The Northborn

_ "They journeyed for two days, following the banks of the river until Jorhan gave the word. On the crest of the hill they stood beneath was a lonely rock, smooth and black as the night, which glistened by the light of the moon. They made camp around the stone, making a roaring fire on which to roast the meat of the beasts they had hunted. _

_ By the next winter they had built a hall of stone and ironwood around the monolith. Each night they gathered together, feasting and drinking around the fire until the morning came. They called the village "Coldspring", after the river beneath them." _

Avyrith Brightmoon, Tales of the First Men

The Northborn are the descendants an ancient human civilisation that dwell within the north of Voradin, a region known within their legends as the Land of Song.

The First Folk

Their ancestors, the First Folk were crafted by Vaul the Maker, chief of the Old Gods, and released on the shore of Coldspring Pond. They quickly spread throughout the north, making settlements upon the banks of Coldspring Brook, along the plains of the Hoarlands, within the swamps of Ganlan, on the coast of the Western Sea and under the shadow of the Whitewood.

The First Folk were mighty warriors and their heroes are the stuff of legend. High King Jorhan Cloudtamer, Skjaal the Never King, Yoren the Skald and Valeda the Spaewife are all remembered in the history of the Land of Song.

The Cold, Dark Night

The Northborn are a hardy folk who have survived frozen winters, long nights and ancient evils.

The Hoarlands was once a realm of thriving culture and bountiful harvest. During the Sundering this sweeping grassland was covered in layers of unnatural ice, the workings of powerful divine magic. The now unguarded tombs of the Hoarlords made easy pickings for liches and necromancers, and now the living dead roam down from the North. These are the armies of the Never King, the Archlich and the Faceless Lord, dark figures from oldest legend and enemies of the First Folk.

There are other monsters who threaten the Northborn. Giants and trolls often travel south from the Trollmark range. Alien creatures from beyond the material plane stalk the pines of the Mistvale Forest. Goblinoids launch raids from their dens within the Starfall Mountains, pillaging, murdering and plundering isolated Northborn villages.

The Clans of the North

The Northborn only survive these threats not only because their individual resilience and valour, but also because of their collective tribal culture. They have a strong sense of community, and a Northborn will rarely venture out on their own without the blessings of their family.

Each of the 5 great clans has a Jarl, and each Jarl has a number of barons who he appoints to run villages and act as his representative. While in many settlements baron is essentially a hereditary title, it is technically appointed by merit. This means adventurers are sometimes awarded a title as protector of a village or hamlet by a Jarl.

The great clans occasionally put aside their differences and band together to appoint a High King of the North. This leader rallies the Northborn on a great crusade against a given enemy. A High King has only ever been appointed three times: Jorhan Cloudtamer to vanquish Sorak the Trollspawn, Harlan Greyscales, a Dragonborn lord who defeated the forces of the Nameless One at the Battle of Coldspring Ford and most recently Falka Frostfist, whose host reclaimed Ganlan from the Carithi Legions.

Appearance

The weak tend to die during the long winters and as a result most Northborn as are tall, well built and possess long, thick facial hair. Their hair can be in shaggy and unkempt, but amongst the clan chieftans or nobility is often braided. A wide variety of hair colours are common among the Northborn, but pale skin is universal amongst all clans and tribes.

Naming Tradition

Names are varied amongst the First Folk. The first name is typically lifted from Nordic/Celtic cultures. Their second name might be a nickname, patronymic, title, epithet, clan name or hometown. While in everyday life Northborn with more than one second name will likely choose their favourite, on an audience with a King, Jarl or Baron, a Northborn will announce their various names in a long list.

Male Names: Aran, Bendt, Darren, Ferach, Gundar, Henlar, Kjald, Jared, Steren, Theodore, Yarbald

Female Names: Alyse, Darja, Elyria, Gweth, Ingrid, Lira, Malsta, Narika, Sophin, Tirna, Ygvar

Clan Names: Blackhand, Frostfist, Gratund, Greyscales, Helmbolg, Hervaldt, Scarheart, Tallowkin, Uthwen

Epithets: The Bold, The Faithful, The Frenzied, The Mad, The Pale, The Redeemer, The Quiet, The Uncowed

Hometown Names: Blackmoor, Coldspring, Deepwood, Ganlan, Hinterloft, Mistvale, Starfall, Trollmark, Waterdeep, Zaffee

Northborn Traits

A Northborn character has the following traits:

Ability Score Increases: You Consitution score increases by 2.

Age: Northborn has the blood of the First Folk in their veins and live slightly longer than normal humans. They tend to reach adulthood in their late teens and live roughly a century.

Alignment: Northborn tend towards neutral good, but could feasibly be any alignment. Those who live amongst the clans have strong lawful outlook, while Northborn living along in the wilds tend to have a chaotic streak. Most Northborn are both a strong sense of morals and helping others, but some raiders will still commit atrocities against their foes.

Size: On average, Northborn tend to be taller and larger than other humans, but only slightly so. Despite this their size is medium.

Icy Veins: You are accustomed the harsh weather conditions. You have advantage on saving throws against the effects of cold weather.

Subrace: While genetically similar, there are certain gifts among the Northborn that make them special. Choose a subrace to reflect your background and abilties.

Faetouched:

You grew up within the woods and when you spend too long wandering beneath the pines trees of the Mistvale sometimes the woods whisper back.

Ability Score Increase: Your Charisma score increases by 1.

Forgotten Secrets: You are a worshipper of the Old Gods and know how to channel some of their magics. You know the following spells: Charm Person, Dissonant Whispers and Faerie Fire. You can cast one of these spells once per day at first level. Your spellcasting ability for these spells is Charisma.

Whisperings of Strange Voices: You have proficiency in the Arcana skill. Additionally you learn to speak, read and write Sylvan, spoken by fae and nature spirits across the North.

Servant of the Old Gods

While many in the North worship Ados the Dragonlord, you remember the Gods That Were from before the Sun Elves came from over the sea.

Ability Score Increase: Your Wisdom score increases by 1.

Forbidden Worship: You are a worshipper of the Old Gods and know how to channel some of their magics. You may choose a 1st level spell from the druid or cleric spell list. You can cast this spell once per day at first level. The spellcasting ability for this spell is Wisdom.

The Lost Ways: You have proficiency in either the Nature or Religion skill. Additionally you learn to speak, read and write the Old Tongue, spoken by druids and priests of the Old Gods. In other settings this language is known as Druidic.

Raider

As one of the famed warriors of the Land of Song, you were likely born with a weapon in your hand, and have been training to fight ever since.

Ability Score Increase: Your Strength score increases by 1.

Raider Weapon Training: You have proficiency with the longsword, battleaxe, shield and handaxe.

Fighting Fit: You gain proficiency in the Athletics skill.

Warcry of the Land of Song: You can use your action to let out a savage warcry which can rallies your allies or scatter your foes.

If you choose to encourage your allies, every friendly creatures within 30 feet gain temporary hit points equal to your proficiency bonus.

If you choose to terrify your enemies you must choose an enemy creature within 30 feet. This creature must pass a Wisdom saving throw or be frightened until the start of your next turn. The DC of this save is 8 + your Strenght modifier + your proficiency bonus.

Once you use either of these abilties you cannot use either of them again until you have completed a long rest.

Credits
  • Tom Cardin, whose pretty map I stole at the start of it all.
  • Matt Colville, for insipring me to DM
  • John A. Turcotte, from whom I shamelessly borrowed the name 'The Land of Song'
  • Natural Crit, whose website I used to make this document.
  • John Wallin Liberto, for the art of the Northborn warrior.