3 AM Whispers: The Wind's Edge - The Winterman Kindred
Thursday, December 26th, 2025
Good morning, to all my fellow Monsters worldwide and beyond. It's Thursday, December 26th, 2025, and it’s 3 AM here at the cypress swamp cabin overlooking the Red River in Shreveport. We're focusing on the quiet, unyielding strength required to survive the furthest North.
The mission is complete, but the silence of the Thrivaldi peaks is filled with a new energy. Standing at the edge of the Candy Cane Lighthouse balcony, the Jolly Red Wizard watches the aurora fade. Beside him, Baby Tiger Claws senses a presence in the snow—not a monster, but the unyielding strength required to survive the furthest North.
🐺 The Wintermen: The Ice Fang Tribe of the North
Emerging from the mists are the Wintermen, the dominant human Kindred of this frozen wasteland. Forged by millennia of brutal cold, they are the hardened descendants of Zimralan stock. Chief among them is the Ice Fang Tribe, who form the backbone of resistance against the forces of cosmic chaos.
These are the masters of cold-weather survival, trackers, and fierce, unyielding combatants. Their evolutionary advantage makes them immune to natural cold and physically superior to standard stock.
The Wintermen are the dominant human Kindred in Thrivaldi, having been forged by millennia of existence in the unforgiving cold. They are the hardened descendants of the original Zimralan stock, earning a reputation across the Tygerian Isles for their unyielding resilience and ferocity—a reputation earning them comparison to the legendary Northmen of Old Earth.
Far from having "left civilization," the Wintermen have built a new one defined by the brutal ethics of survival. They are organized into powerful tribal units, chief among them the Ice Fang Tribe of the North, forming the backbone of resistance against the forces of cosmic chaos. While other races flee the eternal winter, the Wintermen embody its strength. They are masters of cold-weather survival, trackers, and fierce, unyielding combatants.
This relentless exposure has created an evolutionary advantage. They are immune to natural cold and are physically superior to the standard Egyptos stock. Their core Kindred Roll-Up Multipliers reflect this innate survival expertise:
The Winterman Roll-Up (3d6 Multipliers)
| Attribute | Multiplier (3d6) |
| STR (Strength) | x 1.75 |
| INT (Intelligence) | x 1.25 |
| CON (Constitution) | x 2 |
| WIZ (Wizardry) | x 1 |
| DEX (Dexterity) | x 1.25 |
| LK (Luck) | x 1.5 |
| SPD (Speed) | x 1 |
| CHR (Charisma) | x 1.25 |
Earl's GM notes in my games i let my players add and rollover Daro and Trao reroll rules applies all 1's, 2's doubles and triples all add and rollover in my games this builds super monster hero's then i don't have to worry about having them fight other monsters form the MoZ yes my games are stuff of legends around the Shreveport Cypress Swamp cabin along the Red River here in Louisiana
📣 Playtest Update: Old School is New School
Speaking of the core of human resistance: I am excited to announce a major update! The Player's Guide playtest is coming this month, i am working o it today tring to finsih it and get it out today as an early Christmas Gift and it will feature some fantastic old school archetypes coming back to the table. My team and I are currently working diligently on the Humans, Humans supplement for Thrivaldi, and the Winterman, with their unique stats and lore, will be a central part of that playtest content.
This Thursday, let the tenacity of the Winterman inspire you. The coldest environment yields the strongest survivors. We keep moving forward, mastering the environment, and bringing our old-school ideas into the new campaign.
I wanted to make sure I got this out to you all now. Please know you're in my thoughts and prayers. Have a blessed Thursday.
NEW WINTER MAN ARCHETYPES THESE CAN BE USED FOR AN WINTER WONDERLANDS OR ARTIC TYPES CAMPAGINS I HOPE PLAYERS WHI PLAY HUMANS HUMANS 1ST EDTION WILL ENJOY THIS UPDATE
I. THE WINTER WARRIOR ARCHETYPE (THE WINTERMAN)
This profile is the definitive playable class for humans, designed for survival and combat in the permanent winter of Thrivaldi. It uses custom multipliers and the Berserker Warrior DT&T House Rules.
