You are Northman from Thelamark, a region southwest of Oslo and part of the Kingdom of Ostland. You are 15 years old.
Your father was a tribal chieftain, but maybe he died when you were young? There is no hereditary rights in Norse society - every man and woman holds their place on the strength of their own accomplishments, not those of their forefathers. You may well have gone from being a third son of a powerful man to working as a thrall (peasant) for some other powerful man.
So, next steps:
The Northmen of Thelamark are either Christian (due to the influence of Frankish monks) or Ordinic of the Cult of Freya. The king of Ostland is Christian, and has commanded his Karls to convert as well, so in your kingdom only the lower classes still worship Freya. So, you need to make a choice - Christian or Ordinic/Freya for religion.
You have 60 points to distribute among your attributes as you see fit (follow the standard rules for this).
Stats are:
SIZe
STRength
DEXterioty
CONnstitution
APPearance
Darren starts at age 15, unless he chooses to take additional experience. Details to follow.
Apply your cultural modifiers afterwards as follows:
Northman: +3 SIZ, -3 DEX, +3 STR
Next up some skills:
Awareness: 5
Boating: 10
Chiurgury: 0
Compose: 2
Courtesy: 5
Dancing: 2
Faerie Lore: 2
First Aid: 2
Flirting: 2
Folk Lore: 2
Gaming: 3
Hawking: 1
Heraldry: 0
Hunting: 4
Industry: 0
Intrigue: 2
Orate: 4
Play (Harp): 0
Read (Runes): 0
Recognize: 4
Religion: 2
Romance: 2
Singing: 3
Stewardship: 2
Swimming: 5
Tourney: 0
Battle: 3
Horsemanship: 2
Great Axe: 5
Sword: 3
Grapple: 3
Dagger: 1
Axe: 2
Spear: 3
You get 30 points to distribute among your skills as you see fit, with the following limitations: You may only put points into skills with at least a rank of 1; No skill may be increased past 15 through these points.
Base Passions:
Loyalty (Lord): 15
Love (Family): 15
Hospitality: 15
Loyalty (Tribe): 2d6+6Honor: 15 + 1d6+1d3Hate (Saxons): roll 3d6Starting traits:
Arbitrary +2
Cruel +1
Honest +2
Energetic +1
Valorous +1d3+1You have 6 points to adjust traits as you see fit, but no trait can go beyond 19 through this. Remember, these are directed traits, so Chaste is balanced by Lustful. As one goes up, the other must go down so that the sum of both is always 20.
You may, at this point, decide to age yourself, getting more experience. This process involves choices: You increment your age by one year, and then do
one of the following:
A. Distribute 1d6 skill points among your skills. No skill with a zero starting can be adjusted in this way, and no skill may be increased past 15 in this way.
B. Add one to any trait or passion up to a maximum of 19 for traits and 20 for passions
-OR- Add one point to a skill which is already at or over 15.
C. Raise one attribute by 1. Note that there are maximums by culture, and SIZ cannot be increased past age 21.
Things I need from you:
1. Family Characteristic: Roll 1d202. Choose Religion: Odinic/Freya or Christian3. Apply any previous experience (if desired).4. Roll for Starting Glory: Roll 6d65. Roll 1d20 for Family Characteristic - this is a trait your family is known for.6. Luck: Roll 1d20 for Luck If you get a 20, re-roll twice (but only on the first 20)
7. Roll 1d20 for Additional Belongings If you get a 20, roll twice more (recursively).
You need to have some sort of profession. The Land of Giants has requirements for professions on page 48-49. You need to be able to do one of those things to make your way in the world. Thrall is an option, but the rules state that if you only qualify for Thrall, age yourself or scrap the character and start over.
You have choice here, so if you want to follow in your father's footsteps, work towards Tribal Chieftain. If your ambitions are simpler, pick Hall-Thane, Warrior or Hunter. You could even go Scop (bard) like Michelle is headed if you want, but you need some sort of professional status to begin with.
Note that this is only relevant among the Northmen, and sets the tone for your background. Among the knights of the Cymru, you'll be judged not by your background, but by their standards. So, you'll need at least one good combat skill. Typical knights have Sword and Spear or Sword and Lance at 15, so use that as a guide.
Note that your traits give certain rewards, based on external criteria, and that criteria depend on the religion you choose, so if you let me know that I can tell you what you need to qualify for the religion bonus.
If you have any questions, let me know here.