Destiny

Destinies

Some humanics are not meant for the bland existence of toil the rest of their kin submit to. An adventurer is destined to be great. There are many paths for one to weave on their journey toward fame or infamy but the outcome is the same. The deeds of an adventurer leave behind a saga for bards to tell future generations.

Archetypes

All adventurers can be classified into four broad categories of destiny: Warriors, Weavers, Wanderers, and Outcasts.

Warriors

Warriors have dedicated their lives to practicing and perfecting martial glima. They are defenders of settlements and sturdy party members. Some have knowledge of Seidr but prefer to use it only to boost their physical skills and abilities.

Weavers

Weavers have dedicated their lives to the study of Seidr and harnessing their connection to Eitr and the Wyrd. They weave powerful effects into being and command respect on and off the battlefield.

Wanderers

Wanderers have skills that allow them to wrest a living from the wilderness between the humanic settlements. Always on the move wanderers have knowledge about survival that many secluded local fiefs and parties pay handsomely for.

Outcasts

Outcasts are those that do not fit into society or are cast from it. Anyone in hiding or on the run willingly or otherwise will gain a reputation as a misfit. However having only yourself to rely on brings knowledge and skills unobtainable by others.

Mastery

Most adventurers quickly determine what they are proficient at and those that don’t end up maimed or dead. Tales of adventurers often classify them into several different schools of skill or masteries .

Berzerker

Berzerkers, or “Zerks” as one will hear whispered” are one of the most feared adversaries. Well proven berzerkers even develop the respect of the most ruthless beasts. They prefer to rely on their agility and strength rather than armor to defend themselves and attack their enemies. They often cannot consciously practice Seidr but as they sustain or inflict wounds they lose themselves to what is simply known as rage. They are said to be tied to the thread of their progenitor directly and this is where their trance like frenzied state comes. They bristle with raw Eitr that leaks from the Wyrd as they fight and become poisoned as the duration extends. Desperately they try to cling to this realm of being as their thoughts and actions cease to be their own. Should a berzerker break concentration or be pushed too far they will lose themselves completely and become a Wraith, an essence manifestation of their progenitor.

Druid

Druids are outcasts willing or otherwise that live among the Sentient or Feral beasts of Vikingr. Druids begin to take on characteristics of the brood they join. Only the most powerful druids can shift back to their original humanic forms. Most eventually make a full transition. It is difficult to tell a fully transformed druid from its sentient counterparts. There have only be a few druids in the legends of the most remote settlements that were able to possess characteristics of multiple broods.

Mystic

Mystics are weavers who seek to surrender themselves over to the fallen gods. Most are outcasts as there is great fear of reawakening the gods. Only some gain the respect of their fellow humanics. Typically they focus on a single god and derive their Seidr from that gods past abilities.

Gothi

Gothi are the seers into the Wyrd. They tend to live in harmony with the essence around them and seek to create a balance of Eitr in the realms of Vikingr.

Shaman

Shamans are students of Yggdrasil and weavers of nature.

Stalker

Stalkers specialize in the assassination of the humanics. Respected only out of fear they are not often tolerated long as their presence forewarns of death.

Beast Master

Beast Masters try to tame the nature that surrounds the humanic breeds on all fronts. They have specialized knowledge of the Sentient and Feral beasts of Vikingr that allows them to trap, tame, and use them.

Skirmisher

Skirmishers are unmatched in single combat. Their knowledge of weapons and tactics allow them to gain the upper hand in any situation.