You are on page 1of 143

chapter 12 the stormlander | 1

STORMLANDS
FOREWORD

Writing about a completely new fantasy country in an imaginary


world is a relatively simple task. On the other hand, writing
about a people and its traditions, religion, celebrations and
important events while keeping it together as a coherent culture
is far from easy. “Stormlands” is the first pure background
module for Trudvang Chronicles and describes the part of the
world which is perhaps most similar to our own history, that is,
the Old Norse. It is difficult to maintain the mysticism and the
storytelling while, at the same time, telling how people actually
live and how they behave. We hope that we have found the
balance between facts and imagination, and have deliberately
attempted to stay away from going too deeply into how each
city looks, exact population numbers, prices in merchandise and
so on, because too much detail may remove the aura of mystery
and leaves a little open to the imagination. We believe in creating
inspirational sources and hooks to keep up your campaigns and
adventures, rather than trying to uncover in detail everything
there is to know about a country and its people. The Stormlands
are wild countries and they require wild imagination to play
in them. We hope that the module will give many memorable
gaming sessions to come.

Enjoy the Stormlands!


RiotMinds

“A third I know: if sore


need should come of a spell
to stay my foes;
when I sing that song,
which shall blunt their
swords, nor their weapons
nor staves can wound.”
Hávamál
CREDITS

Concept and Design


Theodore Bergqvist and Magnus Malmberg

Authors
Theodore Bergqvist and Magnus Malmberg

Additional Writers and Helpers


Luca Cherstich, Dan Slottner and Mattias Berglin

Translation
Andovar and Love Almquist

Editing
John Maron

Art Direction
Theodore Bergqvist and Alvaro Tapia

Layout and Typesetting


Magnus Malmberg

Cover Art
Paul Bonner

Interior Art
Alvaro Tapia, Thomas Wievegg, Justin Gerard,
Per Sjögren, Larry MacDougal and Jim Nelson

Maps and Borders


Niklas Brandt

Additional Kudos
Thanks to all the Kickstarter pledgers and to all ­
the backers who made this project come to life

Our style is to use “they” as a singular gender-neutral pronoun


when possible. This usage continues to gain m ­ ainstream
acceptance, including among major style guides such as The
Associated Press Stylebook and The Chicago Manual of
Style. We believe it is appropriate and practical, not just to
reflect common usage but to accommodate a more inclusive
view of gender identity. The Trudvang Chronicles books also
use “he” or “she” when helpful for added clarity.

isbn: 978-91-984759-6-8
STORMLANDS 7 DAALHEIM 43 DAIN 47 DJUNGHART 53
About the Stormlanders......................... 7 Rauk Gloostone’ Saga...........................43 Family Rods, Mopor and the Religious Power in Djunghart..............................53
Other Influential groups...................... 15 Wildale and Fyrdrincsmanns............43 Practices...................................................47 The Djunghartians................................54
Religion, Gerbanis................................ 16 The Djutt Mountain Range................44 Social Structure and Resources.........48 The Ancient Troll Culture..................54
Tales and stories.................................... 21 The Duuplya Forest..............................44 A Wild People........................................49 Clawcastle................................................54
Sacrifices to the gods............................24 Fyrdrincs Ridge.....................................45 Joaring Warfare.....................................49 The Eben’s Trail....................................55
Superstition and Witchcraft .............. 31 The Hellack Mountain Range............45 A Wild Land...........................................49 The Hart Caves......................................55
Warfare practices................................... 31 Hvergil......................................................45 The Blackcleaf Mine in Vallerspoint......49 The Hartpikes Islands..........................55
Feasts and rituals...................................32 Jornastrandr............................................45 The Firstborn Trees of the Plains of The Hrimfors River, the Hrimsbridge
Living and housing...............................35 The Vislatt River...................................45 Torod.........................................................50 and the Ebensbridge.............................56
Climate and weather.............................38 The Great Shadow Woods..................50 The Kalderhum......................................56
Measuring time .....................................38 Hillinge Woods and the Dwarves.... 51 Kaldershem.............................................. 57
Landscape and Nature..........................38 The Hillingen River............................. 51 The Klarsvelp Lake............................... 57
The Julga Trail...................................... 51 The Ormika Lands................................ 57
Julgavaad.................................................. 51 Redborg....................................................58
The Rydlands Plains.............................58
The Ryd Hill...........................................59
The Sisterskimmer forest....................59
Tuvoldcastle ........................................... 61
Vidarslodge............................................. 61

THE TROLLRIDGE 97 VORTLAND 105 WILDLAND 115 THE STORMLANDER 123


The Trolls of the Mountains..............97 The power in Vortland.......................107 The Power in Wildland..................... 117 Stormlander Archetypes....................123
Signs of Long-Lost Civilization .......98 Bjarpoint................................................107 The Wildlanders.................................. 117 Power Archetypes................................126
The Ancient Dwarven Kingdom of Brownhill’s Moor.................................108 Ailburg and Ailgaard......................... 117 Special Stormlander Traits and
Graydeep, Grunkovorda.......................99 Driik........................................................108 The Copper Mines.............................. 117 Abilities..................................................130
Dustwall, Ivonda....................................99 The Grenwall Grifts...........................108 The Copper Trail................................. 117 Stormlander Regional Traits............133
Graystone, Yugglovorka....................100 The Gruuw Mine.................................108 Hallwind................................................. 118 Update on old skills............................139
Grimgnistur, Olgisiljev......................100 Hawen.....................................................108 Hrefing................................................... 118 New Material for Weapons: Bronze.....139
Morkdali, Novgalod............................100 The Jockla River..................................109 Jordek...................................................... 119 New items: Wildhorns and
Wondraskjalf, Rorstrai.......................100 Jornhelm.................................................109 Oungair: the Lair of the Sea Wolves.119 Dragonhorns.........................................139
The Dead Trail.....................................101 Jornwind.................................................109 Storhavn................................................. 119 New Combat Maneuvers....................139
The Klipperlake....................................102 Jotuncratir.............................................109 The Wolfwoods....................................121 Trollridge Mountain Trolls.............. 141
The Mines.............................................103 King’s Call............................................. 110 The Wulfr Villages.............................121
Trollborg................................................103 Klapperland........................................... 111 Vretgaard...............................................121
The Mywater lake............................... 111
Oakhall................................................... 111
Sharprund’s Eskers............................. 111
Stormrock.............................................. 111
The Storm Coast.................................. 112
The Troll Rocks................................... 112
Windiborn............................................. 112
The Wind’s Nest plains..................... 112
The Windock Spring.......................... 112
EJDLAND 63 FYNNHEIM 71 ICEPEAK MOUNTAINS 79 NOJD 83
Clan Lords, Shieldjarls and the Elven heritage and Brothic The Bjarnwoods.....................................79 The Legend of Broin.............................83
Council of Ejd.........................................64 colonization............................................. 71 The Icefijell............................................. 81 The Nojdans: a Divided People..........84
The Copperwoods.................................64 The Power in Fynnheim...................... 72 Ignadahl................................................... 81 Chieftains, Councils and Tribes........84
Eastmarki................................................65 A Prosperous Land Threatened by Trolls...72 The Illimarik Mountain...................... 81 Religion and Markets...........................85
The Grimhills.........................................65 Arind......................................................... 72 The Breedripper River.........................86
Grim Village...........................................66 The Draugmoors................................... 72 The Darken River..................................86
The Jotunheid Plains............................66 Elin............................................................ 72 Fengsale....................................................86
Iron Moors..............................................66 Eiglast....................................................... 73 The Frostholt forest..............................87
Klipp..........................................................66 Eimar’ Sword Hall................................. 73 Gormi’ Stones.........................................88
Kraav.........................................................66 Gelm.......................................................... 74 The Icelake..............................................88
The North Plains...................................66 The Gelmridge Mountain................... 74 The Klappfalls........................................88
Paatr..........................................................66 The Gulgavade Forest.......................... 74 The Ravenswood....................................90
Rimcoast..................................................68 Hoglamark............................................... 74 Regen........................................................90
Saaga.........................................................68 Magnerym............................................... 76 The Ruggi Stones.................................. 91
The Silvra River....................................68 Sasrum...................................................... 76 The Still River........................................ 91
Stigor........................................................68 The Saukaford River............................. 76 Stillwaterfalls and Stillwater Lake...92
The Blacktear River..............................68 Saukamark............................................... 76 Vaneheim..................................................92
The Tinderswamp.................................68 The Styckfors River..............................77 Vaskheim..................................................92
The Tinder River...................................69 Styckmark................................................77 Virtne Spring..........................................93
Tjute..........................................................69 Trungarm’s Ale Hall.............................77 The Wargriver.......................................93
Trollmark Castle....................................69 Vestmamark............................................77 The Wargwoods....................................93
The Wildheart Forest..........................69 The Westwater River...........................77 The Wolftongue.....................................94
Yksa...........................................................69 The Wolfpeaks.......................................94
Wildis’ Face.............................................94
The Vitterstream River.......................95
Vurdviik...................................................95
Ylfingstone..............................................95
ro

n
T h e Gnrteaai tn sI
Mou

W D
THE STORMLANDS Eastern ds ILD LAN S
Daalheim
Dain
Darkwoo
Djunghart
Ejdland
Fynnheim
Icepeak Mountains
Nojd
Trollridge Mountains ICEPEAK MOUNTAINS
VO
Vortland RT s
Wildlands LA
ND Bjarnwood

FYNNHEIM

AIN E
S
UNT DG
MO LLRI

Wildh
NOJ

O
TR

eart
D

EJD
LAND
DAI

SEA
N

DJUNGHART M
GRI

OSTER OCEAN

DAALHEIM
t
Djut
Hellak
0 400 800 km

6 | chapter 1. stormlands
Chapter 1

✦ STORMLANDS ✦
Throughout the Stormlands, from the Great Iron Mountains’ to Ejdland’s
dark forests, the Stormlanders are the people who rule. They are thought
to have originated from the Wildfolk of the Northwest. Kremors, Broths,
and Wildbrons arrived in the Stormlands thousands of seasons ago. They
settled wherever there were good hunting and fishing grounds. After
thousands of years, these three races became one: the Stormlanders.

