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Jor Heimskrsson

Troll changeling (custom sea-troll transformation) · Trollkarl (custom troll-trained spellcaster) · Level 2

Jor Heimskrsson

Noble son and covert troll spy
“Jor Heimskrsson. I am Jor Heimskrsson.”
AC13
HP18/18
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

Jor’s voice has the dry rasp of someone accustomed to cold wind and salt air. His breath sometimes carries a faint wet clicking sound at the back of his throat, especially after swimming. He speaks with a young Norse nobleman’s careful enunciation, but Troll phrases come out with a rough, chest-deep resonance learned among stone-walled sea caves. When agitated, his words grow clipped and his final syllables drag into a subdued growl.

Fluent in Norse and Troll. He sometimes lets a Troll phrase escape, then covers it with a Norse explanation or claims he was repeating something heard at sea. His grammar is controlled but occasionally too literal. When stressed, the ends of sentences catch in a low, rough growl.

Speech patterns

States his name clearly when disoriented: “Jor Heimskrsson. I am Jor Heimskrsson.”
Lets a short phrase slip in Troll, then immediately recasts it as an ordinary Norse expression.
Uses formal address with his family but blunt, practical words with harbor workers.
Describes people and places by scent, tide, or texture without realizing how strange it sounds.
Answers personal questions with a true detail followed by a carefully learned explanation.

How to play them

Meet Jor first as a polite, shaken survivor rather than an obvious monster. He responds well to practical work, familiar names, and calm company. Avoid grabbing his neck or forcing him into sunlight. Iron, Christian symbols, questions about his captivity, and sudden tests of loyalty can make his composure crack. Give him opportunities to choose between family and troll orders in small steps; he is more likely to confess through a practical act than a dramatic speech.

Goal

Keep his place in the Heimskr household long enough to understand what was done to him, while deciding whether to obey the trolls, protect his family, or find a third path.

Motivation

To keep hold of his name and family identity while discovering what the trolls expect him to report.

Secret · GM only

Appearance

Jor looks, at first glance, like the noble boy who went to sea: fair, blue-eyed, neatly dressed, and bearing himself with practiced courtesy. A second look unsettles that first impression. His height is creeping past the five-foot-ten frame his family remembers, and he seems to take up too much room in a doorway without appearing to notice. His skin has a cold, water-pale cast beneath his disguise, with a slick sheen like a stone lifted from a tide pool. Fine gill slits lie along his neck, concealed by troll craft but sensitive enough that a collar brushing them can still make his jaw lock. His webbed hands and feet are usually hidden in gloves and boots. His teeth have grown narrow and sharply pointed. His short, salt-pale hair grows with alarming speed, and his eyes shift subtly between mollusk-purple and squid-ink dark. He moves with careful, almost courtly economy until he turns suddenly, then there is a fluid, predatory quickness that seems wrong in a young nobleman. His expressions remain still as a flat sea even when he is afraid. He smells faintly of cold brine and wet rock. The unexpected detail is a child’s carved wooden gull, polished smooth by years of thumb-rubbing, which he keeps tucked inside his fine cloak.

Clothing

Clean, well-cut Norse noble clothes and a fur cloak his parents preserved from the voyage. He keeps gloves and boots on to conceal webbing, favors high collars to hide his gills, and changes into plainer clothes after bathing. He avoids visible iron fittings.

Body language

He stands with formal noble posture but unconsciously crowds doorways and tables. His face stays unnervingly composed; emotion appears instead in a fixed jaw, flexing fingers, or a slight turn of his head toward a sound. He keeps his chin high around family, while near iron his shoulders draw in and his hands hover protectively near his sleeves.

Height
Currently about 6 feet 1 inch and still growing; he was 5 feet 10 inches before the wreck
Build
Broadening and still growing, with a sturdy frame that is becoming too large for the boyhood clothes saved for him. His strength is beginning to show in the way he handles heavy doors and harbor gear.
Eyes
Mollusk-purple fading at the edges into squid-ink dark
Hair
Pale blond washed toward salt-white
Skin
Usually disguised as fair human skin; beneath troll craft it is water-pale, faintly blue-gray, and slick like a tide pool stone
Age
16; young adult by the standards of his people, though still growing
Gender
Male
Size
Medium

Distinguishing features

His height is increasing beyond the five-foot-ten height remembered by his family.
Salt-pale hair grows unusually fast and is kept cropped short.
Eyes shift subtly between mollusk-purple and squid-ink dark.
Fully grown gills lie along his neck beneath his disguise; they are sensitive to touch.
Hands and feet are webbed, with sharp teeth and water-pale, slickened skin hidden by troll craft.
Carries a small wooden gull whose thumb-worn wing is polished almost flat.

