2 | There’s no room for caution in a life lived to the fullest. |
| 3 | I’d rather eat my armor than admit when I’m wrong. |
| 4 | I talk to spirits that no one else can see. |
| 5 | I am too enamored of ale, wine, and other intoxicants. |
| 6 | I secretly believe that everyone is beneath me. |
| 7 | Once someone questions my courage, I never back down no matter how dangerous the situation. |
| 8 | Once I start drinking, it’s hard for me to stop. |
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