Stormlandic culture dominates vast The Gerbanis’ faith is often mixed with Wilfolk with the strength of their mighty
regions, but one of the old tribal the bloodline myths, fertility beliefs, and horsemen. On the other hand, the Broths
identities is still strong. A few rare, sacrificial cults, as well as the veneration of were unlike any other people: they came
still untouched tribes of Wildbrons are an array of natural forces and other deities. from the Grim Sea, leaving mysterious
present in the wilderness, although often The Stormlanders consider these practices islands which sunk into the ocean, bringing
regarded with suspicion or even scorn to reflect their strong ties to their own with them esoteric cults where death and
by the other tribes. However, many jarls clans, and the ultimate expressionsof these pregnant women were equally revered.
and chieftains gladly employ the combat- ties are practices such as the blood revenge Admittedly, there are also other races or
efficient Wildbrons in their hordes. and the sacrifices to the ancestors’ honor. tribes from both the western and southern
Many Stormlanders place great emphasis parts of Trudvang to be found in the
on personal reputation, which is not ancestry of Stormlanders. In spite of this,
About the Stormlanders primarily gained by gaining status through few have managed to maintain their own
What gives the Stormlanders strength high position, but by the courageous tribal culture, and have quickly mixed with
and unity is not the fact that they are not actions and everyday bravery in the face other Stormlanders. However, there is only
subordinated to a jarl or a chieftain, nor of the grand wilderness and dangerous one ethnicity that has managed to retain
the prospect of pursuing raids against wastelands that surround the Stormlands. its own individuality, culture, and way of
other countries or collective rampages. Even if nature and wilderness seem to living, even in recent times: the Wildbrons.
Most important is the common ideology rule over most of the Stormlands, this is an They are great fighters and warmongers,
and the religion that are shared by most ancient land, where civilization flourished living only for war and battle. Their
Stormlanders. Stormlanders have long long before the coming of the Wildfolk skills are appreciated throughout the
had different ideas about their origins tribes who evolved into the Stormlanders. Stormlands, since quite often the Jarls
and their history, especially regarding Elves, Dwarves and Trolls all have lived hire whole hirds of Wildbrones to be used
their mysterious ancestors. in these regions in long-gone ages, but in the tribal feuds and wars which often
It was therefore only after Gerbanis’ most of their history is nowadays gone and plaugue the Stormlands. They have odd
faith and beliefs were accepted that forgotten, while their ruins are covered by customs (like drowning victims into lakes,
the Stormlanders became one people, vegetation or buried under the soil. instead of using blot poles) and too often
under one faith and religion. While Most Stormlanders stem from a mix nowadays their faith in Gerbanis is mixed
the worshipping of ancestors is still of primarily two different wild peoples: with nature cults.
alive in many tribes and regions in the the Kremors and the Broths. The first Another important Wildfolk were the
Stormlands, Stormi is the great father were fierce nomads, coming from the Agroths, who arrived later than others
and ruler of the Stormlanders’ lives. west, imposing their primacy over other in the Stormlands, and their descendants

chapter 1. stormlands | 7
are mainly the Wildlanders. They were the Skulljood, others keep their head bald Being rich and powerful is rarely
somehow kin to the Wildbrons, loving both apart from a neck tail, and this hairstyle shown by wearing refined clothing, but
wilderness and warfare. Many scholars is called ”jod-tail”, which is distinctive of rather by wearing beautiful furs from
believe that the tradition of the Bersekers Stormlanders. Common male fashions dangerous animals, precious jewelry, such
raised from the meeting of Wildbron and include the ”rod braids” (what can best as thick bracelets of twisted silver or gold,
Agroth cultures. be explained as dreadlocks), ”wildbronx” and heavy necklaces in precious metals.
The Stormlands consist of the following (overgrown hair with bits of bone and large Trophies from opponents and beasts also
countries: Ejdland, Fynnheim, Vortland, bronze rings attached), ”troll-back” (mixed inspire respect.
Djunghart, Dain, Nojd, Daalheim and braids and jod-tails), rash, and troll-matted The most common protective garment
Wildland. Unlike Westmark, where hair. Women can also have neck knots and among the Stormlanders is the fur armor,
borders are often more or less defined with neck braids. because it protects against both weapons
markers or watch towers, fences or border Stormlanders’ eyes tend to be dark, and and cold weather. Many also use metal-
rocks, the borders in the Stormlands the most common colors are steel gray, reinforced leather, and the richer warriors
take on new shapes as often as new jarls raven black, or earth brown. Unlike other wear chain mail.
or chieftains are born. In short, one can peoples, yellow eyes are relatively common The most common type of weapon
say that the Stormlands consists more of among certain Stormlander clans. Wise among Stormlanders is the bearded axe,
different peoples and groups who share the men explain this phenomenon claiming and consequently, the god Stormi is often
same regions, rather than well-established that many Stormlanders have troll blood portrayed as a mighty warrior armed
countries with clearly-defined boundaries. in their veins. with an axe. Other arms are the bear-paw
While rulers certainly care about borders Stormlanders’ skin is usually light and (long dagger with a curved blade) and the
in the Stormlands, there’s an unspoken pale, but many male Stormlanders are hairy ”Glaaf ”, the one-edged short swordwhich
law across the region saying that a ruler’s and this paleness is masked under dark was the ethnic weapon of the Broths, but
country is never greater than what his clan body hair. Many others also have a more which is today usually ignored in favor
can defend. leathery skin, which is said to withstand of the broadsword, or of the heavier
the cold climate better, and is also seen as a battle sword. Stormlanders prefer the
legacy of the trolls. In winter, it is common straight swords since they are easier to
The Stormlander’s to lubricate the skin and hair with fat from manufacture, provide more power, and are
Appearance narwhale, bear, and snowboar. easier to handle during battle than blades
The Stormlanders tend to be stockier with odd shapes.
and slightly taller than both Mittlanders Among Stormlanders it’s rare to wear
and Viranns. It is said that Stormlanders Attire and ornaments scabbards. Rather, weapons are mounted
are dark in all but skin when they have Among all peoples and races, the on the belt by hooks or simply hand-held,
been freed of dirt, sweat, and blood. ”Dark Stormlanders use to ritually scar their which comes down to the importance of
hair, dark eyes, and dark in mind”, say the bodies the most. It is not so much about the being ready for fighting when it counts,
Westmarkian priests. Darker hair than the heathens’ tattoo traditions, but It is rather and not risking a weapon getting stuck in
people of the Stormlands can only be found about the Stormlanders’ relationship to the the scabbard, as often can happen in the
in the Wildfolk. Among Stormlanders, it divine. A scarred Stormlander is a good cold.
is not uncommon to have raven black or fighter, and the gods are closer to his heart.
troll-brown hair that can be either straight, Therefore, it is not uncommon for wounds
wavy, or curly. Men have as much hair as to be widely stitched with heavy thread Shaved heads
their health and age allow them, which so that the scars will then become more Stormlanders’ shaved heads have not
can vary from baldness to shoulder-length prominent. always been a part of the Stormlandic
hair. Women have, in most cases, long hair, The Stormlanders’ garments are not culture and adornment. In the past, it
at least shoulder length, and some even very varied among different tribes but was common for warriors to wear long,
grow a real ”back armor.” consist almost entirely of wool and fur bushy hair and beards, but today there
According to the venerable tradition or hide. The wool comes from goats and are maybe more varieties of the shaved
of ”Skulljood” (see below) warriors cut a sheep, sometimes from long-haired oxen, head style, than Stormlander clans to
portion of their hair once they slay their and in rare cases, the Hrim trolls. The fur use them. Only exceptional warriors,
first enemy. The origin of this warrior or hide usually comes from goat, cow, or like the Berserkers and Battleborns, keep
tradition is in an ancient battle against the rabbit. Women dress in a dress with low- their hairs wild and long, while most
followers of the Tenet of Nid, when the slung belt, or a shirt with an apron, and Stormlanders proudly shave at least part
Stormlanders cut off their hair to be able the men wear a tunic and wool or leather of their heads, often leaving single tails or
to identify friend from foe. While some pants. They don’t wear anything on their particular dreadlocks, as distinguishing
Stormlander let their hair grow back after heads, except maybe a helmet. ethnic signs of their clan, society or tribe.

8 | chapter 1. stormlands
swore that they would rather fight and
die, than be enslaved and live by the One
Faith. All night the warriors prayed to
Stormi and sacrificed greatly in return
for recovering the strength and courage
to face their enemy at dawn.
Many felt that they were too few, and
that their small strength would not even
be distinguished from the heathens once
the battle had begun. With a broken
knife, Grejvur then cut off his hair, and
shared the famous poem:

Brave men in the name of Stormi,


Axe will bite the weakling’s skull.
Rattle our armor in the light of dawn,
Shining heads will separate friend
from foe.

The fact that Paater Grejvur and


the remaining army, all with shaved
heads - to distinguish friend from foe -
won a bloody victory over the Tenet of
Nids’ collective strength was naturally
interpreted as a great sign that Stormi
was stronger than the Tenet of Nid’s
One God. Since that day the “Skulljood”
became a common practice. It is
customary for the Stormlander who has
killed his first enemy, to have his head
shaved as a sign of gratitude toward
The myths about why the warriors between Dranvelt and Vortland and Stormi for having survived his first
from the Stormlands shave their heads began the trek toward Graankul’s hills, battle, and to receive the god’s continued
are numerous and varied, but one story in a final attempt to break the Nidhist protection.
dominates. shackles in Dranvelt. They were led
Many seasons ago, a great enemy from by the Grejgvus’ bear-like commander,
the West had appeared, and gathered vast Njord Grimgrift. Society: Hirdmen, Jarls, Free
numbers of warriors on the highlands in The first and last battle of Dranvelt Men and Slaves
Dranvelt. Some people said that it was the was as bloody as everyone had predicted, The Hirdmen is the basic unit of most
Tenet of Nid’s first and only real attempt and it took place on the highlands of Stormlander armies. Participation to the
to convert the ferocious Stormlanders Dranvelt. First, the weak Carlonnians ”hird” is the most important feature of
to “the One Faith”. The previously and Bysentians offered little resistance every farm, alongside the management of
divided Stormlanders gathered their to the ferocious Stormlanders, but it was slaves. The hird may consist of anywhere
warriors under the dimwalker Grejvur when the mercenary Arks, with their from a few men up to twenty or thirty
Bloodneck’s black flags, and in the name dreaded thorn beasts, and other savages fully-armed warriors, depending on how
of Stormi, they swore to defend their joined the fray that the hope for a grand rich the farm is, and how big a family
rights and their country. victory turned into an escape from death they have.
Dranvelt is no part of the Stormlands, and dismemberment. Being part of the hird means that one
but due to its proximity, the inhabitants But the Stormlanders were not should protect their villages from dangers,
of that land had many ties to the defeated: they were just shattered. Many and to gather during the family’s great hird
Vortlanders. Seeing their enslaved brothers and sisters lay dead on the meeting when feuds flare up. Many men of
brothers in Dranvelt had become too battlefield. They temporarily fled into the hird also serve as farmers and help out
much for the Stormlanders, who gathered the shadows of the wilderness to lick with the farm, but they always make sure to
in significant numbers on the border their wounds and gather strength. They keep themselves ready for battle. On larger