Personality

20 traits and drives

Jor is caught between the boy his family remembers and the person his captors deliberately made. Before the wreck, he was quick to grin, quick to take offense, and almost eager to prove that fear could be beaten by charging straight at it. He wanted to serve the guard because the work seemed honest: stand beside people, keep danger out, and earn a name through deeds. The succession crisis changed that. He began to understand that courage could be used as an excuse for being reckless, and that staying home might make him one more weapon in a struggle between brothers. That growing caution was his first step toward adulthood. His captivity made it something else: a habit of watching, weighing, and concealing. In the hall, Jor performs the role of the returned son with painstaking courtesy. He remembers the order of greetings and the correct way to hold a cup. He thanks Svanhild for his room and tells Heimskr he is ready to work. He tries to use the same quick jokes he used before the voyage, but often delivers them with a flat face that makes them sound like challenges. If someone laughs, he studies the laugh as if it were a signal he has not yet learned. He wants his family to recognize him, but their familiar affection can feel as confusing as a stranger’s touch. He may know that a particular person is his brother while failing to feel the certainty that should accompany the knowledge. He is not naturally cruel. He is, however, learning to judge behavior through a troll framework in which obligations can outweigh comfort and a broken oath can justify a terrible answer. He can describe why the trolls punished the town without agreeing that the punishment was right. The distinction matters to him, but he cannot always explain it. When he is rested, he is curious about the reasoning behind customs and laws. When tired, hungry, or cornered, he falls back on the harsher lessons: strength establishes boundaries, debts must be answered, and hesitation invites someone else to decide your fate. His moods pull sharply against one another. He wants company but becomes uncomfortable when people crowd him. He likes the warmth of Svanhild’s concern and hates being watched while she cares for him. He can be attentive and almost gentle with a frightened child or injured animal, then turn viciously defensive when someone touches his neck or blocks his way from a door. When he is calm, he is observant and surprisingly patient, especially with repetitive dock work. When he is ashamed, he becomes formal. When anger rises, it does not announce itself through a loud voice: his face goes stiller, his hands flex, and his words become literal. His temper is one of the troll traits he cannot reliably disguise. Jor’s hunger has altered his sense of what is ordinary. He has eaten raw meat and things no one in the household would call food. He does not always understand why other people find this revolting. He tries to hide the behavior, partly because he fears discovery and partly because he wants to preserve a human life he does not fully remember. There is embarrassment in him about the bodily changes of adolescence, made worse by the fact that his body is changing in ways nobody in his family can explain. He avoids servants during baths, insists on privacy, and claims that the growth pains are ordinary growing pains. He is trying to act like his old self while also concealing the fact that the old self is becoming harder to imitate. He is deeply loyal to names, routines, and familiar places. “Jor Heimskrsson” is his strongest anchor. He repeats it when memory slips, and the sound restores a sense of boundary: this is my name, this is my family, this is the boy who sailed away. He still recognizes home, the harbor, and the route to his room, even when memories of individual faces seem blurred. The name Gubben is different. He knows it immediately, recognizes the voice that would use it, and feels a complicated pull toward it. He dislikes hearing it because it suggests that the trolls have a claim on him, yet there is a part of him that associates it with lessons, shelter, and people who were not always unkind. Jor can be charming when he chooses, especially around workers who care more about whether he carries his share than whether he speaks perfectly. He asks questions about boats and tools, offers to lift what he can, and remembers small practical preferences. His noble bearing remains, but it is no longer effortless. He is more at ease at a damp quay than in the bright, crowded hall, and more expressive in the dark than in the sun. He has a confused tenderness toward Isolde. Her presence draws him close, while the scent of her Christian faith makes him recoil. He dislikes this contradiction and does not know the name for it. At his best, Jor is brave without needing an audience, curious without pretending to know, and capable of honoring promises even when they cost him. At his worst, he hides everything until fear becomes anger, mistakes obedience for safety, and treats his own needs as evidence of weakness. He wants to be the same son who left for Iceland. A quieter, more difficult hope is beginning to form: that he can be someone new without surrendering his name or letting either side decide what he must become.

