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Published: 2023-07-01 20:30:10 +0000 UTC; Views: 1219; Favourites: 10; Downloads: 1
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Description
I've played her in a group here on Deviantart before but that was years ago, and after many years of her just being a hypothetical D&D character, she's finally got a game thats going to be long running! I made her this ref sheet for art fight after finally finishing a piece I started last year (or maybe 2021? unclear, but I finished it now)
Personality:
Helpful|Strong Minded|Stand-offish|Protective|Loyal|Trustworthy|Unforgiving
History:
Details change depending on setting she's in but generally speaking the following are the same:
- Grows up in a semi-isolated village in the far north with the rest of her clan.
- Learns how to hunt and fight, as well as the ins and outs of blacksmithing and repairing her own clothes
- Has her first transformation as a werewolf happens in her mid teens, she's inducted into her Druid circle and begins training to control and harness her new abilities safely.
- Meets her future spouses, Vidar and Anja, sometime in her 20s separately. Anja and Astrid end up together first, with Vidar coming along later. Both come from neighboring clans and met when their clan came to the Frostmanes for trading.
- Life is normal for Astrid until she turns 32, at which point the insisting incident for her adventures happens and her history deviates from there.
Details about Clan Frostmane: (setting non-specific)
- The Frostmane clan is notoriously closed off. They trade with outsiders yes, and can even host the occasional other clan for brief periods of time, but they far prefer to be left alone. As a result, they are not well known outside of individuals or groups who regularly interact with them. And those who do frequently don’t know the full truth of who they are. The Frostmanes are content with being known as “those weirdos who live in harsher climates than most.” This is due to the general populus’s views on werebeasts being incredibly negative. They keep to themselves and guard their secrets carefully to avoid being potentially wiped off the map.
- Those they trade with would know them for supplying good weapons, cold weather clothing and leather armor, hunting spoils and the occasional produce from their livestock. Some members of their clan generate extra coin by working with local guilds and hunting organizations, proving to be effective hunters, fighters, and guides through the harsh environment of the harsh northern lands they call home. Notably, outsiders will never see anyone from the clan outside of their own territory unless they are a teenager or older. Children are kept to settlements or their mobile camps. As far as the druids of the clan, outsiders are told that they belong to the circle of the moon. Not quite a lie, give or take a few thousand years.
- One of the closest guarded secrets of the Frostmane clan is that the majority of the population are in fact, werebeasts. Typically werewolves but other variants are present. Those born into the clan with werebeast blood are not born with the ability to shift into either beast or animal form in the beginning, but instead have a handful of small traits that may hint to the potential for something much greater. For members of the clan who follow the circle of the beast, they no longer have a cursed bite, instead new werebeasts in their community must be created through a ritual. The origin of this ritual comes from the druids who were part of the founding members of the Frostmane clan, the purpose of the ritual was to create werewolves that would take easier to the change. The result has been werewolves that are more in tune with their wolf part than normal, and as a result, the condition is much more of a blessing than a curse. However, this ritual still has its own dangers, and as a result those who chose to change this way must go through special training from the clan’s druids to prepare.
- Frostmane werebeasts typically do not experience their first shift until they hit puberty. Until that time the children and teenagers of the clan are kept inside clan territory and with at least one adult present if outside on business, out of safety for the clan. If it takes too long, Clan leadership will preform a variation of the ritual to make someone a werebeast in order to induce the transformation in a place where it is safe to do so.
- Each member of the clan has clothes made from the hides of animals the clan hunted in order to survive in the harsh temperatures of their homeland. Hides and bone are the most common form of clothing, but spun cloth tunics with intricate embroidery on the edges also exist, but rarely seen unless the Clan is in a warmer climate. Clothing that passes for “Formal” often mixes the two.
- Those who share the beast blood have their clothes enchanted so that it simply shifts into their bodies upon transformation, instead of being torn. When they change back, so does their clothing. Druids get this bonus inherently with their nature magic, but those who are werebeasts and not Druids (though it is rare for those in the clan to not have at least some druid training.) may not be so lucky.
- The clan has a small stable with horses and a few carts for trading at the permanent settlements. Some horses are used for the traveling groups in the clan, but goats and the occasional mule are more common for them, as the animals are far more hardy than horses.
- Due to the climate the clan lives in, most produce is acquired via trade with allied clans, there are some vegetables that are grown locally, but its not a major part of their diet, and its in the permanent settlements that are in less harsh climates. Herding is much more common in Frostmane territory.
- Each clan member is taught basic healing magic and ice magic, so that even if they don't pursue the mage lifestyle, they'll have something to fight back with when unarmed, and something to mend minor injuries or stave off live threatening injuries.
- Each clan member is taught how to make pigments that match the clan colors so they can be mixed into face paint. Those paints are applied most days, but especially if they’re traveling outside of clan territory.
- Most clan members know the basics of blacksmithing/weapon crafting and how to stitch their own clothes from animal hides. This combined with their survival skills that all children are also taught means a Frostmane is prepared to survive in most emergencies and locations.
- All beings that have joined the clan and have Therianthropy will sport white tipped fur along the back of their neck and shoulders, those who’s bloodline also comes from the clan or who became werebeasts through the Frostmane Circle of the Beast ritual will also have it on the upper part of the back and upper chest.