chapter 1. stormlands | 9
farms, the hirdmen do not participate in often the presents are guarantees of fealty major source of power, and although the
the farming, but all their time is spent from those who receive them. An avid ruler custom says that the eldest child inherits
training, hunting, and protecting the farm who does not give gifts to his warriors, will the estate, the earth belongs to the whole
from invaders, trolls, or other beasts. sooner ot later loose them. ”Ringbreaker” is family rather than to the smaller house of
Hirds sometimes do not last, and an old title used for generous kings or jarls, the individual farmer.
therefore many lone warriors often look for recalling the ancient habit of awarding ”A free man or woman has a free will and
employment. Most of these mercenaries golden and silver rings to worthy subjects. a clear voice”. This proverb is often said in
aim to become permanent hirdmen under With a treasure chest filled with copper or the Stormlands, and it is also one of the
the banner of powerful warlords. But there precious gifts, a jarl can keep his circle of Stormlandic laws. Warriors and hirdmen
are also those whose battlefields are the allies around him. The art is to continually have a special position in Stormlandic
fighting pits and rings of mead halls. They renew the stock, in order to maintain his culture, as well as the female warriors
are called ”Sormmen” and they earn a reputation for generosity. An art that has known as the ”Shieldmaidens”. A warrior
living fighting and dying for other peoples’ caused Stormlandic rulers to often raid always gets two votes, one for being free,
enjoyment. and declare smaller wars against their and one for his weapon. But to argue that
Chieftains, elders, jarls, and Stormkelts neighbors. you should have two votes also implies
base their status on the other residents’ The generic term ”Jarl” or earl is the a certain responsibility. The warrior
needs for security and protection. Across basic title of power in the Stormlands, who cannot exercise his duty, or who is
the Stormlands, the strength of a country but it is mostly used only for those whose considered a coward, but still has exercised
Is reliant on how well the ruling lord authority is limited to a single village, a clan the right to cast two votes, is often slain or
maintains his influence through personal or a small number of farms. “Gårdsjarl” is driven out to become an outcast.
friendships and participation to societies. another word used for a jarl, since it means A woman has as much power as a man,
The concept of power is based on lesser somebody who rules over a “Gård” or and the only thing that matters is how well
men, women, and their families accepting courtyard at the center of a village. Many a person can take care of himself or herself
the leadership of those who can offer jarls are independent, while others are and of their underlings.
protection against all the hazards of the ”Lydjarls”, which mean vassals of a much A slave has no voice and must be
wilderness. But the capacity of giving stronger jarl who bear more elaborate helped to understand their wishes. Slaves
protection may vary through time, or titles like ”Swordjarls” or ”Shieldjarls” are owned by both free men and women.
maybe from a generation to the other. (which are roughly equivalent). There are They stand outside the clan and are at the
This means that the areas of power of other titles (likethe Fylkjarls of Wildland) mercy of their masters’ wishes. Slaves are
such leaders are, therefore, fluid. Countries but all these relations of power, and the born into slavery or taken as prisoners
are constantly shifting in size, and have linked titles, are fluid and bound to change, during raids. The trade in slaves is great
overlapping, unclear boundaries. due to the continous state of conflict and and profitable all over the Stormlands. On
Across the Stormlands, with the warfare in which the Stormlands linger. some farms, especially in Fynnheim and
exception of Vortland, the power is of a Virtually all the Stormlands are Vortland, a slave may get paid for their
fragile nature, and good connections and controlled by jarls or chieftains, with work. The lucky ones who have saved
a network of oaths and favors are more varying powers, with topmost rulers all their money, can, in old age, buy their
important than anything else. In the bearing special titles and ruling over freedom. However, this is very rare, since
Stormlans material wealth is not valued larger tracts of land. The only exceptions the payment they receive is so small that it
as highly as in Mittland or Westmark. are Vortland, which is controlled by the is barely possible to save.
Friendships and alliances are more Paater (Gerbanis’ highest religious leader),
important and stand as warranties of and Fynnheim, which is controlled by a
prosperity, happiness and, most of all, group of Stormi Kings called the ”Storm Shape-Shifters, Berserkers,
protection. Jarls”. In Ejdland the topmost rulers Storm Maidens, and Battleborns
How long these bonds and friendships are known as ”Shieldjarls”, in Wildland It is said that some men and women are
last are often manifested in ”things” and ”Fylkjarls” while ”Swordjarls” rule smaller touched by the god Enken, and that they
”folk moots”, or ”Stormifeasts”, where lords, estates, in Djunghart ”Drotts”, and in Nojd are what the Stormlanders call ”Eigi
jarls and other free men govern their affairs. ”Chieftains”. Dain lacks any real form of Einhamr” – roughly translated as “not of
These meetings are a kind of council that is power structure, but the country consists one shape”. Legend claims that some can
more similar to negotiations than anything of farm villages and small towns, each with transform their physical body into that of
else. The things or folk moots are the main its own ruler. a beast, such as a wolf, a raven, or a great
channel of dialogue between the ones who Most Stormlandic countries are based black bear. Witnesses mumble in their
govern, and the ones who are governed. on free men and women, most of whom sickbed that they saw a great black bear
The practice of awarding gifts to are farm owners, merchants, hunters, charge across the battlefield – cutting
worthy subjects is a well-diffused one, and craftsmen, or hirdmen. The farm is a through the tide of foes as if were they

12 | chapter 1. stormlands
melting butter on a hot summer’s day. forests as mighty beasts in search of prey. combat, can have their mark removed. On
Others say that they have seen ravens Those who are Eigi Einhamr live solitary the plains of eternal twilight, no weapons
come down from the mountains and lives as they may – unwillingly – harm are allowed, and a combatant may only use
transform into battle-hardened warriors anyone who lives by their side when the fist, claw, and paw to do battle.
on their doorstep. No one knows for sure if mark of the beast comes upon them. They This is what the legends say, but the
the legends about shape shifting warriors lead lonely lives, and live by the sword, mythical shapeshifters are not so frequent
are true, but there are many across the often serving as dreaded soldiers in armies today as they once were. Nowadays the
Stormlands who believe it. Enken is, after where they can live out their bestial desires. majority the warriors who believe to have
all, the god of nature and the protector of But it is written in ancient legends and been touched by Enken are not able to
animals, who herself takes on the shape of dusty tomes that the mark of the beast can shapeshift, although the frenzy that they
a great bear. be removed, and that those who are Eigi display in the battlefiled, makes them more
However – as always – for such a great Einhamr can become “Einhamr” – of one similar to wild predators than to human
power there is a price to pay. Those who shape. Through the brewing of potions and fighters. They are the ”bersekers”, warriors
are Eigi Einhamr are cursed by the mark the ritual of blood gifting, a shape-shifter who lack the discipline for fightining in
of the beast. They have this extraordinary who is cursed by the mark of the beast can a well-organized shield wall, but whose
ability, but inside they are tortured. It is enter the Great Chaos Storm, and there fury allows them to face and fight even
said that those warriors who are touched he must search for the hunting grounds the strongest enemies. Songs, sagas, and
by Enken and gifted with magical power of the great god Enken. As a huge black poems often tell about Berserkers who
suffer from an insatiable bloodlust. They bear, Enken prowls the plains of eternal courageously take on a large number
are not their own masters, and during the twilight deep within the Chaos Storm. of foes or dangerous beasts while
night they crave the smell of rendered flesh Those shape-shifters who meet the god of fighting all alone. In Wildland, they’re
and the scent of fear. They prowl the dark nature and beasts and defeat him in single called ”Bearshirts”, although the true

chapter 1. stormlands | 13
Bearshirts that can shapechange are rare. The Berserker’s relationship with The fury or ”berserkergang” is what
In Fynnheim, they go under the name of religion and the gods is complicated. defineds the berserkers, and such a
”Ulfheidrs”, which in Vrok means “wolves There are a few odd Gerbanian maddened mental state takes possession
in shaggy fur”. In the other Stormlands, berserkers, but most berserkers believe of these fighters during the battlefield.
they are simply called ”Berserkers”. that their souls have been touched by the When fight is about to start, berserkers
These warriors are often compared to wild god Enken, like the shapeshifters of bite their shields or growl in beastly
bears and wolves, due to their exceptional ancient sagas. On the other hand, other mood, before leaving any caution,
courage and strength, which make them to bersekers seem to recall prehistoric throwing themselves against the enemies
occupy special positions on the battlefield. religious practices of the Agroths and as furious animals.
They often form leagues of warriors that the Wildbrons, when wolves and bears On some farms around the Stormlands,
are sought after in times of war, but in were worshipped as gods, long before the they imprison berserkers in anticipation
times of peace often cause concern. coming of Gerbanis. There are also many of fighting, because they are considered
Some are berserkers by nature; others berserkers who have taken a more radical wicked and too violent to let loose. In
join secret cults and learn the art under approach, completely refusing religion. other parts, they are treated like kings.
veiled initiation rites. In any case berserkers In fact, in the Stormlands, berserkers are Usually beserkers do not change shape
follow customs which set them apart from sometimes called “men of their own”, as like the shape-shifters, but they fight with
most Stormlanders. For example, even if they rely only on their own power, and a ferocity and rage that often puts them
a shaven head defines a skillfull warrior, many of them have chosen not to believe out of control. The fury can be so wild that
the Berserkers never shave their heads; in the words andteachings of Stormi. This berserkers are reputed to keep on fighting
instead their hair grows wild and long, has naturally created certain distance even when they mangled bodies are
as does the beard. Berserkers are in fact between the berserkers and other folk, technically dead. More than one berserker
sometimes nearer to the animal world than because most Stormlanders have difficulty has fallen on the ground only after having
to civilization. conceiving life without Stormi. killed the enemy who has dealt them a

14 | chapter 1. stormlands
mortal blow. People say that is the animal
spirit of Enken which keep these dead
berserkers alive as long as their rage
lasts. There are stories about berserkers
needing days, or even weeks, to calm down
and abandon the beserkergang fury.
Skirmishes and wars are so constant
in the Stormlands that most clans cannot
rely just on brave men to fight their
battles. There are women who fight and
die beside the men, and they are labelled
with the honorable name of ”Shield
Maidens”.
The fiercest and wildest of these
women are the ”Storm Maidens” who
fight for the Gerbanis faith. They are
sworn to protect the Stormikjelts and are
known for their bravery in battle.
In the Stormlands, all free men and
women have one vote, warriors have two
– one for being free, and one for their
sword – but Storm Maidens cast three
votes. One for being free, one for carrying
a sword, and one for serving Stormi. Some
Storm Maidens focus on learning the art
of combat, and some the art of prayer, but
they are all protectors of the Gerbanis
faith and of the Stormikjelts. It is common
for Gerbanis priests to have a small group
of Storm Maidens protecting them when
they travel between sacred places.
Some children are born on the battlefield. trading agreements with the West. The
They are known as the ”Battleborn”, or
Other Influential Hansa managed to control large centers
the ”Stormi-seed”, and it is said that they groups of trade and established a monopoly over
are touched by the greater gods. Most Beyond all the jarls, chieftains, Stormi several goods and products all over the
Stormlanders believe that a Battleborn is kings, hirdmen, and leaders who control Stormlands. In this way, the Gerbanian
half man, half god, and as such they have their groups of warriors or traders all foundation in the north took part of the
a truly unique position in Stormlandic over the Stormlands, there are a number proceeds. The Storm Hansa spread quickly
society. A girl who is born on the battlefield of important groups that have a powerful to other areas of the Stormlands, because
is said to be touched by the god Enken, and influence over religion, politics, trade, they carried out this trade as the very
as such, she is treated like a demi-god, and and war in the Stormlands. Two of the will of Stormi. Few merchants had much
is hailed throughout the Stormlands. A most prominent of these are the Hel strength or influence to compete against
Battleborn is destined to never settle down, Riders and the Hel Sisters. the Storm Hansa, who forged lasting
but to wander from village to village, and ties to the Bryckers and the shrines that
to always seek war and to perfect the art existed around the Stormlands. Today,
of war. As such, a Battleborn is welcome The Storm Hansa this is a powerful institution that is well
in any Stormlandic home, and is always With a red ring as a seal, the Storm Hansa associated with both trade and religion.
invited to a free meal and to sleep close to mark all their goods so that everyone Even the simple fact that they are able
the fire, as the Stormlanders believe that will acknowledge that they belong to to claim the ring as a symbol means a
to reject a Battleborn is to reject Stormi the influential Storm Hansa. Established lot for trade, since many Stormlanders
himself. Just like most Berserkers and the more than two centuries ago by the unconsciously respect the symbol, If not
fierce and wild Wildbrons, a Battleborn Storm Jarls who held power in Fynnheim, the men who bear it. The Storm Hansa are
never cuts or shaves his/her hair, but lets it the trading community grew stronger especially strong in Fynnheim, Vortland,
grow long. and stronger, making also alliances and and Ejdland. However, it is important

