Skip to main content

Midnight: The Men of Mjarn - Characters

In such an oppressive world, something has to set you apart from the masses or you would never even consider going up against the Shadow and his forces. In Midnight, that “something” is a Heroic Path, a piece of your lineage that links you to something powerful or magical. You can be Giantblooded or Charismatic, Quickened or Dragonblooded.


The characters that the players created for the Men of Mjarn campaign sagas are these:




Deirik - The eldest son of Yakob who is the Patriarch of the Mjarn clan. Deirik is a Rogue whose Heroic Path is Quickened, which means he can move with supernatural speed, and is therefore faster to react and harder to hit. In the Trader (Traitor) Saga he is charismatic, impetuous, and heroic, wanting to save those people that he can while also ensuring his family at least survives, if not thrives. Still being in his late teens when the saga begins, he tries to balance his responsibilities with his personal desires, with the latter winning out more than it should at times.


Eirik - The slightly younger brother of Deirik, he is the more stern and level-headed of the two. Eirik is a Wildlander (Ranger) whose Heroic Path is Ironblooded, which increases his hit points, makes him deflect more damage, and increases his natural healing rate. In the Trader (Traitor) Saga, he is Deirik’s enforcer. Anything his brother says is practically law, only to be questioned in the privacy of their quarters. He cares just as deeply about his family’s survival, but is also privy to being influenced by the heroic dreams and desires of youth.

These characters are introduced in the Corruption Saga, which follows the Trader (Traitor) Saga:


Ygvard - Second Cousin to Deirik and Eirik, he is secretive and quiet with good reason. Ygvard is a Channeler (Magic User) whose Heroic Path is Faithful, which connects him to his spiritual ancestors granting him spell like abilities such as Bless, Turn Undead, and increased Wisdom. In the beginning of the Corruption Saga, Ygvard follows the lead of Deirik and Eirik while using his magical abilities only when he’s sure there are no Legates or astiraxes nearby, or when he must use his healing in dire straights. His desire is to increase his personal power, as the more power he has, the less he has to be concerned about using it.

Boldulf - Second Cousin Twice Removed (aka, Deirik’s Grandfather’s brother) to Deirik and Eirik, he’s also Ygvard’s grandfather. While he is in his late 50’s, Boldulf still has a lot of life left in him and provides his advice, or fists, to help his family. Boldulf is a Defender (Monk) whose Heroic Path is Warg, which grants him an animal companion (a wolf named Sergei), shapeshifting abilities, and wild empathy and senses. In the Corruption Saga, Boldulf’s greatest desire is to protect his family, and would follow them to the end just to be with them and keep them as safe as possible.

Player Commentary: So, I play Eirik in this campaign. Despite being everyone's "second," I think I've managed to cause or provoke like half of all the trouble we get in to.

Comments

Popular posts from this blog

The Complete Transylvania Chronicles Redux

Here is the list of all my posts for my series on the  Transylvania Chronicles . The experiment didn't really pan out the way I wanted, but it was still an enjoyable and enlightening read. Hopefully other Storytellers will find these posts to be of some interest If you're a player who might play these, please note that each of these posts is full of spoilers. They were written from the point of view of a potential storyteller, so please do not read these if you are planning to play. For everyone else, here they are. Get it here I started off with the read through of Transylvania by Night. This is still an excellent resource, if perhaps overly ambitious. I wish they had focused more on a smaller area, such as Transylvania itself. Instead, the book seeks to cover the entirety of Eastern Europe, with mixed results. I'd still recommend it for anyone interested in running a Dark Ages chronicle, no matter where you wish to set it. Introduction . Chapters...

Transylvania Chronicles Redux -- Act I

Transylvania Chronicles I Dark Tides Rising Act I: The Making of Princes (Massive Spoilers) Summary The characters are summoned to Buda-Pest to meet their would be Patron (decided by Coterie Concept). En route, they come across a slave auction and witness a slave escaping; they can choose to intervene or not. They are confronted by a mad Malkavian prophet foretelling their involvement in great event to come. Their patron assigns them the task of building a fortress, and they are given money and men to accomplish this. As they travel to the build site, they are ambushed on the road, destroying their men, supplies, and wealth. A Myca Vykos provides them aid, and they meet with a local Prince. When they get to the building site, they meet Lucita and Anatole, who help them acquire ancient tablets (a “subplot” from their patron). The players begin building, and need to recruit Zelios, a master architect and Kindred. Short on funds, Myca Vykos again appears and offers them fina...

Transylvania Chronicles Redux -- Act III

Transylvania Chronicles I Dark Tides Falling Act III: The Death of Princes (Massive Spoilers) Summary : Players are Princes. They gather to discuss recent rumors of Gypsys, the Turks invading, and the growth of the Inquisition in the west. Anatole and Lucita arrive and fill them in on more recent events (Anarch uprising, death of Lasombra, peasant revolts, etc.). Their sires approach the PC’s and demand a Blood Oath. Players are tasked with a “simple” job--help Nova Arpad capture a thief and return various pieces of jewelry.  They track the thief to a gypsy camp. Receive the fortune. Inquisitors interrupt, and they fight. They retrieve the thief (?) from the Inquisitors. No matter what, they fail in some way. Enraged, sires strip them of their domains. More prophecy. Dragomir approaches them about diablerizing the Tzimisce Antediluvian. Players either assist or seek to hinder the anarchs. Key Factors : Players fail their sires, but can not strike back against the...