Alignment
Neutral, pulled between family loyalty and the survival logic his captors taught him

Quirks

Counts mooring ropes under his breath whenever he enters a room.
Tests a cup’s warmth by holding it against his wrist instead of drinking.
Rubs the wooden gull’s worn wing whenever someone uses the name Gubben.
Smells the air before answering questions about people he does not recognize.
Saves small stones from meals and pockets them rather than admitting he sometimes eats them.

Habits

Walks the harbor after dark and counts mooring ropes to settle his thoughts.
Chooses seats with a view of doors and iron weapons, then tries to make the choice look casual.
Uses troll craft for ordinary comforts, such as warming a cup, but hides the gesture from family.
When confused, repeats his own name and familiar place names before answering.
Avoids servants during baths and changes clothes immediately afterward.

Traits · 4

Courteous and watchful in the hall, blunt and companionable on the docks.
Wants to be recognized as his old self, yet is curious about the troll customs that changed him.
Protective of family but increasingly able to understand his captors’ logic.
Usually composed, but prone to sudden, unnerving flashes of troll temper.

Flaws · 5

His troll temper can turn a small insult into sudden violence.
His altered memory makes him vulnerable to confident lies and planted explanations.
He conceals pain and confusion until they become dangerous.
His appetite and reduced disgust make ordinary social boundaries difficult to understand.
He is inexperienced with iron and may injure himself while pretending familiarity.

Fears · 6

That his family will recognize the spy in him before he can choose what to do.
That his memories of his mother and brothers will disappear entirely.
That the trolls will call him Gubben and he will answer without remembering why.
Worked iron, especially when it touches his skin.
The Christian cross and the inexplicable scent of Christian blood.
That his growing hunger will make him harm someone he loves.

Wants and needs · 5

Needs privacy for bathing and changing while his body continues to alter.
Wants his family to know him without forcing him to perform the boy they remember.
Needs to understand the warning letter and the trolls’ expectations.
Wants a way to handle iron safely without exposing his aversion.
Needs steady meals and a safe place to recover from growth pains.

Combat

AC 13 · HP 18 · 30 ft., swim 30 ft.

Jor tries to escape or disable a threat rather than fight to the death. He opens with Brine Lash from cover, uses a grapple to drag an enemy toward water or an exit, and relies on his regeneration to survive brief exchanges. He avoids iron and direct sunlight, and his troll craft disguise is not reliable once combat begins. If family is threatened, his caution can collapse into a violent rush.

Jor Heimskrsson

Medium humanoid (troll changeling (custom sea-troll transformation)), neutral, pulled between family loyalty and the survival logic his captors taught him
Armor Class13
Hit Points18
Speed30 ft., swim 30 ft.
Level2
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsConstitutionWisdom
SkillsAthleticsSurvivalDeceptionPerception
SensesPassive Perception 11; gills and sea-born senses make him especially attuned to water movement and nearby blood, but this is a custom sensory feature.
Languages
Norse,
Troll
Custom Troll Changeling. Jor can use troll craft to appear fully human, concealing his gills, webbed digits, altered teeth, and sea-slick skin. The disguise fails in reflections or under close scrutiny when he is exhausted, injured, or startled; a creature that studies him can make a Wisdom (Insight) check to notice inconsistencies.
Custom Sea-Born. Jor can breathe air and water. He has a swimming speed of 30 feet and can hold his breath for 1 hour.
Custom Troll Regeneration. At the start of his turn, Jor regains 3 hit points if he has at least 1 hit point and has not taken fire or acid damage since the end of his previous turn. This does not restore hit points while he is in direct sunlight.
Custom Iron Aversion. When Jor takes damage from an iron weapon, he cannot use Troll Regeneration until the end of his next turn. Handling worked iron barehanded causes pain and may expose his disguise.
Custom Sun-Wary. In direct sunlight, Jor has disadvantage on Wisdom (Perception) checks relying on sight and on attack rolls. This is a custom weakness, not a general troll rule.
Custom Troll Craft. Jor knows a small repertoire of practical troll enchantments. He can disguise his altered body, warm or chill a small object, and briefly mask an odor. These effects are noncombat tricks and are not spells unless the DM chooses to develop them further.

