The Nords are a race of tall, fair haired men hailing from Skyrim but found all along the coasts of Tamriel. Originating from the continent of Atmora, the Nords are a fierce and proud people, known for their natural aptitude as both warriors and seafarers. Possessing great physical strength and endurance, Nords also enjoy impressive resistance to magical frost and lightning. Natural conquerors, the warlike and enterprising spirit of the Nords has greatly influenced the history of Tamriel since their arrival from Atmora in the late Merethic Era, with their armies driving the Snow Elves into ruin and providing the strength and impetus to forge the first empires of man.

The Nords consider themselves the sons and daughters of Kyne, formed when the great Northern Winds broke upon the ground at the Throat of the World. As such, they consider their breath their very essence and some are able to channel their strength and power into their voices in magical shouts known as the Thu’um.

Honor and heroism are important virtues to a Nord, for they believe that an honorable life or a valiant death will grant them access to Sovngarde, Shor’s Hall. This belief makes Nords all but fearless in battle, making war with an energy and enthusiasm that terrifies their enemies. This leads many down the path of the warrior; consequently, most Nords encountered outside Skyrim pursue some martial enterprise, be it sellsword, brigand, or wandering adventurer.

Nord Characteristic Baseline

StrEndAgIntWpPrcPrs
30282321242523

Traits

Tough (1)

Tough (X)

Increase Wound Threshold by X.

If you’re using the rules for Alternate Wounds found in Physical Health, replace the text for the Tough (X) trait with “Character gains a +(10 * X) bonus to Shock Tests”.

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Resistance (Frost, 2)

Resistance (Y,X)

Characters with this trait reduce damage of * type by X after any other mitigation and gain a +10 bonus per X to tests made to resist non-damaging effects of the listed type. In cases where the character is not making the * related test, but rather a * related roll is being made against one of their Characteristics, increase that characteristic by 10 times X for the purposes of resolving that roll.

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Resistance (Shock, 1)

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Powers

War Cry

War Cry (Power)

Nords are able to call on a very simple form of the Thu’um and harness it to frighten their enemies in battle. As a Primary Action, they put forth a mighty war cry that forces all enemies who hear it to make a Panic Test (+30) test. If a character passes this test, they are immune to the effects of this power for the remainder of the encounter. This power may only be used once until after the character’s next Long Rest.

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Circular transclusion detected: rules/optional-rules/alternate-wounds

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