Skálds

Skálds are a type of Variant Human that compose and recite songs and poems, telling the stories of heroes past and honoring the heroes of today. In ancient times they were revered storytellers who were known to inspire others to join in the heroics of their fellow man and sail away to greet Valhalla head-on.

Their emoji is "🧔", to represent mankind as a whole.

The "signature" ability of this subspecies is marked with "⭐". We recommend taking them (take them).

## Biology

### Appearance

Skálds are no different than a normal human physically.

### Aging

They age at the same rate as normal humans.

## Culture

In ancient times, Skálds were esteemed figures in their societies. They held a special place among their people, often living within the halls of kings and chieftains. Their primary role was to preserve the stories and deeds of heroes through their art. Skálds would compose epic poems and songs that recounted the great adventures, battles, and triumphs of legendary figures. Their performances were not just entertainment but also a source of inspiration, rallying warriors and ordinary people alike to follow in the footsteps of the heroes they celebrated.

Skálds were known to invoke the spirits of their ancestors and the gods of Norse mythology through their recitations. Their verses could move listeners to tears, laughter, or battle readiness. They played a pivotal role in shaping the cultural identity of their societies, perpetuating the ideals of valor, honor, and heroism.

As time passed, the world changed, and the role of Skálds evolved. With the rise of written literature, the oral tradition began to fade, and the Skálds' significance waned. They found themselves displaced from the grand halls of kings and chieftains, forced to adapt to new forms of storytelling.

In the modern day, Skálds have transformed into common buskers, street performers, or garage band musicians. They continue to compose and perform songs and poems, but their audience has changed. Instead of kings and warriors, they entertain passersby on city streets or play in local pubs. Many Skálds have embraced contemporary musical instruments and genres while preserving their storytelling heritage.

While they may no longer inspire warriors to sail to Valhalla, modern Skálds still serve an important function in society. They connect people with their cultural roots, remind them of their history, and honor the heroes of today, even if those heroes are now firefighters, doctors, or activists. Skálds play a role in keeping ancient traditions alive in a rapidly changing world.

## Powers

### Major Powers

#### *Echo of the Ancestors* (Major)

* By invoking the spirits of their Skáldic ancestors, particularly skilled Skálds are capable of creating a full ensemble by tethering the spirits of fellow Skálds who didn't make it to Valhalla to the the mortal plane temporarily, allowing them to perform and inspire heroes one more time.
* **Level 1-3**: At these initial levels, the Skáld can summon the spirits of 2-3 ancestors, creating a supportive ensemble. These spirits lend their wisdom and inspiration to the Skáld's companions, granting them guidance in difficult situations, bolstering their confidence, and helping them make strategic decisions. This power lasts 3 turns, and can be used once every 3 days.
* **Level 4-6**: As the Skáld's abilities progress, they can summon a more substantial ensemble of 4-6 ancestral spirits. These spirits work together to inspire and uplift the morale of those around them. They can enhance the skills and abilities of the Skáld's allies, providing healing, courage, and resilience in the face of adversity. This power lasts 5 turns, and can be used once every 5 days.
* **Level 7-8**: At these advanced levels, the Skáld can summon a grand choir of Skáldic ancestors, numbering up to 10 or more spirits. This choir becomes a source of immense support and inspiration. They can mend emotional wounds, boost the spirits of entire groups, and provide profound wisdom and counsel to those who seek it. The Skáld, in turn, becomes a beacon of hope and unity, uniting people with their music and presence. This power lasts 7 turns, and can be used once every 7 days.
	+ **Level 8 Superpower**: At the peak of their abilities, the Skáld achieves the level 8 superpower known as "Ascendant Resonance." In this state, the Skáld can summon an unlimited number of Skáldic ancestor spirits, forming a transcendent choir. This choir has the power to uplift entire communities, instilling a sense of purpose, unity, and determination. They can heal deep emotional wounds, inspire reconciliation among conflicting parties, and promote cooperation on a grand scale. The Skáld becomes a conduit for boundless support, enabling people to come together for the greater good and overcome even the most significant challenges. This power lasts 3 turns, and can be used once every 365 days.

#### *Stalhrim* (Major/Moderate/Minor)

* Stalhrim, roughly translating to "steel frost", is an ancient form of enchanted ice--rigid, blue-white in color, faceted yet smooth, and crystalline--that hailed originally from Niflheimr, but occasionally found its way into Midgard for humans to use. In ancient times this was used for armor and weapons, forged and shaped by only the most skilled blacksmiths, however some of these blacksmiths spent so much time with it that the energy of Niflheimr found its way in their genes. This gave them the inhuman ability to both mold and create this ice. Though mortal scientists still have no idea how this phenomenon was caused, those who have their eyes opened to the nordic world are all too familiar with the magical ice.
* **Passive**: Users of this power can forge and create weapons with this power, and can even be created (as an OC) with Stalhrim weapon(s) instead of Bone Steel. Functionally, Stalhrim is the exact same as Bone Steel when used as a weapon, however it doesn't have the special quenching properties that Bone Steel can have. Instead, it's unusually and uncomfortably cold to the touch, and is hard as iron, un-meltable, and impossible to break by conventional means.
* **Level 1-3**: At this level, users of this power are able to mold deposits of Stalhrim like wet clay, and can turn small amounts (up to a 1x1x1 foot cube) of already existing ice into Stalhrim. Molding Stalhrim takes an insane amount of energy, with each push or pull feeling like the user bent a metal bar with their bare hands. Users can turn ice into Stalhrim once every 7 days.
* **Level 4-6**: At this level, users of this power are able to mold deposits of Stalhrim like wet clay, and can turn small amounts (up to a 2x2x2 foot cube) of already existing ice into Stalhrim. Molding Stalhrim takes an insane amount of energy, with each push or pull feeling like the user bent a metal bar with their bare hands. Users can turn ice into Stalhrim once every 7 days.
* **Level 7-8**: At this level, users of this power are able to mold deposits of Stalhrim like wet clay, and can turn small amounts (up to a 3x3x3 foot cube) of already existing ice into Stalhrim. Molding Stalhrim takes an insane amount of energy, with each push or pull feeling like the user bent a metal bar with their bare hands. Users can turn ice into Stalhrim once every 7 days.
	+ **Level 8 Superpower**: Using this power, the user can temporarily infuse themselves with the raw energy of Niflheim. For 6 turns, all ice they touch turns into Stalhrim in a 3x3x3 foot radius around where they touched it, and they can mold Stalhrim with ease. Water will freeze and crystalize around their skin, and their breath will become vapor instantly. This can be used once every 30 days.