Spells

Minor Illusion (cantrip, illusion). Jor creates a harmless sensory illusion, such as the smell of sea spray or the sound of a distant gull. He uses this custom cantrip to cover small signs of his nature.
Ray of Frost (cantrip, evocation). A thin layer of frost forms on a small surface or object. Jor uses the effect as a practical troll-craft trick; the effect is based on the official cantrip but its presentation is flavored as sea magic.
Disguise Self (level 1, illusion). Jor briefly cloaks himself in a magical disguise, making his altered features appear human. This is an adaptation of the official spell Disguise Self; it changes appearance but not physical sensation or touch.
Tide-Hand (level 1, transmutation). Jor creates a small quantity of clean water or causes water to move in a simple direction. This is a custom 1st-level utility spell inspired by coastal troll craft, not a canonical 5E spell.

Actions

Fist. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 5 () bludgeoning damage. Jor avoids drawing iron weapons unless desperate.
Brine Lash. Ranged Spell Attack: to hit, range 60 ft., one target. Hit: 5 () cold damage. A thin whip of seawater lashes the target; this is a custom cantrip-like attack, not a canonical spell.
Grab and Drag. Jor makes one melee attack against a creature within 5 feet. On a hit, the target must succeed on a Strength saving throw or be grappled (escape ). Jor can grapple only one creature this way.

Reactions

Slip Like a Tide. When a creature Jor can see hits him with a melee attack, he shifts fluidly up to 5 feet without provoking opportunity attacks, provided he ends this movement closer to water or cover. This movement is a custom trait.

Services they sell

Can help with harbor labor and simple coastal navigation.
Can share limited knowledge of troll speech, habits, and local sea caves.
Can use minor troll craft to conceal small physical changes or perform harmless household tricks.

Rewards they can give

A warning that the troll captors may have planted other agents in the settlement.
Practical knowledge of troll customs, coastal routes, and hidden sea caves.
A chance to secure Jor’s trust and gain an uneasy intermediary between the town and the trolls.

Equipment

  • Noble travel clothes and fur cloak (clothing)Clean noble clothes and a fur cloak associated with his voyage; carefully maintained to support his returned-heir identity.
  • Wooden gull (personal keepsake)A small carved gull from childhood, worn smooth on one wing by years of rubbing.
  • Wrapped belt knife (weapon)A simple belt knife with an iron blade. He wraps the grip and avoids touching the metal directly.
  • Troll-craft pouch (spellcasting focus)A pouch of chalk, pebbles, and shell fragments used in practical troll craft and as grounding tokens.

Possessions

The wooden gull worn smooth under his thumb
His preserved noble clothes and fur cloak
A wrapped belt knife he handles cautiously
A pouch of shells, chalk, and pebbles for troll craft
A spare high-collared shirt and gloves for concealing his changed body