A. THE BASE MONSTER BLOCK (Raw Combat Engine)
| Feature | Details |
| Archetype | Barbarian / Winter Warrior (Winterman) |
| Monster Rating (MR) | 95 (Typically found on dungeon level 1) |
| Combat Total (CS) | 10d6 x 48 |
| Special Damage | 2/3 – Furious blows denting armor and breaking bones. |
B. THE DT&T CLASS VARIANT (The Rules)
The Winter Warrior uses the base Warrior class (retaining double armor protection) but replaces the standard Weapon Training with the specialized Winter Rage features.
Winter Rage & Iron Vitality (The Blizzard Heart)
You may enter a Winter Rage at the start of any combat round (no AP cost). We call this emotional state the Blizzard Heart—the fusion of raw rage and numbing survival instinct.
| Warrior Level | Raging Strength (Adds Bonus) | Raging Vitality (Phantom CON) | Rages per Day |
| 1-2 | x 5 Combat Adds | 5 x (CON / 2) | 2 |
| 3-5 | x 10 Combat Adds | 10 x (CON / 2) | 3 |
| 6-8 | x 15 Combat Adds | 15 x (CON / 2) | 4 |
| 9-11 | x 20 Combat Adds | 20 x (CON / 2) | 4 |
| 12-16 | x 25 Combat Adds | 25 x (CON / 2) | 5 |
| 17++ | x 30 Combat Adds | 30 x (CON / 2) | 6 |
Aura of Chill: While raging, you gain immunity to all natural cold damage and hazards.
Winter Warrior Talents (Feat Conversion)
| Talent Name | Prerequisite | Effect |
| Extra Rage | Warrior Type | You gain x 1 Rage use per day. Can be taken multiple times. |
| Iron Endurance (Level 8+) | Level 8+ Warrior | Permanently increase your CON attribute by x 2. When Rage ends, make a L2 CON SR (L1 in cold environment). If successful, regain half remaining Phantom CON as real CON (up to max). |
| Frost Aura (Level 12+) | Level 12+ Warrior | Unending Fury: Rage lasts until unconscious or chosen end. Close-Quarters Chill: Enemies within 5 feet at the start of combat suffer x 5 Combat Adds to their rolls during the first round. |
C. CLASS ROLL-UP MULTIPLIERS
| Attribute | Multiplier (3d6) |
| STR (Strength) | x 2 |
| CON (Constitution) | x 2 |
| DEX (Dexterity) | x 1.5 |
| CHR (Charisma) | x 1.5 |
| INT (Intelligence) | x 1 |
| WIZ (Wizardry) | x 1 |
| LK (Luck) | x 1.5 |
| SPD (Speed) | x 1.25 |
II. 🌲 THE WINTERMAN SHAMAN ARCHETYPE (FINAL)
This document defines the complete structure, powers, and artifacts for the Winterman Shaman (Primal Caster) playable archetype for the Thrivaldi campaign, built on the DT&T Wizard Class variant rules.
A. WINTERMAN SHAMAN: BASE PROFILE
The Shaman is the spiritual link, relying on INT and WIZ for spellcasting and CON for survival.