chapter 1. stormlands | 15
to note that the Hansa are strongest in They believe that all infidels must die ”Great Faith”, unlike the worshippers of
the larger cities. In rural areas, it is still before their gods can rise to this world the Tenet of Nid, who call their religion
the local merchants who rule, since it is again. They worship chaos and violence, the One Faith in the One God.
difficult for the Storm Hansa to control envisioning themselves as a tool in the Before Stormi came with his message
trade in every little village and backwater hands of their gods. Hel Riders are rare but of hard work and the rights of the fittest,
community. Quite often, such local feared. They attack small villages during many cults and creeds, which were closely
tradesmen have actually hired unattached moonless or cloud-covered nights, and related to nature and livelihoods such
hirds to plunder the trade caravans or sacrifice everything alive to their gods. as hunting and fishing, were part of the
trading ships of the Storm Hansa in order To join this community, a supporter must patchwork of Stormlanders’ beliefs. It was
to diminish their foothold. This has been mutilate himself/herself in some horrific considered necessary for the people that
especially common in Ejdland, where the way. Therefore, it is not uncommon for interaction with nature was functional. The
Hansa often complain about the local those who belong to the Hel Riders or Hel rites reflected the population’s reverence
merchants’ reluctance to enter into the Sisters to be blind in one eye, missing one for life around them. The belief in spiritual
trading community. or more fingers, possess deep and jagged beings played a significant role in their
scars, or display other evidence of great daily lives. Today, ancient places with
harm. Since Helfrigg is the greatest and beautiful natural features testify to how
Hel Riders and Hel Sisters strongest goddess among the Hvergelift, people showed great consideration and
There is a crowd of hirdmen of the Dark it is also common that women have the sacrificed to, among others, the bears and
Race. A group of men and women who have highest authority in this community. The wolves, who are still considered sacred by
chosen to never assimilate to the Sturmasirs men, known as Hel Riders, are warriors, most Stormlanders. But the Stormlands’
but have given their lives to the Hvergelift. and women, known as Hel Sisters, are religious history has a dark and gloomy
It is said that it was the Broths who first priestesses. side, full of victims and bloody rites that
introduced the cult of the dark gods when The community’s symbol is a ring with continue to this day.
they came to the Stormlands. Others argue a shaft attached to its base. It is said to Most Stormlanders and followers of
that this group only exist in the Wildbrons’ symbolize ”Wrath”, the soup ladle inside Gerbanis have a worldview that is based
legends. Wildbrons themselves seldom Vergelmir, the cauldron of the Hvergelift, on belief that Trudvang is located in the
perform blood giftings to the gods in the but it is also clear that the Hel Riders’ middle of the ”Great Chaos Storm”, and
manner that the Stormlanders currently do symbol seems like a twisted, perverted that the forces of disorder constantly try
on blot poles. Instead, they gladly sacrifice version of the Gerbanian ring. to force their way into the center, the eye of
victims in ponds or lakes, like for example the storm. Those who die are thrown out
slaves drowned in honour of their ancestors, into the storm, and they must be strong
as a gesture of gratitude. Religion, Gerbanis and brave in order not to be consumed
Surrounded by great mystery and Generally, one can say that most by the dark forces there. The one who
violence, the Hel Riders and Hel Sisters live Stormlanders worship the great god possesses the power to get through the
in the shadow of night. They may worship Stormi, and the gods who live by his side. Chaos Storm will encounter a peaceful
any of the dark Chaos Gods - Helfrigg, Stormi is the great father in a fierce and and beautiful country, where the great god
Illgri, or Draugrim - and regardless of merciless religion named Gerbanis, after Stormi rules, a god who himself constantly
whether their origin is from Broths or the great seer Gerban Hvungdir who, heads into the storm to defeat the evil
Wildbrons, they’re dreaded all across the according to the legend, was the first forces of chaos that live there. Sometime
Stormlands. Only Wildland has been spared to pave the way for Stormi’s arrival in in the future, the storm and chaos will be
from their forces. Trudvang. defeated by Stormi’s selected army, and
The dreaded practices of Darkgifting Although it can be difficult to they who pass the test will get through the
and Helgifting are common among Hel understand for some, there are many storm. For this reason, it is not necessarily
Riders and Hel Sisters.Deep in the earth’s Stormlanders who fill their faith in a bad thing to die when you are young and
protective womb, they hold their fairs and Stormi with ancestral worship, wolf cults, strong, or when courage is the greatest
worship their Chaos Gods. When they moon worship, and other deities of nature. in your heart. It is thought that if you die
sacrifice lives in the name of Chaos, it’s in Gerbanis’ followers don’t necessarily see in this status, you then have the greatest
the name of pain and violence. The blood these local additions to their religion opportunity to get to the other side.
gifting is gruesome and savage, all too as something negative, but rather as a In Gerbanis, there is a large number
often awakening dark dwellers from their further pillars to lean on in this brutal of gods and monsters, but a handful of
deep sleep. Some Hel Sisters are powerful and harsh world. Having said that, the them are much more common and more
enough to tame these dark dwellers Stormi faithful do not constantly try to spoken of than others. Gods and mythical
and use them as tools in their pursuit of convert non-believers of Gerbanis into creatures are divided into three categories;
creating further Chaos. true followers of the, as they call it, the Stormasirs (Storm Gods), Verglife (Chaos

16 | chapter 1. stormlands
Gods), and Vanerlift (Death Gods). Sturmasirs, the Storm Gods Stormi’s strength is greater than that of a
Although their followers sometimes give thousand dragons and a thousand giants.
consideration to or invoke any of the other Stormi He travels with the wind, and according
gods, it is almost exclusively the Stormasirs Stormi is the main god in the Gerbanis to myth, he rides on the winds and the
that one worships and offers blood gifts pantheon, he is the father of all, and the rolling thunder while he sends lightnings
to. This is the reason why the Gerbanis’ greatest warrior, the strongest god. He around him. He dresses in a black chain
dimwalker tablets are all linked only to is closely associated with the wind and is mail armour that is soothed by the fires of
such gods. Below are the descriptions of called the “God of the Strong Wind”, and a thousand dragons, and he has a powerful
the main deities in the religion. the “Savior of the Weak”. It is said that and bushy beard. On one hand he carries

chapter 1. stormlands | 17
”Gutraring”, a magic iron ring that makes to walk among humans and trolls without important manifestations of Enken are
all the other weapons that wield to inflict being detected. Jorn is an energetic god a wolverine treading the snow, or a
terrible damage. In his other hand he who often rides legendary spirit steeds, drauglynx lurking inside a hollowed tree.
carries either a long hunting spear or a summoned from the Storm. He hates The traits most associated with Enken
heavy axe. Stormi rules in a mythic hall, the undead who plague the night and are freedom, instinct, and attention.
called ”Stormvakk” or ”Jarnglimma”, will destroy them using his status, as the
where the heroes, the Havar and the nephew of Bodvildur, but also as his future Tyrd
Einharjar, rejoice drinking mead while enemy, when during the Heavenfall Jorn Tyrd is the goddess of wrath and
seating at ”Tabarast”, Stormi’s table, will fight her treacherous grandmother, vengeance. She digs into every soul and
together with the bravest and most as well as the five guardians of Helgardh. sows a seed of anger. She is the daughter
valorous warriors which ever existed. The characteristics most associated of Stormi and sister to the beautiful
The important traits associated with with Jorn are action, impulse, and Sunvei. Tyrd is the dagger, the irritation,
Stormi are responsibility, courage, and cunning. and the unsatisfied vengeance, the mother
strength. of vendetta. She uses thunder and fire to
Sunvei destroy her doomed victims, while her
Windinna Sunvei is the daughter of Stormi and the fierce eyes and wild battle cries instill
Windinna is the goddess of wisdom. wife of Jorn. She is the day, the beautiful fear into the unworthy, increasing the
She is the creator of the world, and the daybreak, and the sun’s heat. Sunvei is also morale of the desperate warriors who
mother of Stormi. She is in the sky, in the fertility and love. She heals the wounded trust in her. Every time someone swears
ocean, and in the land between. Although with the warmth of her power and she revenge, they promise her fidelity. Tyrd
she lacks eyesight, the other gods always gets Stormi to listen, as her beauty takes the shape of a mad woman, naked
come to her for advice and to hear her is also renowned among the gods. During but smeared in the dark ashes of her
predictions for the future. She is an old winter, she is seen very seldomly, since victims’ burned bodies. Her dark hair is
woman living in solitude. Her mouth is Jorn becomes jealous and active during unkempt and drenched in blood, while
toothless and her eyes misty, but still she this time. Radiant as a summer’s day, her nails are long and twisted. She wears
shines with kindness and inspiration. It withdrawn as a rainy fall day, beautiful the dagger of vengeance - Harnagga - the
is said that her innumerable braids have as a mild winter day, and blossoming as blade that kills a giant with one blow. She
the power to move like limbs, and that a spring day: Sunvei is all this. Her hair is is accompanied by her two furious warg
she is in constant company of Djofur, a flowing and wherever it meets the crowns beasts, Gvann and Kvell. Sometimes Tyrd
swine which is said to be able to create of the trees, and the soil of the earth, it transforms herself into a black eel and lies
anything in one single day. She can also blossoms. She is dressed in cloud robes, waiting on the muddy bottom of a lake.
be the ”Ioxe”, a huge brown cow that can and gives life and joy to everyone and The traits most associated with Tyrd
climb over a mountain with a single step. everything with Erkvej, her copper pot. are anger, hatred, and revenge.
The characteristics most associated The characteristics most associated with A couple of other gods and spirits
with Windinna are patience, creativity, Sunvei are fertility, mercy, and health. worth mentioning are Nightra, Vigdis,
and wisdom. and Hagall. Nightra is the goddess of
Enken death, war, and violence. She’s Stormi’s
Jorn Enken is the lone heathen who brings dark daughter, and her mother is
Jorn is the night. He is the son of Stormi freedom with him. He is the son of Bodvildur, the ruler of Helgardh. Vigdis
and Nightra, the daughter of Bodvildur. Windinna and the bear god Birnhogg. is the goddess of marriage and family;
He is also the half-brother of Sunvei and Stormi is his half-brother. He’s the eyes she who protects the home and loved
Tyrd. Sunvei is also his consort. Jorn is and ears of Stormi, he sees and hears ones. She is the daughter of Jorn and
the elusive darkness, the black and the everything. Enken is the lord of the Sunvei. Hagall is the brother of Vigdis,
untamed. It is said that he sometimes animals, and the affirmer of the free life. and is the god of poets and fairy tales,
follows the path of the wild men, and It is he who gathers the troops when the guardian of sacred poems and songs.
fights against the other gods, but his time has come for the big battle against
cunning exceeds all, and the only thing the Storm, a battle which will be called
that can catch him is the love of Sunvei ”Havenfall”. Enken’s eyes can see clearly Hvergelift, the Chaos Gods
that he will do anything to keep alive. He through the darkenss of the Storm, The powerful and worshipped Storm
is said to be a figure in the dark of night, and his power will grant courage and Gods are not alone in the Gerbanian
a stranger and a raven on the roof ridge. protection to those who he calls to fight. mythology. Their enemies, and the source
Jorn is a young man with blond, thick hair, He has taken the shape of a huge of disorder, which risks devouring all
and a sharp stare. He wraps himself in the bear, but it is said that he can shift to worlds, are called the Chaos Gods or
cloak of night, Blackfjor, that allows him any animal or beast he wishes to. Other Hvergelift (which means ”Chaos lives”).