Background

Jor Heimskrsson was the fifth son of Jarl Heimskr, born into a household where affection and politics shared the same long table. His eldest brothers had already found places in the town’s order: Torvald commanded the harbor and had the habits of a raider; Benji kept the jarl’s household running; Gorm eventually chose the Jomsvikings after Heimskr named their cousin Olaf as heir; and Mikkel, reserved and witty, hunted the wooded slopes as a ranger. Jor grew up hearing that his future would need to be made elsewhere. He was quick to laugh, quick to take offense, and quicker still to join a brawl if someone challenged his courage. For a time, he meant to serve the guard. Then the succession dispute sharpened, and he recognized that remaining at home might turn brother against brother. His parents arranged a voyage north toward Iceland, where he could seek land, wealth, and a name of his own. The ship never reached Iceland. A wreck scattered its people along a cold coast, and Jor disappeared into the North Sea’s fog and surf. The town mourned him as dead. The trolls had taken him alive, as punishment against the settlement for exiling Peer Ludvik, a thane and folk hero whom the townspeople had exposed as a troll changeling. In troll understanding, the exile was not simply a political decision. It was a broken oath, and the jarl’s household was answerable for it. Jor became both captive and message. His captivity began with terror, pain, and the bewildering fact that some captors could be kind. He learned to distinguish trolls who treated him as a hostage from those who treated him as a pupil, though the distinction did not always hold. They taught him their language, customs, and practical magic. They called him Gubben. They explained that their law recognized kinship created by transformation and obligation, and that Peer Ludvik was now kin to him. Their lessons were not neutral. Trolls filled gaps in Jor’s memory with their own accounts, repeated them until they felt familiar, and encouraged him to see the town through their eyes: a place of oath-breakers, iron, and people who feared what they did not understand. The change overtook him by degrees. His gills grew fully in; webbing joined his fingers and toes; his teeth sharpened; his skin grew pale and slick; and his body began to outgrow the boy his family remembered. His hunger changed too. Raw meat, clay, stone, and even church glass could seem like food. He found that little disgusted him, which frightened him more than the hunger itself. Troll temper rose in him without warning, while his thoughts sometimes snagged or drifted. His captors taught him troll craft so he could pass as human, hide his changes, and return to the town as a useful spy. The lessons made him more capable, but also taught him to treat his own face as a mask. Jor’s memories of his family are damaged. He can recognize the shape of home, the approach to the harbor, and the feel of the room his mother prepared, but familiar faces do not always bring familiar feelings. His name is the exception. He repeats “Jor Heimskrsson” when confusion presses in, as if the syllables were a handhold. His mother, Svanhild, has welcomed him back and set aside his old room at Heimskr’s request. His father received a warning letter in secret: the returned sons may be changelings and may have been sent home as troll spies. Heimskr wants the matter concealed. Olaf has seen the letter and believes he failed both Jor and Mikkel. Gorm, away with the Jomsvikings, knows his brothers were taken but has not learned that Jor has returned. Now Jor presents himself as a miracle survivor. He asks to work beside Torvald and Benji while he recovers, and he wears the noble clothes and fur cloak saved from the wreck. After his first warm bath, however, he began insisting on private washing and refusing servants. He prowls the harbor at night, watches iron weapons with wary attention, and practices holding them without pain or discovery. Sunlight makes him wince. He does not understand the Christian faith, but the cross frightens him, and he can smell the blood of Christians in a way he cannot explain. He has developed a tender, confused attachment to Isolde, an Irish thrall whose scent troubles him for reasons he cannot name. Jor wants to believe that returning home means he is home again. His training, altered memories, and growing troll nature make that belief harder to hold each day.

Role in the story

A returned noble son whose apparent survival conceals a transformation and an espionage mission. Jor can become a source of clues, a reluctant antagonist, a bridge to the trolls, or a tragic test of whether family loyalty can survive altered memory.

“Jor grew up hearing that his future would need to be made elsewhere.”
From their background
Faction
A son of Jarl Heimskr’s household and an unwilling, covertly trained asset of the trolls who hold the North Sea coast. Troll law counts him as kin to Peer Ludvik through his transformation.

Known connections

Jarl Heimskr, his father, has received a secret warning about the danger Jor may pose and is trying to keep the return quiet.
Svanhild, his mother, has prepared his room and is relieved he survived, though she senses that his manner has changed.
Torvald, eldest brother and harbor master, has allowed Jor to work near the docks while he recovers.
Benji, his brother and the jarl’s steward, watches over his needs and notices his refusal of servants.
Olaf, cousin and chosen heir, has seen the warning letter and feels he failed Jor and Mikkel.
Gorm, his brother among the Jomsvikings, does not yet know Jor has returned.
Mikkel, his reserved ranger brother, was also taken by trolls; Jor’s memories of him are badly fragmented.
Peer Ludvik, the exiled thane and folk hero, is considered kin under the troll law Jor was taught.
Isolde, an Irish thrall, draws Jor’s confused affection; her Christian scent also unsettles him.
Major secret · GM only
Minor secrets · GM only

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