### Moderate Powers

#### *Flyting* (Moderate)

* Flyting, which translates to "counter-boasting", is a ritual contest consisting of the exchange of insults between two parties, often conducted in poetic verse, that everyone from peasants to kings to even the gods and giants partook in. These would often take place before combat, or in some instances would even be used instead of the battle itself. Skálds have turned this into a literally magical way of fighting someone, slinging insults at them to hurt their spirit and eventually damage them physically.
* **Level 1-3**: At this level, the user can unleash a string of insults laced with subtle enchantments at a creature you can see within 30 feet. Upon hearing this, the targeted individual must make a DC11 roll or have their size reduced by 10% their original size, as their soul is physically trying to make itself smaller to hide from the insults. They cannot shrink below 10% of their original size. If the targeted creature rolls a 20, the user instead shrinks by 50%. They can use this power once every 6 turns.
* **Level 4-6**: At this level, the DC is now DC14 and if the targeted creature rolls a 1 or lower, their size is instead reduced by 20% their original size. They can use this power once every 9 turns.

#### *Echolocation* (Moderate/Minor)

* Skálds are capable of processing incoming sound waves to shape out the world around them, enabling a “sixth sense” of sorts. This can reveal things such as hidden objects, but can also help them see in the dark. They must be able to hear and produce sound to perform this ability.
* **Level 1-3**: At this level, Skálds are capable of discerning fine detail passively and can activate this power for 3 turns to detect any movement in a 45 foot radius. This can be used once every 6 turns.
* **Level 4-6**: At this level, Skálds are capable of discerning color passively and can activate this power for 3 turns to detect a person’s tiniest physical mannerisms in a 10 foot radius. This can be used once every 9 turns.

### Minor Powers

#### ⭐*Skaldic Inspiration* (Minor)

* Like a bard's music, the songs and chants of a Skáld can temporarily boost the abilities of themselves and their allies during combat. The user can inspire others through stirring words or music, giving them an edge in what they're doing.
* **Level 1**: At this level, a Skáld has 1 charge of Skaldic Inspiration, which replenish once every 3 days after usage. They can give inspiration to one target within 30 feet of them, giving the target a 1d4 to add to a die roll of their choice. The die must be rolled before or at the same time as the main die roll to be used.
* **Level 2**: At this level, a Skáld has 2 charges of Skaldic Inspiration, which replenish once every 3 days after usage. They can give inspiration to one target within 30 feet of them, giving the target a 1d4 to add to a die roll of their choice. The die must be rolled before or at the same time as the main die roll to be used.
* **Level 3**: At this level, a Skáld has 3 charges of Skaldic Inspiration, which replenish once every 3 days after usage. They can give inspiration to one target within 30 feet of them, giving the target a 1d6 to add to a die roll of their choice. The die must be rolled before or at the same time as the main die roll to be used.

#### *Ancestor's Guidance* (Minor)

* Variant Humans can call upon the wisdom and guidance of their ancestors during times of need, receiving advice or visions to aid them in making critical decisions.
* **Level 1**: Once per month, the user can receive a brief vision that allows them to gain insight on something that they choose. This can only be used effectively for something an ancestor would have insight on, for example modern things are not the forte of ancient humans. In addition, each Variant Human subspecies gets guidance from other members of their subspecies, so a Berserker would likely not get very good guidance on how to solve a puzzle. This can be used once ever 30 days.
* **Level 2**: The user can now use this power roughly twice per month, with a 15 day cooldown instead of a 30 day one.
* **Level 3**: The user can now receive guidance from the ancestors of other nearby Variant Humans instead of their own, in case they don't think their ancestors are the right choice.

### Given Powers

#### *Seafarer* (Given)

* Skilled navigators and sailors, Variant Humans have an uncanny sense of direction, allowing them to navigate treacherous waters and find their way even in thick fog or storms.

#### *Frostblood Resilience* (Given)

* These Vikings are adapted to cold climates, able to withstand extreme cold.

#### *Bardic Lore* (Given)

* Skálds possess extensive knowledge of folklore, history, and mythology, making them invaluable sources of information and wisdom in their communities.

#### *Jack of All Trades* (Given)

* Skálds are innately able to perform most skill-based tasks with relative "mediocrity" that couldn't rival a practitioner of the skill, but could rival those who've never tried it in their lives. For example, they might not beat a practicing fencer in a sword fight, but they could beat a mage who's barely swung a sword in their life simply because they're naturally *okay* at it.

#### Synergy (Given; Variant Human Demigods Only)

* If a Skáld is a demigod child of Bragi or Mimir, they can choose one extra Minor power from their godly parent.