18 | chapter 1. stormlands
These gods live at Vergelmir, the roaring treacherous. They usually punish those She smells of burned flesh, and her eyes
cauldron from which all storm winds swirl who pray to, or worship, any of the light up with a hazy glow. All sacrifices in
up. The more they stir the cauldron, the Chaos Gods, which of course means that her honor that are not bloody and violent
stronger the storm. In the cauldron, the few dare to worship them. are an offence to her, and she is widely
Chaos Gods boil the heads of all the people known to punish rather than set free. The
who failed to get through the Storm when Helfrigg few times Helfrigg manifests in human
they die. The fire world called ”Surtgap” Helfrigg is a cold and bleak goddess. She form, she does so mostly as a thin woman
is located under the cauldron, which boils is the strongest of the Chaos Gods, and with long, braided, hair and a skull for a face.
because of the warmth of this world. there are many tales of her battles with It is said that Helfrigg does not really
The Hvergelift have a small following. Stormi. In many ways, one could say that belong to the Chaos Gods, but that she’s
Only the mythical Hel Riders in the Helfrigg is like Tyrd, who is associated Bodvildur’s twin sister who was rejected by
Stormlands and a few devotees in Fjaal with anger, hatred, and revenge. The Stormi and chose to join the Chaos gods.
are considered to seriously worship the major difference is that Helfrigg belongs The traits most associated with
Chaos Gods. The reason for the limited to the Chaos Gods who are both worse Helfrigg are unreason, excessive,
number of worshipers is, of course, and darker than the Storm Gods. senseless evil, and a crazy desire for
that the Chaos Gods are very fickle and A maggot and a flame created Helfrigg. sacrificing.

chapter 1. stormlands | 19
Draugrim
Draugrim is the guardian of Vergelmir.
He never leaves the cauldron, and at his
feet sleeps the frost dragon Glimmfrost.
Draugrim is lazy and lethargic. When
Draugrim stirs the cauldron, the storm
winds are weak, and it is easier to get
through. Draugrim is depicted as a tall,
old, sick man whose lips are blue and
whose eyes are misty. When he opens his
mouth, it smells of death and decay. His
skin is yellow and dry, his hands twisted.

Hlookk
Hlookk is the son of Illgri. He also goes
by the name of ”Hrannir”, an ancient
name linked with water and wind motions,
because of the waves that Hlook created
when he puts heads in the Vergelmir
cauldron. It is he who finds the heads
for the pot of the Chaos Gods. Hlookk
is the Chaos god who eagerly and with
the greatest tenacity chases those trying
to get through the Storm. He whips up
the slave winds with his iron whip Goll.
Hlookk has long black hair that reaches
down to his ankles and is full of body parts.
At Hlookk’s side runs Ilgarmarna, his
faithful hunting wolves and beasts which
sniff out his prey. Hlookk is the archenemy
of Enken, and the two fight often.

Illgri
Illgri is the hidden goddess, she who
lurks in the dark and who can neither
be seen nor heard. The more Illgri stirs
Vergelmir, the greater the wrath in
trolls, giants, and Lindwurms becomes.
It is said that when she will find the
lost soup ladle called “Wrath” and stirs and blue after every hit she endures. The Modgun, Mogunda, Moga, Mogrand,
it in the cauldron, she will awaken the Stormlanders believe that the bullied are and Modgill. Together, they each guard
innate anger of all giants and trolls, and manifestations of Kolldripp. Her mouth is a gate to the realm of death. Mogunda
Trudvang will be thrown into Havenfall. filled with the alive maggots that Hlookk is possibly the most famous, partly
It is also said that, when Illgri will has brought in the cauldron. Kolldripp because he has a significant role in the
manage to persuade Bodvildur that she carries a small box called “Hristl”, and it is myth of destruction, and partly because
can defeat Stormi, Helgardh’s goddess said that it contains her heart, which is as he wears the mighty sword “Nailbite”,
will take a side in the battle. black as soot and as hard as stone. a sword said to be made of the nails of
dead men.
Kolldripp
Kolldripp is the unwanted daughter Illgri Vanerlift, the Death Gods Bodvildur
had with her son Hlookk. Every morning Bodvildur is the queen and mistress
and every evening, she is brought before The five watchmen of Helgardh. of Helgardh. She rules a constantly
the other Chaos Gods so that they can Helgardh has five watchmen of divine growing realm of death, and is the most
let off steam on her. Her body is black status. They are all siblings named feared god in Gerbanis, alongside Stormi

20 | chapter 1. stormlands
and Helfrigg. Her power is so great that not even the smallest drop of water. There One day, Sunvei created a huge forest
she ties ghosts to her sides, and shackles was nothing that could be seen, heard, or that was infinitely bright and beautiful.
ancient dragons with her glance. perceived by any other sense, no light, no She spread the woods all over Trudvang,
It is said that she created the five darkness, no nothing. Despite this absence, to create greenery and glory, but as before,
watchmen by luring old creatures out it was not empty, there was a breeze that Tyrd became jealous, and darkened the
from time’s murky womb to give them could not be felt or heard. As time went woods with her claws and her sour breath.
divine status. by, this breeze grew and became Bikafrej, The forest became the Darkwoods. Sunvei
Bodvildur wears the invisible sword the Chaotic Sea Storm. It grew and grew also created all life, beautiful humans who
“Unskymnir”, a sword that can never be until Humundgal was filled with Bikafrej. lived in the woods and on the plains. Tyrd
broken, and is completely weightless. When the wild Sea Storm of Chaos swept could not leave this creation unscathed
back and forth across the infinite universe, but turned all the people she saw into
Grimm Windinna the Ioxe (cow) stepped out of unnatural and ugly creatures called trolls,
Grimm, or the Hell Horse, is the dreaded the wild popple. She defied the wild rapids or the Spawn of Tyrd.
horse of destiny, with eight legs that making the chaotic storm winds. Windinna After Trudvang had been populated
allows itself to be ridden by ghosts and snorted and bellowed to push aside the sea with life, space became increasingly
draugs to reach the human world. storm, but at every attempt to take strides limited in the world, and it led to men
Grimm was created when Enken, in the came the Gofengurs, the slave winds, that and trolls falling out and starting to fight
shape of a bear, mounted Slaipa, the mare prevented her to move forward and tortured with each other. Wars raged for years and
Slaipa, who was beautiful on the outside her, forcing her to move back into Bikafrej. years, but no one died because there was
but with a dark mind, then gave birth Together with Bikafrej, she then gave birth no death. All that existed was pain and
to Grimm, who she immediately tried to Stormi. suffering. Stormi then sought Bodvildur
to drown in a swamp. Slaipa realized Stormi threw himself into Humundgal in Helgardh and asked her to share their
that Grimm, with its eight legs, would in rage and fought back the frantic space. She said that she would accept the
only bring evil with it. But before Slaipa Gofengurs winds. This way, Windinna dead who did not believe or were not
managed to complete her work, Grimm gained both time and effort to push back strong enough to get somewhere else,
was saved by Mogrand, who with its the Sea Storm of Chaos and created the but the requirement was that she would
sharp hooks fished the horse out of the land. The land was the world called have them forever. That satisfied Stormi,
deep swamp. Mogrand took the horse to ”Trudvang”, and Stormi was its land wind, for the infidels and the weak could then
Bodvildur, who decided that it would be while the treacherous sea winds were born access the Helgardh.
given a place at her side. of the chaotic sea storm. Stormi constantly With Stormi, Bodvildur gave birth to
went to battle these slave winds so that a daughter called Nightra, and it was not
the land could find peace. The Sea Storm long before Nightra gave birth to a son
Tales and stories did not give up its fight to keep the world named Jorn, also with Stormi. Stormi
There is a plentitude of tales, myths, chaotic but sent his Gofengurs to cool the soon saw that the people were frightened
and legends in the Gerbanis’ religion. land down and drown it with water. But and weak and kept to themselves. He
The tales are often about how the gods Windinna stood by the highest mountains, asked the man called Gjalf why it was
take on trolls and giants with cunning the Great Iron Mountains, and blew that people no longer dared to fight for
and force. Often, such tales are told by the winds back, so that the water froze, what they believed in, and Gjalf replied
the fire on cold winter nights, when no and everything beyond the Great Iron that if they fought, they would die and
one wants to leave home. The two most Mountains became a land covered in snow go to Helgardh, and if they stayed away
common tales, which every Gerbanian and ice called the Great Ice Plains. In the they would at least get to live their
faithful should know, are Vonbjor and Great Iron Mountains, Windinna met the lives in peace before they ended up
Havenfall. bear god Birnhogg. They took a liking to in Bodvildur’s kingdom. Stormi then
each other and gave birth to Enken. created Stormvakk, his mead hall where
Stormi flew across the land, and found all strong and brave people could enter
Vonbjor, The Creation Rapptinn, a woman whose body was after death. Stormi promised to all those
In the beginning, there was Humundgal, the made of stone and who he lived with, and who fought by his side whenever he
vast everything, or the volatile emptiness. It together they had two children: Sunvei called, that he would choose the one to
was so vast, so boundless, that it stretched and Tyrd. Tyrd was the black night, and take his place when the time came. Soon,
on forever in all directions, so spacious that Sunvei the bright day. Sunvei loved life Jorn married his half-sister Sunvei, and
it could hold endless worlds and still have and got the ground to grow, as soon as bore Vigdis and Hagall. Vigdis taught
room left over for more. In the beginning, she created something beautiful, her sister humans how to live with each other, and
there was nothing in Humundgal, not a Tyrd got jealous and angry, and eclipsed Hagall created the tales that humans
grain of sand, not a whisper or a scent, Sunvei’s work. could learn from.

