Friday, December 26, 2025

3 AM Whispers: The Wind's Edge - The Winterman Kindred

 

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) 

AttributeMultiplier (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)

FeatureDetails
ArchetypeBarbarian / Winter Warrior (Winterman)
Monster Rating (MR)95 (Typically found on dungeon level 1)
Combat Total (CS)10d6 x 48
Special Damage2/3 – 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 LevelRaging Strength (Adds Bonus)Raging Vitality (Phantom CON)Rages per Day
1-2x 5 Combat Adds5 x (CON / 2)2
3-5x 10 Combat Adds10 x (CON / 2)3
6-8x 15 Combat Adds15 x (CON / 2)4
9-11x 20 Combat Adds20 x (CON / 2)4
12-16x 25 Combat Adds25 x (CON / 2)5
17++x 30 Combat Adds30 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 NamePrerequisiteEffect
Extra RageWarrior TypeYou gain x 1 Rage use per day. Can be taken multiple times.
Iron Endurance (Level 8+)Level 8+ WarriorPermanently 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+ WarriorUnending 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

AttributeMultiplier (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

AttributeMultiplier (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 NamePrerequisiteEffect
Spirit TalkerLevel 1+ ShamanYou can speak with local spirits (rocks, trees, streams) to learn one cryptic clue per area about recent passersby or hidden threats.
Winter's ChildLevel 1+ ShamanYou are immune to natural environmental cold. You never slip on ice.
Ancestral ResilienceLevel 2+ ShamanPassive: The Shaman gains a permanent x 2 SR bonus against all Cold and Elemental damage effects.
Deep Chill MasteryLevel 3+ ShamanPassive: The "chilled" effect from the Spirit Fang spell now imposes a x 3 DEX penalty (up from x 2).
Circle of LifeLevel 4+ ShamanActive (1/day): When casting Soothing Mist, the healing can be distributed among two adjacent allies instead of fully applied to one.
Totem MasteryLevel 5+ ShamanYou can plant your Totem Staff in the ground to maintain a spell without concentration.

D. THE CIRCLE OF THE NORTH SPELLBOOK (Full List)

LevelSpell NameCost / Range / Effect
L1Spirit Fang (Ray of Frost)6 WIZ. Inflicts hits equal to INT. Secondary Effect: Target loses x 2 DEX for 1 round.
L1Soothing Mist (Healing Surge)5 WIZ. Heals 1d6 x Level CON damage instantly.
L1Totem of the Stone (Earthbind)4 WIZ. Enemies engaging in melee must make a Level 1 SPD SR or be stuck/cannot attack this round.
L2Glacial Carapace (Ice Armor)8 WIZ. Grants 12 Hits of protection (ablative armor).
L2Whiteout (Fog Cloud)10 WIZ. Summons a blinding swirl of snow. Melee combat inside the cloud is at x 10 Adds penalty.
L3Chain Lightning (Chain Heal/Lightning)12 WIZ. Bolt strikes for 3d6 damage, jumping to two other targets (2d6, 1d6). Ignores armor.
L4Northern Wind (Blizzard)20 WIZ. Everyone in a 30ft radius takes 4d6 damage. Creatures must make a Level 2 STR SR or be knocked down.
L5Ancestral Command (Spirit Summons)25 WIZ. Summons a helpful Ancestral Spirit (MR 60) for 1d4 rounds.
L5Ice 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.

AttributeModifiers (3d6)Role/Focus
STR (Strength)x 2Lower physical might.
CON (Constitution)x 3Hardy survivalist.
CHR (Charisma)x 1Solitary worker.
IQ (Intelligence Quotient)x 5Primary stat for all formulas, mixing, and tracking.
DEX (Dexterity)x 4Trap setting, precision, application.
LK (Luck)x 2Standard 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.

LevelMastery Unlocked / AbilitiesUpgrade Details
Lvl 1Volatile Apothecary (Base Ability)Offense: 1d6 damage, -10 DEX penalty. Support: 1d6 CON or status cleanse.
Lvl 4Frozen Snare Tactics (Base Ability)L3 DEX SR to resist, 1d6 Cold Damage.
Lvl 5Rime Immunity (Base Ability)Immune to natural poisons, auto-success L1 CON SR vs. cold.
Lvl 11Volatile Apothecary UPGRADE I (Offense)Offense: Damage increases to 2d6, DEX penalty increases to -15.
Lvl 20Volatile Apothecary UPGRADE I (Support)Support: Healing increases to 2d6 CON damage.
Lvl 35Frozen Snare Tactics UPGRADE IResistance increases to L4 DEX SR (Target 40), Damage increases to 2d6 Cold Damage.
Lvl 50Rime Immunity UPGRADE IUNLOCKED: Now immune to all non-magical chemical poisons/toxins as well.
Lvl 65Volatile Apothecary UPGRADE IIOffense: Damage increases to 3d6, DEX penalty increases to -20.
Lvl 80Frozen Snare Tactics UPGRADE IITrap area increases to 20-foot square. Damage increases to 3d6 Cold Damage.
Lvl 100APOTHECARY 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.

AttributeModifiers (3d6)Role/Focus
STR (Strength)x 3Physical Prowess.
CON (Constitution)x 3Resilience/Health.
CHR (Charisma)x 6Battle-Chant/Presence Mastery.
IQ (Intelligence Quotient)x 2Cunning/Lore.
DEX (Dexterity)x 0.50Physical Handling (Massively reduced agility).
LK (Luck)x 2Fortune.

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.

LevelMastery Unlocked / AbilitiesUpgrade Details
Lvl 1Runic Battle-Chant (Base Ability)Allies gain +10 Combat Adds for 3 rounds.
Lvl 4Heroic Demoralization (Base Ability)Foe suffers -15 Combat Adds penalty.
Lvl 5Warrior's Lore (Passive Ability)Auto-success on Lvl 2 IQ SR for lore.
Lvl 11Runic Battle-Chant UPGRADE IBonus increases to +15 Combat Adds for allies.
Lvl 20Heroic Demoralization UPGRADE IPenalty increases to -20 Combat Adds for foe.
Lvl 35Runic Battle-Chant UPGRADE IIBonus increases to +20 Combat Adds for allies.
Lvl 50Heroic Demoralization UPGRADE IIPenalty increases to -25 Combat Adds for foe.
Lvl 65Runic Battle-Chant UPGRADE IIIBonus increases to +25 Combat Adds for allies.
Lvl 80Heroic Demoralization UPGRADE IIIPenalty increases to -30 Combat Adds for foe.
Lvl 100SKALD 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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