Rating / Combat / Defense
Monster Rating (MR): 125
Armor Protection (AP): 4 (Carved Bone and Hide)
Universal Deadliness Rating (UDR): 3
Attribute Scores (STR / CON / DEX / SPD / INT / WIZ / CHR / LK)
STR 25, CON 50, DEX 20, SPD 20, INT 35, WIZ 60, CHR 30, LK 0
B. CLASS ROLL-UP MULTIPLIERS
| Attribute | Multiplier (3d6) |
| WIZ (Wizardry) | x 2 |
| CON (Constitution) | x 1.75 |
| INT (Intelligence) | x 1.75 |
| DEX (Dexterity) | x 1.5 |
| CHR (Charisma) | x 1.25 |
| STR (Strength) | x 1 |
| SPD (Speed) | x 1 |
| LK (Luck) | x 1 |
C. SHAMANIC TALENTS (Full Progression)
| Talent Name | Prerequisite | Effect |
| Spirit Talker | Level 1+ Shaman | You can speak with local spirits (rocks, trees, streams) to learn one cryptic clue per area about recent passersby or hidden threats. |
| Winter's Child | Level 1+ Shaman | You are immune to natural environmental cold. You never slip on ice. |
| Ancestral Resilience | Level 2+ Shaman | Passive: The Shaman gains a permanent x 2 SR bonus against all Cold and Elemental damage effects. |
| Deep Chill Mastery | Level 3+ Shaman | Passive: The "chilled" effect from the Spirit Fang spell now imposes a x 3 DEX penalty (up from x 2). |
| Circle of Life | Level 4+ Shaman | Active (1/day): When casting Soothing Mist, the healing can be distributed among two adjacent allies instead of fully applied to one. |
| Totem Mastery | Level 5+ Shaman | You can plant your Totem Staff in the ground to maintain a spell without concentration. |
D. THE CIRCLE OF THE NORTH SPELLBOOK (Full List)
| Level | Spell Name | Cost / Range / Effect |
| L1 | Spirit Fang (Ray of Frost) | 6 WIZ. Inflicts hits equal to INT. Secondary Effect: Target loses x 2 DEX for 1 round. |
| L1 | Soothing Mist (Healing Surge) | 5 WIZ. Heals 1d6 x Level CON damage instantly. |
| L1 | Totem of the Stone (Earthbind) | 4 WIZ. Enemies engaging in melee must make a Level 1 SPD SR or be stuck/cannot attack this round. |
| L2 | Glacial Carapace (Ice Armor) | 8 WIZ. Grants 12 Hits of protection (ablative armor). |
| L2 | Whiteout (Fog Cloud) | 10 WIZ. Summons a blinding swirl of snow. Melee combat inside the cloud is at x 10 Adds penalty. |
| L3 | Chain Lightning (Chain Heal/Lightning) | 12 WIZ. Bolt strikes for 3d6 damage, jumping to two other targets (2d6, 1d6). Ignores armor. |
| L4 | Northern Wind (Blizzard) | 20 WIZ. Everyone in a 30ft radius takes 4d6 damage. Creatures must make a Level 2 STR SR or be knocked down. |
| L5 | Ancestral Command (Spirit Summons) | 25 WIZ. Summons a helpful Ancestral Spirit (MR 60) for 1d4 rounds. |
| L5 | Ice Prison (Entombment) | 30 WIZ. Targets one non-magic-using foe (MR 100 or less). Level 6 CON SR failure results in Paralysis. |
E. SHAMANIC ARTIFACTS & WEAPONS
The Ancestor's Totem Staff: Damage: 1d6 + Adds. Weight: 80 ENC. Spirit Conduit: Wielder gains +1 on any WIZ SR related to casting a Circle of the North spell.
The K'alegnak (Medicine Pouch): Weight: 10 ENC. Shamanic Insight: Costs 1 AP and one round of inaction to ask the GM one specific question about the immediate environment or a magical creature's nature.
Ulu Knife (Ritual Blade): Base Damage: 1d4 + Adds. Clean Cut: When harvesting components for the Soothing Mist spell, restores one extra point of CON to the target.
Harpoon-Axe (Two-handed): Base Damage: 1d10 + Adds. Weight: 120 ENC. Spirit Leash: Spend 2 AP after a successful hit to force a Level 4 CON SR; failure prevents immobilization for the next round.
III. 🏹 THE WINTER SCOUT (HUNTER/RANGER ARCHETYPE)
The Winter Scout is the master of survival, tracker, and ranged combat specialist.
A. GPM ICON CORE STATISTICS
Rating / Combat / Defense
Monster Rating (MR): 105
Attribute Scores (STR / CON / DEX / SPD / INT / WIZ / CHR / LK)
STR 25, CON 35, DEX 65, SPD 50, INT 45, WIZ 10, CHR 15, LK 0
B. UNIQUE HUNTER/RANGER MASTERY
MAST/Ability Name: Cold-Eye Tracking (Core): Gain Advantage on all INT SRs made to track creatures in snow, tundra, or ice.
MAST/Ability Name: Ambush Precision: On the first round of any combat, ranged attacks gain plus 5 Combat Adds.
C. ARTIFACT WEAPON
Artifact Name: The Jotun Bow: Damage: 5d6 x 10 Adds. Special Rule: Armor Piercing (plus 3 AP reduction against the target's armor).