chapter 1. stormlands | 21
Havenfall, the End of the World Rafner the crow will croak. Stormi authoritarian power that spans over
There will come a dark time when the will meet the dragon Glimmfrost and the several countries like the Ovus of the
Gofengurs, the slave winds, descend world will shake. Tenet of Nid, who keeps Westmark
upon Trudvang with renewed vigor. On top of the Icepeak Mountain in its grip. Although the Paater is the
This storm will awaken the great frost Bodvildur will meet Skogla, the mighty religious head of all Gerbanian faithful,
dragon Glimmfrost which today sleeps warrior cursed to fight until the end of everywhere in Trudvang, he is the
at the feet of Draugrum in the cauldron. times. Skoga will thrust the mighty spear secular ruler of only Vortland, while
With renewed anger, the frost dragon Traulsting - created from the hair of every part of the Stormlands largely
will throw itself against the Great Iron Sunvei - into the chest of the goddess of governs itself. Often, the dimwalkers
Mountains, and in a violent blow, it will death. Badly wounded, hanging onto the are linked to a jarl or a clan leader, and
slay the bear god Birnhogg who dwells eight-legged Grimm, she will get back to do not really care about what happens
there. Hlookk will gather his warg Helgardh, to be seen no more in the battle. in another stormland far away.
beasts and ventures into the Darkwoods There, she will hide to build a new realm of After the Paater of Vortland, the
to whip the evil trolls. They will swarm death for the new time. regional Bryckers are the mouthpieces
from their holes, and fear neither In the meanwhile, the sharp bite of of the Gods, ruling over Duty Kings
sunlight nor meadows. the ice dragon will rip out the heart of (responsible for smaller regions) and
Enken will then wander over the Stormi, but in a last vigorous attempt, the Blot Lords (responsible for a single
world to gathers armie. Stormi will lift Storm God will twist Glimmfrost’s neck. stave church). The Bryckers are the
the Gutraring in his hand, ready to go to The blood spurting from the dragon’s highest authorities in the mystical arts
war. The cunning Bodvildur will betray mouth will pour like a , deep in the woods, of blood gifting. The larger the number
Stormi and will send the Death Storm – petrifying the trees so that they lose all life os stave churches across a land and the
the Army of Undead - of Helgardh, with for three times three thousand years. more blood gifting, the greater power
her guards from the Naarshores. She will Sunvei will ride Enken in his bear the Bryckers have. The dimensions of
ride the eight-legged Grimm horse for form around Trudvang, chasing away Bryckers’ areas vary. Vortland has 28
the first time. the ferocity of the monster Frejkir (or of Bryckers, practically acting like Jarls
To prevent the Army of the Dead to the undead dragon Nifelfang, according under the Paater, while Wildland has
approach, Windinna will creates the to some other versions). Exhausted, they only one Brycker in Jordek, acting as
magic horn called Fateshout, that she try to rest at the edge of the Darkwoods, the single religious authority over the
gives to Jorn. When Stormi’s son will see at the lake Darkvittor. There awaits whole Wildland.
the approaching army on the horizon, he Hlookk, the archenemy of Enken. Sunvei The priests that most Stormlanders
will blow the horn, and half the Death sends her white thunderbolts in every deal with are the Stormkelts, who
Storm will be annihilated. He will blow direction, but the warg beasts are too are usually tied to a single village,
again, and four of the guardians of many, and she is torn to pieces. Enken or wander from house to house to
Helgardh die. Before Jorn blows a third wraps his paws around Hlookk’s neck, perform their religious acts. In order
time, Mogunda will step forward and who himself wraps his whip around the not to avoid the risk of Gloomgifting,
slay him with Nailbite. From the blood throat of the Storm god. They suffocate with too much blood gifts improperly
flowing onto Stormland’s shorelines, each other because no one wants to let resting in the soil, only the officially-
the dead will rise, and Mogunda will go. recognized Gerbanian priests may
call them to strengthen Bodvildur’s With his last strength, Stormi passes perform blood gifting, and therefore
army. But the fifth guardian will be also the Gutraring to the human warrior who a visit from a Stormkelt is something
defeated, when Stormi’s force will shatter has proved himself the most courageous in that most people at the farm look
the sword called Nailbite. the battle. The chosen one will carry the forward to. The lowermost rank of
The Stormlanders will be tired and destiny of humans, and they must create a the hiearchy includes the Blue Bloters,
hungry and unable to resist the threat new world. simple assistants for the Stormkelts.
coming from the Great Ice Plains. Then The warriors who have chosen to
the ”Ioxe”, the mythic cow which is also serve Stormi and his dimwalkers are
Windinna, will rise, and allows herself to The Clergy called ”Stormhirdsmen”, or ”Knight
be milked and slaughtered to give strength Gerbanis is found mainly in the of the Iron Hand”. Such warriors are
and courage to Stormi’s army. Glimmfrost Stormlands, but also in parts of often tied directly to a Brycker and
and its brood, dragons and Hrimtursts, will the Darkwoods and the Great Iron constitute a kind of religious hird.
attack Trudvang. The Icepeak Mountains Mountains, where Stormlanders have They often carry weapons of steel
will split. Stormlanders will blow their settled. and wear blackened chainmail and
Wildhorns and prepare to meet the troll Gerbanis’ priesthood is loosely are feared opponents throughout the
hordes from the north. organized, and lacks a coherent, Stormlands.

22 | chapter 1. stormlands
chapter 1. stormlands | 23
Symbols and Stave Churches Stave Churches receive an incredible Sacrifices to the gods
The most obvious symbol of the the amount of decoration, mainly in terms To sacrifice in various forms is an
Gerbanian faith is the black ring. It of wooden sculpture, runes and carved important part of the Stormlanders’
is a manifestation of the eternal, the ornamentation representing symbolic lives, and a way of life. The people of
unifying, and, last but not least, the creatures, myths and teachings of the the Stormlands are superstitious and
bracelet of Stormi, the Gutraring Gerbanian faith. see the blood gifting and sacrifice as
which will one day be worn or wielded Stave Churches tend to be the most important parts of appeasing the gods
by a human. monumental buildings in the villages in the Gerbanian faith. Stormi is a great
The ”Stormilogs” on each side of the where they are built, with heights god and demands many sacrifices from
door to a house are another important surpassing their width. However, even the Stormlanders so that they may be
symbol of the Stormlanders belonging though the church buildings could be bestowed with riches and victories in the
to the Gerbanis faith. Stormilogs both highly built and very impressively recurring rampages.
are often carved and adorned with looking, the actual sanctum inside Sacrifices include a complex system
images of the Storm Gods. They are each Gerbanian church is made in the of rituals and have many different
considered to bar Chaos and the Death underground, sometimes hundreds functions in the Stormlanders’ religion
Gods from the farm, and the larger of meters below the church building and idolatry. There may be gifts that aim
and more powerful the Stormilogs, the itself. These underground Ceremony to open a channel between Trudvang
more powerful is the protection. Halls can be huge, with incredibly tall and the other worlds. The sacrifice can
If the Stormilogs are the religious ceilings, since the floor often host tall also mean a peace offering or be made to
center of each house, the ”Stave Stormbarling poles for performing satisfy the gods. Stormlanders normally
Church” is where the religion of a sacrifices. Here the most sacred rites distinguish between different types of
wider community is focused. There are to Stormi are held, usually in front of offerings depending on the purpose and
single farms or minor villages which the black ring symbol and under the circumstances of these rituals. There
cannot afford building a stave church, vigilant leadership of the Stormkelt or are various types of religious sacrificial
but which have at least one blot pole, the Brycker in charge of the ceremony. ceremonies in the Stormlands: Blood
for allowing the community’ sacrifices. Gifting, Sendi, Raudgifting, Darkgifting,
Most stave churches have external and Helgifting.
areas with numerous ”Stormbarlings” Sacred texts: Applamaal and
or blot poles of various sizes, for Fjettirs
allowing different kinds of sacrifices Gerbanis’ rules, prayers, and stories Blood Gifting
to be performed in front of the whole are collected in a number of divine Many Stormlanders carry out blood
community. But poles are not just ritual poems named the ”Applamaal”. They gifting several times a year as their
means. Stave churches, in fact, derive are twenty-eight in number, and some sacrifice to get something in return
their names from the load-bearing are longer than others. from the gods. To blood gift often
poles called ”Stav” or ”Staves” on which Most of the poems contain simple means that what is offered must be
the whole structures are based. The stories about the gods and their roles, of the highest quality and purity.
faithful of Gerbanis have built stone and how people should behave toward To sacrifice one’s firstborn son is
Stave Churches but the wooden ones them. Others are long and complex, considered by all Stormlanders to be
are much more diffused. The walls of and are often written in Fjettirspá,an the greatest sacrifice of all. Before a
advanced poetic language that only the hunt, it is not uncommon for people to
priests master. blood gift or sacrifice one or two slaves
Other prayers and the description of for good hunting. Human blood gifting
Stormkelts’ practices are also gathered is most common in Wildland, Vortland,
in three long, very complicated stories and Fynnheim. The other lands of the
or treaties that go under the collective Stormlands usually only blood gift
name of ”Fjettirs”, which priests must cattle, or sacrifice parts of the harvest,
learn by heart to connect with the and rarely blood gift humans.
divine. There are Fjettirs written in The victim is usually drained of
Vrok, especially in remote places like its blood by a sacrificial blade. The
Wildland or Daalheim, although the dimwalker leading the ceremenoy
more conservative Gerbanian clergy usualy drinks the blood and showers it
of Vortland or Fynnheim consider as over the the faithful with a ”blot broom”.
appropriate only the Fjettirs written in In blood gifting, the ”Stormbarlings”
Fjettirspá. or ”Blot Poles” play a central role. The

24 | chapter 1. stormlands
Stormbarlings can be seen on most of
the farms and cities throughout the
Stormlands. Usually, it takes the form
of a five- to ten-foot tall pole of wood,
with heavy iron rings at the top and in
the middle. From the iron rings, which
are also Gerbanis’ sacred symbol, the
offerings are hung and all the faithful
can witness that a sacrifice to the gods
has been made. How long the bodes are
left there depends on the ceremony or
from local religious practices.
Stormlanders blood gift many times
each year, but four occasions are more
important than others. The first is the
”Stormigift”, conducted shortly after
the winter has just started. Stormigift
is carried out by the people to have
the strength and courage to endure
the cold and long winter. Stormigift is
an event that takes place over almost
the entire Stormlands once a year. The
form of the blood gifting varies widely
from land to land, but the timing is
always the same. In some comunities
the sacrifices are larger than those
described below for the Winter
Blood Gifting, while in others it’s the
opposite.
The second major sacrifice is the
”Winter Blood Gifting” that happens
when winter is at its coldest, and
darkness covers the farms. In the
deepest of winter, when people can
travel quickly on their sleds over the
snow-covered land, Stormi’s devotees
are gathered to blood gift for the
coming year. Usually, an enormous
blood pole is erected, full of iron rings
and engravings. The pole is similar to In Wildland, hrim trolls are hunted and trapped during a large hunt
that found on many farms around the sacrificed, or in rare cases, mastomants, which goes on for almost a month just
Stormlands, with the major difference because they are considered to bear the before the Wolf Gifting. The sacrifices
that the Stormigift pole is much higher strongest and most powerful spirits. can be anything from wolves and bears
and thicker. It is not unusual for the The worse the past year has been, to, uncommonly, hrim trolls and garms.
pole to rise higher than ten full-grown the more Stormlanders sacrifice to The last big blood gifting is the
men into the air. their strong god Stormi during the ”Youth Baptism”, carried out in the
First, they sacrifice small animals by Stormigifts.The third major blood summer, when the young men are
hanging them from the iron rings at the gifting feast is the ”Wolf Gifting” to be united with the land’s great
top of the pole, then larger animals, and in the spring, when the landscape warriors to become men. At the Youth
eventually powerful animals such as oxen begins to thaw, and the beasts of the Baptism, they get Stormi’s blessing and
and horses. Sometimes Stormlanders wilderness awaken from their winter protection in all kinds of battles that fill
decide to sacrifice humans, to be sure slumber. During the Wolf gifting, the Stormlandic year. Usually, young
that Stormi will bring them good luck the Stormlanders sacrifice wild and bulls are sacrificed, and other firstborn,
for the coming year. dangerous animals that they have for the young warriors’ welfare.

