Infobox
Bergmir Björnson
Basic Information
Type Stat Also known as Bergi Gender Male Race Stone Giant Class Artificer / Alchemist Age 255 Faith Odin Alignment Lawful Good Factions - Places Drasilgard Status
Type Stat Status Alive
Table of Contents
Bergmir Björnson
1. Description
1.1. Appearance
Bergmir Björnson is a hulking stone giant with a broad, weathered frame, his skin the color of worn granite and etched with faint natural striations. A massive, unkempt beard spills down his chest in tangled, fuzzy waves, matched by long, wild hair that thins noticeably across the crown, leaving a bald patch he seems to ignore completely. He is almost never seen without his heavy, stained alchemical cloak, crusted with old reagents and burned in places—its sharp, sour, and mineral stench clings to him like a permanent aura.
1.2. Personality
Bergmir appears perpetually drunk, slurring his words, swaying slightly, and pausing mid-sentence as if he’s forgotten what he was saying—only to suddenly deliver startlingly precise and brilliant insights moments later. He is absent-minded, gruff, and often dismissive, but beneath the haze lies a razor-sharp intellect and deep understanding of alchemy. He treats dangerous concoctions with casual confidence, as if explosions and toxic fumes are just part of the process, and has little patience for those who can’t keep up with his unusual, erratic way of thinking.
2. Biography
2.1. Background
Bergmir Björnson was born in the deep stone halls of Drasilgard, capital of Yggdravia, where the stone giants carve their histories into living rock. Unlike his kin, who valued sculpture and memory, Bergmir became obsessed with the hidden properties of minerals, fungi, and subterranean creatures, seeing alchemy as another way of shaping the world. His brilliance earned him recognition, but his reckless methods—frequent explosions, toxic spills, and a tendency to test concoctions on himself—eventually made him more of a liability than an asset. Rather than cast him out, the elders encouraged him to take his craft beyond the capital, where his talents could be useful without endangering the great halls. Now he runs a ramshackle alchemy shop on the fringes of giant society, trading in potions, poisons, and strange brews—still chasing the perfect formula, and perhaps carving his own legacy in a way no chisel ever could.
3. Character Information
3.1. Store Items
| Potion Name | Price (gp) | Effect |
|---|---|---|
| Potion of Healing | 50 gp | Regain 2d4 + 2 hit points. |
| Potion of Greater Healing | 150 gp | Regain 4d4 + 4 hit points. |
| Potion of Superior Healing | 450 gp | Regain 8d4 + 8 hit points. |
| Potion of Supreme Healing | 1,350 gp | Regain 10d4 + 20 hit points. |
| Potion of Climbing | 180 gp | Gain a climbing speed equal to your walking speed for 1 hour. |
| Potion of Invisibility | 5,000 gp | Become invisible for 1 hour or until you attack or cast a spell. |
| Potion of Speed | 2,500 gp | Gain the effects of the haste spell for 1 minute (no concentration required). |
| Potion of Heroism | 180 gp | Gain 10 temporary hit points and the effects of the bless spell for 1 hour. |
| Potion of Fire Resistance | 300 gp | Gain resistance to fire damage for 1 hour. |
| Potion of Hill Giant Strength | 180 gp | Your Strength score becomes 21 for 1 hour. |
| Potion of Stone Giant Strength | 1,000 gp | Your Strength score becomes 23 for 1 hour. |
| Potion of Frost Giant Strength | 1,100 gp | Your Strength score becomes 23 for 1 hour. |
| Potion of Growth | 270 gp | Gain the effect of the enlarge option of the enlarge/reduce spell for 1d4 hours. |
| Potion of Gaseous Form | 300 gp | Gain the effects of the gaseous form spell for 1 hour (no concentration required). |
| Potion of Water Breathing | 180 gp | You can breathe underwater for 1 hour. |
| Frost Worm Poison | 2,000 gp | Injury poison. On hit, the target must make a DC 19 Constitution saving throw, taking 6d6 poison damage and 6d6 cold damage on a failure, or half as much on a success. |
4. Appearances
- Chapter 2 - A Giant World, Exploring the City: After speaking with Sigurd, the party set out to explore Drasilgard and gather more information. They visited the local alchemist, Bergmir Björnson , hoping to purchase potions and make use of the materials they had harvested from the frostworm.