IV. 🗡️ THE WINTER ASSASSIN THIEF (ROGUE ARCHETYPE)
The Winter Assassin is the master of infiltration and lethal precision.
A. GPM ICON CORE STATISTICS
Monster Rating (MR): 85
Attribute Scores (STR / CON / DEX / SPD / INT / WIZ / CHR / LK):
STR: 15, CON: 25, DEX: 75, SPD: 60, INT: 40, WIZ: 10, CHR: 20, LK: 45
B. UNIQUE ROGUE MASTERY
Glacial Stealth (Core): Gain Advantage on all DEX SRs made to hide or move silently in snowy or icy terrain.
Cold-Iron Backstab: On a successful surprise attack, the Assassin deals triple damage and the target must make a Level 3 CON SR or be paralyzed by the "Freeze" effect for 1 round.
C. ARTIFACT WEAPON
Artifact Name: The Icicle Dagger: Damage: 3d6 + Adds. Special Rule (Silent Sting): This blade makes no sound when drawn or used. On a critical hit, it ignores the target's armor entirely.
XVIII. 🧪 THE WINTERMAN ARCTIC APOTHECARY PROFESSION (ADVANCED)
This Advanced Profession combines the roles of Alchemist, Herbalist, and Trapper, relying on extreme IQ and DEX to provide utility, battlefield control, and support. This profile strictly adheres to Original (Zero) Edition M&M rules.
XVIII.1. KINDRED MODIFIERS: ARCTIC APOTHECARY
This archetype relies on high Intelligence and Dexterity, reflecting their complex mixing, tracking, and trap-setting specialties.
| Attribute | Modifiers (3d6) | Role/Focus |
| STR (Strength) | x 2 | Lower physical might. |
| CON (Constitution) | x 3 | Hardy survivalist. |
| CHR (Charisma) | x 1 | Solitary worker. |
| IQ (Intelligence Quotient) | x 5 | Primary stat for all formulas, mixing, and tracking. |
| DEX (Dexterity) | x 4 | Trap setting, precision, application. |
| LK (Luck) | x 2 | Standard fortune. |
Note: WIZ (Wizardry) and SPD (Speed) are omitted in alignment with Original/Zero Edition M&M rules.
XVIII.2. APOTHECARY MASTERIES (KENNINGS)
1. Volatile Apothecary (IQ & DEX Focus)
The Apothecary creates field-mixed substances for offense or support.
Trigger: Active (Number of uses per combat equals Skald's IQ/10, minimum 1). Requires 1 action to mix/apply.
Mechanic: The Apothecary must make a successful Level 2 IQ SR (Target 20).
Success: The Apothecary chooses one effect:
Offense (Alchemist): Inflicts 1d6 damage and a -10 DEX penalty for 2 rounds on target foe.
Support (Herbalist): Cleanses one status effect (Paralysis, Fear, etc.) from an ally OR restores 1d6 CON damage.
2. Frozen Snare Tactics (DEX Focus)
The Apothecary sets subtle, icy snares for battlefield control.
Trigger: Active (1/turn). Requires a successful Level 1 DEX SR (Target 10) to place the trap (takes 1 round).
Hazard: The first foe to enter a 10-foot square must make a Level 3 DEX SR (Target 30).
Failure: The foe is immobilized for 1 round, taking 1d6 Cold Damage.
3. Rime Immunity (CON & IQ Focus)
The Apothecary is a master of winter survival and resistance to natural threats.
Ability: Passive.
Effect: The Apothecary is immune to all non-magical plant/natural poisons and gains an automatic success on any Level 1 CON SR (Target 10) made to resist extreme cold or exposure. They also gain a +5 bonus to all DEX SRs for detecting hidden or concealed traps.