chapter 1. stormlands | 25
26 | chapter 1. stormlands
chapter 1. stormlands | 27
Sendi in favor with the gods, or to punish The more powerful and faithful the
Sendi is another important part of the victims for a crime or misdeed. victim, the greater the Dark Dweller
the Stormlanders’ faith. Unlike blood Raudgifting is the bloodiest of all the that awakens. The Dark Dweller must
gifting that is often bloody and violent, Stormlanders’ sacrifices and causes the be fought for the sacrifice to be effective,
the Sending is more sedate, but full of greatest pain and suffering to those and for that reason, the few priests who
ritual and mystery. “To Sendi” is the who are sacrificed. The greater the perform this kind of sacrifice always
term that is used to send the victim to pain and suffering of the victim, the surround themselves with powerful
the gods as a sign of his humbleness. greater the likelihood that the gods hirdmen.
Anotherr important difference receive the gift.
from Blod Gifting is that Sendi is The worst form of Raudgifting,
not performed to gain divine power, the ”Hel Rites”, are long forgotten Helgifting
but quite often it is performed as an and discarded. Only small groups Like Darkgifting, Helgifting is
act of gratitude for a good fact which and secret societies such as the Wolf dedicated to gods other than the Storm
happened. Brothers in Ejdland still use Hel Rites. Gods. Those carrying out Helgifting
Typically, one performs Sendi This sacrifice lasts for fifteen days and do it in honor of the Death Gods. Of all
after great battles or wars, when the fifteen nights, during which the one to the giftings, the Hel Gifting is perhaps
sacrifice to the gods may be enemy be sacrificed is kept alive and suffers the most complicated and mysterious.
heads hung up on a Blot Pole, or terrible pain and torture. Usually, the Also, one doesn’t sacrifice the living,
weapons and shields that are lowered ones who are offered are hung on a but the dead. It requires a warrior who
into a pond or swamp in order to be Stormbarling with a rope that slowly died on the battlefield that the priest
able to be consumed by divine forces. suffocates the victims while their hands will call back from their path into the
Another type of Sendi is the are chopped off, and the sacrificed Storm, to cheat Hel. For Stormlanders,
”Bloodsend”, which happens when bleeds to death. this is the worst gifting of all, and it
those in the same bloodline are Honorable elders sometimes offer is primarily only Hel Riders and Hel
sacrificed to follow the dead to live themseleves for ”Age gifting”, as Sisters who perform it.
in a realm beyond our own. The described in the section of the burial The powers that priests get in
”Widowsendi” is the most common practices. return from Helgardh’s goddess
type of Bloodsending, especially in are overwhelming and great but
Wildland, where the woman follows can be unpredictable and volatile.
her dead warrior to the realm of death Darkgifting Priests caught performing, or having
by sacrificing herself, or vice versa. Darkgifting is the kind of gifting performed, Helgifting, are usually slain
The sacrifices of brothers or warriors where one sacrifices to the glory of the without any further questions asked.
with strong ties to each other can Chaos Gods. It is called Darkgifting,
sometimes be seen being sent on the partly because the gifting can only be
beaches of Ejdland, Wildland, and performed at night, and partly because Gloomgifting
Fynnheim. The Sending is usually one sacrifices to the dark gods, such as It is rare, but sometimes it happens, that
done by killing the victim and putting Helfrigg and Hlookk. there is a Gloomgifting.
his corpse on a ship along with the A Darkgifting is always hard and In areas where many sacrifices take
dead, after which the ship is set on fire raw in its simplicity. One must quickly place, the remains stay in the soil, and
and pushed into the sea. make a bloody sacrifice to the Chaos grow together with branches, leaves,
Gods, and little or no regard is given and other things that end up there.
toward the one sacrificed. In addition, When a sacrifice goes wrong, and the
Raudgifting only humans, and specifically only power of the gods can resist, or the
Raudgifting is the third type of believers in Gerbanis, can be sacrificed priest’s will is too weak, they awaken
sacrifice that Stormlanders practice. To for the Darkgifting to have any effect. what is in the earth. Sometimes, it’s a
Raudgift means to pay for something Hel riders and Hel sisters rejoice in this mixture of human parts, sometimes
that the sacrificed has done. Like the gruesome practice. of animals, humans, and plants. Such
Sendi, the Raudgifting is not done to One dangerous side effect of a creatures are called Dark Dwellers or
obtain divine power, it is rather more Darkgifting is that it always raises Dark Blood Trolls and are brought to life by
a final way of getting the victim back Dwellers, also called ”Blood Trolls”. Gloomgifting.

28 | chapter 1. stormlands
chapter 1. stormlands | 29
30 | chapter 1. stormlands
Superstition and the gods. The Stormlanders say also proud, independent and wild to fight in
Witchcraft that the sorcerers belong to the natural regular formations. For those who have
In the Stormlands, the belief in Stormi is world but have learned to spin the too much wild Broth blood in their
strong. Residents are shaped by nature’s divine thread and thus control their ancestry it is normal to see battles like
harsh reality, and by the common own destinies, without the interference a series of one-on-one duels, where
beliefs they have in their powerful gods. of gods. each fighter looks for gaining personal
Unexplained events are considered The typical Stormlandic wizard is glory by the strenght of his own two
alarming omens or are easily blamed on called a Vedun, if man, or a Vedma, if hands.
Chaos Gods or Death Gods. woman, and they are vitner weavers who Nevertheless, any self-respecting
Using an axe and a shield is easy to develop pecualir links with nature and Jarl will have disciplined hirdmen
understand, the force imparted from a wilderness. who, when need arises, know how to
deity is not as easy to understand, and In the Stormlands there is a kind of lock shields, protecting each other,
to harness the invisible and untouchable love-hate relationship with spell casters, becoming a bullwark against wilder
and use it as a weapon or tool is and there are many legends and beliefs opponents. When two of these “Shield
completely incomprehensible for most about how they got their powers. On the Walls” or “Skjaldborgs” meet, a virile
Stormlanders. Whatever cannot be one hand, it is believed that they can help confrontation starts, with each wall of
seen or explained is often interpreted to expel evil spirits and tame the dreaded shieldmen trying to push the other. Vile
as Trollcraft, or punishments from the wilderness. On the other hand, most hits from below the shields maim and
gods. Wizards and magicians therefore people are afraid that they are beyond kill the fighters of the first lines, while
raise fears, but also wonder, in most divine fellowship, and that the Vitner the second line push and use spears to
Stormlanders. weavers control something that only stab from above. All of this goes on
There are few magic users in the gods should have access to. until the fury of the singular warriors
Stormlands, perhaps because most of prevail over the strength of the enemy,
the competent ones don’t fully live or over the authority of the Jarl to keep
and practice their skills in these lands. Warfare practices the formation tidy. Berserkers usually
Having said that, those few who practice Even if the ancient Kremors had cavalry wait impantiently behing these walls,
witchcraft in the Stormlands are often traditions, employing mounted archers biting their shields in frustration, until
skillfull and powerful. Most often, they and lancers as a heritage of their their nerves break, and they blindly
learn their abilities by themselves, nomadic days, these are much rarer throw themselves against the enemies’
through long and arduous efforts, nowadays, even if there are a few, rare shields. If they are not killed, it’s their
and at the end they become masterful clans who still use hit-and-run tactics fury which breaks the enemies’ shield
Vitner weavers. Their incantations with horse and bow. However, breeding wall.
have a bluntness and ferocity that is a warhorse is a costly business, usually However, sometimes a single
not very common in other parts of too expensive for the poor soil of most Berserker’s madness is not enough
Trudvang. The spells they learn are Stormlandish farms. Warhorses are to break a shield wall, as the famous
often intertwined with nature and its usually owned only by elite warriors Gautlir Harulp noticed. The legends
forces. Most Stormlander weavers of and, even if there are legendary say that he promised himself to
Vitner choose the path of Vaagritalja, horsemen, like the Knights of the Iron Stormi’s dark daughter, Nightra, to
seeking knowledge and power in the Hand, Stormlandish warfare mostly learna special ”Fylking” or formation
balance of the natural world. They tends to focus on infantry tactics, often that led to victory. The story of the
usually carry knotty staffs, called derived from the wild practices of the great warrior Gautlir can be told by
”Gambatein” and have interest in herbs old Wildbrons and Agroths. However, most warriors in the Stormlands.
and plants. how these infantry units wage war, ”Wildfylking” is a war formation that
The Vitner weavers are considered is a complicated issue with multiple resembles the head of a rushing boar,
to be outside the wordly and the divine approaches. to be used by Stormlanders when the
paths. Vitner masters are considered Many hunters and trappers, used opposing shield wall Is too strong to
completely disconnected from the gods to face larger trolls in the wild, prefer be pierced. The chieftain or jarl, who
and manipulate energies to gain powerful to use ambushes and guerrilla tactics, always stands in the forefront of the
abilities that really should belong only especially in the forests and in the fylking, is called the “Gautlan”, that
to the gods. Stormlanders believe that mountains. Nevertheless, this approach in Vrok means ”boar”. Many believe
mages carry such strong souls that is disdained by most Stormlanders who that the leader of the fylking can also
they have managed to disconnect from prefer to face enemies in the open field. transform into a boar during the battle,
the channel and the thread of fate that In this sense there are Stormlandish as long the Fylking remains intact. It
exists between ordinary people and warbands composed by warriors too is particularly common in Ejdland,

chapter 1. stormlands | 31
Djunghart, and Nojd, that the “boar” a large dragon’s head at its mouth. woods for a night to see if it can
also wears a helmet, which in many These horns are so long, nearly nine withstand the wilderness’ first test.
respects resembles a wild boar’s head, feet, that two people must carry them. The children who are eaten by wild
or a face mask with two horns on the Today, there are only four Dragon animals are considered to have carried
sides. horns left, and they are all considered a weak spirit, so that they would not
Wildfylkings may consit of up to have magical traits. have survived the harsh life that
to a hundred warriors who allign awaited them. However, not all children
themselves into a big triangle behind are exposed in the woods. Only those
the boar. By grouping themselves in Feasts and rituals who the family think will be great
this way, the warriors can protect each There are many rituals whichh are warriors, berserkers, or shieldmaidens
other while they can - like a wedge - typical of the Stomrlanders, as well as a can take the test. To find out whether
easily break through a hostile defense. variety of both minor and major festivals the coming baby has these attributes,
Unlike what happens in the Mittlander in the Stormlands. Some are local, while the pregnant mother is to visit a witch
fighting traditions, in Stormlands others have been adopted by most or seer who consults the wolf bones.
almost all the fights are conducted Stormlanders. Wolf bones are a set of bones and teeth
on foot rather than on horseback, which the seer, under great mystery
which means that the warriors must and witchcraft, has exorcised for them
rely on their own strength and ability, Drinking winter to work as a window into the spirit
and the more cohesive the group, the One of the year’s major festivals that world.
greater the force they can muster. is celebrated all over the Stormlands Wolf Night has its roots in the
The arrow-shaped formation can cut is the ”Drinking Winter”. The feast old wolf cult that was strong before
into an enemy’s shield wall, directly is celebrated when darkness turns, Gerban came with the new faith.
opening the battle up. The Wildfylking as they say in the Stormlands. It is a Those children who survive the Wolf
is easier to handle for those who are period beginning with the Night of Night are considered extra capable,
strong and durable, something that Vikla and finishes three weeks later. At and lots of gifts are lavished for them
most Stormlanders are. However, it this time, the sun is not seen for almost so that they get the best training in
also requires discipline, courage and forty days in the northernmost parts of the arts of war. Some are sent as far
loyalty toward the leader, otherwise the Stormlands, and a constant night as the Mittlandic sword halls to learn
the wedge risks to be broken by surrounds them. Because of this, most the ultimate sword arts. Often, they
vicious lateral charges. In this sense stay home, cooped up in cottages and take names that allude to the wolf
the formation is vulnerable against the cabins. Sometime during this period, a word. Vulfe, Ulveman, Graymane, and
quick maneuveruring of cavalry but, feast is to be held, large or small does Garmtongue are common names of the
given the scarcity of horsemen in the not matter. But every slave and free selected individuals who survived their
Stormlands, this often not a concern. person shall get at least a measure of trials. Women who survive the Wolf
To fight and do battle is quite usual mead from their lord, or otherwise be Night are considered unusually strong
in the Stormlands. The way they fight paid with property. Typically, it is of and capable.
has its roots in the Broths’ love for course not a small event, but a large and In the morning after a Wolf Night,
death, the Kremors’ combat arts and the lavish party that residents are treated the head of the family must go to
Wildbrons’ savage fighting methods. to. The party is one of the biggest of the recover the child and, if the baby is
A good way to instill fear in the year, and is usually held shortly after alive, a big party is held, where they
enemy, and courage in your own ranks, the Stormigift, and thus combines an eat meat from predators and drink a
is blowing on the bronze battle horns ancient tradition with the sacrifice to special red mead called ”blood mead”.
called ”Wildhorns”. These horns are their greater god. Part of this ceremony involves cutting
long and straight, some longer than three deep cuts with a knife on the
three feet. Their sides are covered back of the child. The scars they carry
with runes and pictures of battles and Wolf Night all their lives are proof that they have
struggles. Wolf Night, which is more a survival survived their Wolf Night.
Ejdland is famous for a few ancient test than a feast, is most common
bronze horns, which are remembered among Wildbrons who live around the
in stories and sagas. These are the Stormlands. Some clans in Wildland, Skulljood
so-called ”Dragon Horns”, used in Ejdland, and Djunghart have embraced The practice of shaving one’s head
the great Troll Wars during the Age this test of survival. after taking down one’s first enemy is
of the Prophets. Each Dragon Horn At the first full moon after a new a custom that exists over almost the
is crafted in gilded bronze and has child is born, the baby is put in the entire Stormlands. Usually, this is also

