Jun 9, 2025 2:21 pm

The continent of Ragolona is a massive. A land covered in mountains, snow, and rivers. The people who reside on the continent are rugged with stern upbringings and dangers behind every shadow. There are very few towns, but any map will be covered in dots representing one of the hundred plus settlements. Each settlement is led by a Jarl and range from 10 to 120 citizens. The people speak one language, worship the same Gods, build similar long houses, but each also has customs unique from the others. Coastal villages gather large raiding parties and sail to distant lands on their mighty long boats, Villages further in are as varied as the Gods, River villages trade using river channels to cross the great distances to the coastal villages, and the most secluded villages, deep within the blizzards and ice; produce powerful and stalwart warriors with craftsmen that mine metals and produce weapons. Hunters track down Elk, Moose, Black Bears, Brown Bears, and even the coldest regions see Polar Bear roaming the lands. The forests are home to Wolves, Boar, Rabbit, and Foxes. Many settlements have taken to animal handling as they watch over Goats, Sheep, Pigs, and Yaks. There are very few horses due to the conditions and thus are protected in heated stables and are the property of powerful warlords. Also deep in the forests live the Elves, hardier than others of their race; Inside the mountains Dwarves are king. Gnomes find a place within the holds for their expert crafts. While the rolling hills are covered with snow that never leaves, Halflings have made cities within, this race of small people also breed rabbits and sheep.
Through the unique flavor of the land, one constant exists. At least within the Western regions. All children upon their 14th birthday, are sent to Akrar, to study under the great masters of their professions. They are tested on their knowledge through life and death encounters. The children spend a year training under the masters before being sent into the wilderness as a small team. New arrivals are grouped into teams; future Warriors, Scouts, Priests, Skalds (Priests of Bragi), and the suspicious Sorcerers (Only avail from characters from Gautsdalr) can be found in the groups. The training involves combat with fellow students and challenges from the dungeons beneath the school, buried under the mountain. As the group gains experience, they will advance to raiding demi-human settlements located around the base of the fortress. As teams progress, they begin to face off with captives from distant lands during the Viking raids and new monsters never before seen.
Posting Rate; x2/Week
Number of Players; 6 (We have 3 possibly 4)
DEADLINE: Friday 13 June. We will start play on the 14th.
Attributes; Roll three sets of 3D6. Select the set which is best for you, then arrange as you want.
Races; Player's Handbook
Classes; Player's Handbook
Level 0; However, set the character up to select what class you wish to be. Characters are 1,000 negative experience (two levels of 500 to reach 1st level) This allows all characters to have a minimum of 16 hit points at first level.
HIT POINTS; 8 + Con Modifier
Spells; AD&D 2nd edition is considerably different than the methods newer editions use regarding spells. Specialty Mages have specific schools that are banned, so refer to the Players Handbook. Priests have spheres and can only cast spells from those spheres. Good news though is that 2nd Edition Priests have different weapon proficiencies than the cleric class.
Nonweapon Proficiency; 0 level characters will roll a percentile to determine their secondary skills origin. Everyone will have skills, if you roll the option that has no skills roll again. All characters have bonus skills of Plant/Wood Lore and tracking.
Last edited June 9, 2025 2:46 pm