XVIII.3. APOTHECARY PROGRESSION (LEVEL 1-100)
This chart details the acquisition and upgrade of the Apothecary's core masteries over their career. All attributes (STR x2, CHR x1, CON x3, IQ x5, DEX x4, LK x2) increase per level.
| Level | Mastery Unlocked / Abilities | Upgrade Details |
| Lvl 1 | Volatile Apothecary (Base Ability) | Offense: 1d6 damage, -10 DEX penalty. Support: 1d6 CON or status cleanse. |
| Lvl 4 | Frozen Snare Tactics (Base Ability) | L3 DEX SR to resist, 1d6 Cold Damage. |
| Lvl 5 | Rime Immunity (Base Ability) | Immune to natural poisons, auto-success L1 CON SR vs. cold. |
| Lvl 11 | Volatile Apothecary UPGRADE I (Offense) | Offense: Damage increases to 2d6, DEX penalty increases to -15. |
| Lvl 20 | Volatile Apothecary UPGRADE I (Support) | Support: Healing increases to 2d6 CON damage. |
| Lvl 35 | Frozen Snare Tactics UPGRADE I | Resistance increases to L4 DEX SR (Target 40), Damage increases to 2d6 Cold Damage. |
| Lvl 50 | Rime Immunity UPGRADE I | UNLOCKED: Now immune to all non-magical chemical poisons/toxins as well. |
| Lvl 65 | Volatile Apothecary UPGRADE II | Offense: Damage increases to 3d6, DEX penalty increases to -20. |
| Lvl 80 | Frozen Snare Tactics UPGRADE II | Trap area increases to 20-foot square. Damage increases to 3d6 Cold Damage. |
| Lvl 100 | APOTHECARY PRIME (Ultimate Mastery) | Frozen Snares now last for 2 rounds if the saving roll is failed. |
XVIII.4. MASTERED ARTIFACTS AND GEAR
Apothecary Bag: Weight: 20 ENC. Triple-Kit Functionality: Functions as a Healer Kit, Herbalist Kit, and Alchemical Supplies combined. Grants a permanent +1 bonus to all IQ SRs made when mixing or identifying substances in the field. (Carrying Capacity Note: Max Weight Possible = STR x 100. Max Duration = CON turns.)
Bolas (Ice-Weighted): Ranged Weapon (10ft range). Damage: 1d6 (Non-Lethal). Weight: 30 ENC. Trip & Snare: Upon successfully hitting a foe, they must make a Level 3 DEX SR (Target 30) or immediately fall Prone and lose their next attack action.
Skinning Knife/Ritual Blade: Melee Weapon. Damage: 1d4 + Adds. Standard utility blade for preparing components and survival.
XVII. 🗣️ THE WINTERMAN SKALD PROFESSION (ADVANCED)
This Advanced Profession builds upon the resilient, martial base of the Winterman Kindred (Viking-Human) and focuses entirely on STR/CON for warrior function and CHR/IQ for Skaldic support and lore. This profile strictly adheres to Original (Zero) Edition M&M rules.
XVII.1. KINDRED MODIFIERS: WINTERMAN SKALD
The Winterman Skald uses the standard Winterman Kindred modifiers, with a specialized boost to Charisma (CHR) to represent their vocal and presence mastery.
| Attribute | Modifiers (3d6) | Role/Focus |
| STR (Strength) | x 3 | Physical Prowess. |
| CON (Constitution) | x 3 | Resilience/Health. |
| CHR (Charisma) | x 6 | Battle-Chant/Presence Mastery. |
| IQ (Intelligence Quotient) | x 2 | Cunning/Lore. |
| DEX (Dexterity) | x 0.50 | Physical Handling (Massively reduced agility). |
| LK (Luck) | x 2 | Fortune. |
Note: WIZ (Wizardry) and SPD (Speed) are omitted in alignment with Original/Zero Edition M&M rules.
XVII.2. SKALDIC MASTERIES (KENNINGS)
1. Runic Battle-Chant (CHR Focus)
The Skald uses their powerful voice and presence to inspire allies on the battlefield.
Trigger: Active (Number of uses per combat equals Skald's CHR/10, minimum 1).
Mechanic: The Skald must make a successful Level 1 CHR SR (Target 10).
Success: All allies within a 30-foot radius gain a +10 Combat Adds bonus for the next 3 rounds.
2. Heroic Demoralization (CHR Focus)
The Skald unleashes a terrifying saga that shakes the morale of a single opponent.
Trigger: Active (1/turn).
Mechanic: The Skald targets one foe within earshot. The foe must make a Level 4 CHR SR (Target 40), resisted by the Skald's CHR.
Failure: The foe suffers a -15 penalty to their Combat Adds for the next round.
3. Warrior's Lore (IQ Focus)
The Skald's knowledge of history, sagas, and ancient enemies provides valuable intelligence.
Ability: Passive.
Mechanic: The Skald has an innate understanding of ancient secrets. They gain an automatic success on any Lvl 2 IQ SR (Target 20) attempt to recall lore about a newly encountered Kindred, monster weakness, or ancient prophecy.
XVII.3. SKALD PROGRESSION (LEVEL 1-100)
This chart details the acquisition and upgrade of the Skald's core masteries over their career. All attributes (STR x3, CHR x6, CON x3, IQ x2, DEX x0.5, LK x2) increase per level.
| Level | Mastery Unlocked / Abilities | Upgrade Details |
| Lvl 1 | Runic Battle-Chant (Base Ability) | Allies gain +10 Combat Adds for 3 rounds. |
| Lvl 4 | Heroic Demoralization (Base Ability) | Foe suffers -15 Combat Adds penalty. |
| Lvl 5 | Warrior's Lore (Passive Ability) | Auto-success on Lvl 2 IQ SR for lore. |
| Lvl 11 | Runic Battle-Chant UPGRADE I | Bonus increases to +15 Combat Adds for allies. |
| Lvl 20 | Heroic Demoralization UPGRADE I | Penalty increases to -20 Combat Adds for foe. |
| Lvl 35 | Runic Battle-Chant UPGRADE II | Bonus increases to +20 Combat Adds for allies. |
| Lvl 50 | Heroic Demoralization UPGRADE II | Penalty increases to -25 Combat Adds for foe. |
| Lvl 65 | Runic Battle-Chant UPGRADE III | Bonus increases to +25 Combat Adds for allies. |
| Lvl 80 | Heroic Demoralization UPGRADE III | Penalty increases to -30 Combat Adds for foe. |
| Lvl 100 | SKALD PRIME (Ultimate Mastery) | Runic Battle-Chant duration is permanently increased to 5 rounds. |
XVII.4. MASTERED ARTIFACT: THE DRUMS OF PANIC
This artifact uses the Skald's presence (CHR) to instill overwhelming fear in foes on the battlefield, reflecting ancient Viking traditions of using percussion in combat.
Drums of Panic (Paired Kettle Drums): Non-Lethal Instrument/Focus. Weight: 100 ENC. Panic Fear: Active (1/day). When both drums are sounded, all creatures within 120 feet (excluding a 20-foot safe zone around the drums) must make a Level 20 CHR SR (Target 200). Failure results in the creatures being affected by a Fear spell effect (fleeing combat for 1d6 rounds).
Runic Drum Sticks: Melee Weapon: 1d6 Damage + Adds. Weight: 10 ENC (Pair). The sticks are considered magical for the purpose of striking ethereal or magically armored creatures. They are the standard weapon of the Skald when not using the drums.
Bell Ringer (Large Maul/Hammer): 2H Melee Weapon: 3d6 Damage + Adds. Weight: 150 ENC. This powerful maul is designed for brute force, channeling the Skald's STR into shattering blows.
Product Identity & Legal The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges: The world of Zimrala, The Tygerian Isles, The Ether Dragons, The Tiger Force Shadow Saga, The specific "Hedge Wizard of the Shreveport Cabin" persona, and the character "Emperor Rajah." Specific Narrative Elements: The Jolly Red Wizard standing on the balcony of the Candy Cane Lighthouse, his hand resting on the shoulder of Baby Tiger Claws, and the assembly of the four pillars of the Ice Fang Tribe—Warrior, Shaman, Scout, and Assassin—in the courtyard. Unique Items: The Ink of Anticipation, The Compass of Lost Things, Parchment of Echoes, The Scope of the True Meridian, The Rod of Infinite Spanning, and The Plumb of Gravity’s Anchor. Unique Classes: The Winter Warrior, Winterman Shaman, Winter Scout, Winter Assassin Thief, Arctic Apothecary, and Winterman Skald. Monsters! Monsters! and Humans, Humans (1st Edition) are trademarks of Ken St. Andre and Troll Godfather Press and are used with permission. The statistics and game mechanics provided herein are designated as unofficial playtest material for the Tygerian Isles campaign setting. © 2025 Arthur Earl C. Hedges Jr. All rights reserved.
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