32 | chapter 1. stormlands
chapter 1. stormlands | 33
a time for celebration and amusement and destroyed by nature. Supporters The night before the old person is to
and, usually, young warriors who have of Stormi believe that this is the only be carried out into the woods or placed
made their first kill take their place in way for Stormi to discover the dead. In into the ice, a big party is held in their
the seat of honor and are treated as a the past, when ancestral worship was honor. It is a good practice for everyone
Shieldjarl for a day. In wealthier clans more prevalent, large stone graves and in the family to have prepared a poem for
and families, the person often receives impressive earth mounds were erected the elderly, which they present during
fine gifts and presents. Shields, swords, for the dead, who were interred with the tributes to those who will die. It is
helmets, and other items change hands great riches. Remnants of these graves seen as better to perish and be defeated
at the feast called Skulljood. can be seen all over the Stormlands. by the forces of nature than having to die
In times of peace, Skulljood usually However, nowadays not all the in a “dirty bed”.
occurs a week after the deed has been corpses in the Stormlands are exposed,
performed. When there is war, it is as remains of burial rituals precedeing
not uncommon for the brave slayer to the coming of Gerbanis still linger in Firon
already accept gifts on the battlefield, some regions. In some parts of Nojd In the early spring, when winter
while the older warriors shave his the dead are sealed into trunks to be finally loosens its grip on the lands, the
skull. thrown into waterfalls. However, the Stormlanders go out en masse and light
most common kind of ”water funeral” is large beacons, which are called ”Firons”, to
where the dead are put on a ship which draw sunlight to the earth. This is an old
Totring is set on fire and pushed into the sea, tradition and has no ties to the Gerbanian
That a woman gives birth is a major as it often happens along the coasts of faith. Over the course of a few days, they
cause of celebration in the Stormlands. Edjland, Fynneheim and Wildland. In set as many fires as possible to bring out
Every time a woman gives birth to a this last, savage region, the Sea Burial the sun behind the leaden clouds.
child, it is celebrated with a solemn is often coupled with the ”Widowsendi”
evening called ”Totring”, to ensure ritual, as described in the section about
prosperity, strength and health for Sendi sacrifices. Wildspring
the baby. Totring is celebrated on the Stormlanders have always seen the boar
farm, and as many as possible in the as a ferocious beast: a kind of warrior
family should participate in the feast. Agegifting and Etterstapp among the animals. Naturally, it has
Women are entitled to sit in the seat of Considering how much the ”survival also become the symbol of struggle and
honor - and like the warrior when it is of the fittest” philosphy prevails in the war in many parts of the Stormlands.
Skulljood - receive gifts and presents. Stormlands, it is odd that the old harbor But to celebrate Wildspring does not
Most gifts are of symbolic nature, and any greater respect in life. mean a feast for the upcoming war, or
not particularly expensive or lavish. For this reason, honorable elders an attempt to gain good luck before a
It is not until the Totring of their are sometimes seen hanging from the big battle. Wildspring is celebrated in
firstborn is held, that the man and Stormbarlings, sacrificed to the honor early spring in most of the Stormlands,
woman are really considered married of Stormi. Such a sacrifice is called except in Dain. To gather their
and a couple. That is precisely why this ”Agegifting” and is considered to bring friends and offer roasted boar, plenty
celebration is more important than fertility to the farm. of mead and intoxicating mushrooms
the actual wedding ritual when the another common way to solve the is considered a good tradition in
two pledge themselves to each other. aging issue in the Stormlands are the the Stormlands. Wildspring is
Parting before a Totring is held is so-called ”Etterstapp”, where the old enthusiatically celebrated in the hope
considered bad and characterless, but it ones are put down into a hole in the that the coming year should offer
is not criminal or illegal, even though ice in the winter to die. In areas where friendship and peace instead of war and
it involves paying a penalty. Being there are no lakes or proximity to the death. It is not unusual to also invite
separated after Totring though, has ocean, many elders meet their “dry their adversaries or even enemies
cost many men and women both farms death” instead. The closest relatives together to celebrate Wildspring as
and great gifts, and sometimes long- then carry the elder into the woods to a gesture of reconciliation and hope
lasting family feuds and blood. beleft to perish in a dry pine. In some for new friendships. Despite the fact
places in Ejdland, one carries the old that large amounts of mead are drunk
from the farm, gives them a shield, and during this celebration that lasts for
Burial practices stones them to death. In this way, they three full days, it starts with everyone
Gerbanis devotees are not buried but show that they have been somehow drinking a great beaker of milk from a
their corpses are left exposed in specific still able to defend themselves during cow as a testament to the honesty and
locations to be eaten by wild animals a fight and can therefore meet Stormi. modesty of the friends gathered.

34 | chapter 1. stormlands
Living and housing
Fishing Wulterfish along the shores
of the Stormlands, together with the
hunting of furred animals, constitute
the Stormlanders’ oldest sources of
sustenance. Fishing Wulterfish has
always guaranteed a livelihood safer than
hunting, because the giant Wulterfish
provides fat, skin, flesh, and hard bones
to use for tools. Many times, fishing has
come to the rescue when the hunt goes
poorly, because fishing Wulterfish can
be pursued for almost the entire year, but
hunting comes to the fore in the winter
times. The fishing of the Yellow Troll
Salmon, who plays in the rivers of the
Trollridge Mountains, has been very
important for those of Nojd’s residents
who do not live on the coast, as well as the
hunting of seals along Dain’s, Ejdland’s,
and Fynnheim’s coasts and fjords.
Other ways of feeding one’s family
among the Stormlanders is farming
mountain ox, and handicraft.
Stormlanders are reluctant to trade
with other parts of Trudvang. When
that happens, it is usually furs and
slaves traded or exchanged for iron and
other metals. Generally speaking most
Stormlanders have the attitude that what
does not exist in their own land, is there
for the taking from other lands in the
South and West.
Many parts of the Stormlands, not
occupied by wild forests, have a rock-
filled and nutrient-poor soil that is not
suitable for anything other than grazing
for domestic livestock or very poor,
mostly subsistence-level agriculture,
focused on small cereal fields and
in the very few, lucky places, apples.
Instead, most people devote themselves
largely to the gathering of wild turnips,
mushrooms, and herbs found in nature.
In some areas, the soil is so depleted that
the ones who live there have few options
other than hunting and fishing for their
survival.
Both male and female ideals of the
Stormlands are athletic and hardy, like
the religious beliefs they are blessed
with. If nothing else, for practical
reasons, because it is Stormlandic law
that the eldest child will inherit the farm.

chapter 1. stormlands | 35
The other sons and daughters are often
forced to go into a hird for his brother
or sister, breaking new ground, or
alternatively earning a living elsewhere.
Sometimes, this may consist of going on
raids at a young age or participating in
well-paid cleansing campaigns against
trolls and goblins. Skilful commanders
and hirdmen can, after several successful
years, return home, buy a farm, and settle
down as a Jarl, or even as a Swordjarl.
In the Stormlands one can find
everything from desolate wooden castles
to sparsely populated mountain villages.
The most common settlements, however,
are the farm villages scattered around
the Stormlands. The farm village usually
consists of a number of small or medium-
sized farms controlled by a clan chief, or
at best by a Swordjarl.
The most common houses in the
Stormlands are the longhouses. The
houses are usually built on a terrace, on a
slope where water can easily drain away.
The house consists of a roof supported
by heavy posts covered in woodcarvings.
The houses in many farm villages
lie close together to protect themselves
against outer enemies and wild animals,
while the real protection is the bravery
of the ihnabitants. In places where the
wilderness is all too palpable, they raise
a single palisade around the farm village
to feel safer or have some other rough
protecting feature, like a ditch or a thorn
hedge.
A larger, fortified settlement is usually
called a ”Veggrborg”, a generic word which
include both villages and cities, as far as
they are fortified. The richest villages are
protected by high walls, which quite often
have a circular shape in plan. These ”Ring
Walls”, usually built with wooden logs
or more rarely with stones, are set above
steep ramparts, sometimes surrounced by
moats, with only two or four fortified gates
to access the settlement.
There are also ”Ring Fortressess”,
which do not start as villages but are built
with obvious military aims, to express
the domination over a land. These
holdings are expensive to build and are
usually held only by the wealthiest Jarls
and chieftains.

36 | chapter 1. stormlands
chapter 1. stormlands | 37
The most elaborated fortications can Climate and weather to be remembered. The most important
be seen in some large cities protected Cold and bitter winters cover the land thing is not to remember exactly when
by monumental walls, in either stone or for most of the year and when summer it happened, but what happened. ”When
logs. These fortifications can have many comes, it is short and intense, with Tordvigg slew the dragon,” or ”At
shapes beyond the traditional circular warmer winds from the west. A proverb Frejva’s first Totring,” are examples of
plans, and they often also have towers in the Stormlands says that ”anyone who such events. Frejva was perhaps a great-
and complex gate fortifications. understands the weather is a wise man”. grandmother, and Totring, everyone
Important cities, with thousands of Generally, the weather in the Stormlands knows what it is.
inhabitants, exist where trade flourishes, is very unpredictable. In a short time, a
like in the harbour cities of Storhavn storm can erupt. The changes come as
in Wildland or Redborg in Djunghart. suddenly as the cold winds from the Grim Landscape and Nature
However, most Stormlanders live in Sea in the east. One minute, the sky is clear At first, it is the Stormlands’ immediate
small villages spread in the wilderness, blue, and the next, it is replaced by wind beauty that strikes most people who walk
and their life is not limited just inside and heavy clouds. The wind blows almost its paths and climb its high mountains.
the perimeters of the palisades. Not far continuously along the coasts. It’s cold and One marvels at the variety of towering
from the villages there are often many biting, even in summer, and the rain may mountains and vast plateaus, alternating
hunting cabins, cattle farms, and various persist for several weeks, especially on the between closed massifs and open
types of smaller stuctures linked with Stormlands’ east coast. moorlands, wild rapids and deep forests.
crafting activities. The population of Because of the cold Grim Sea and The magnificent mountains resemble
these villages varies greatly, from twenty the chilly winds that come down from castles, and between them are many
to a few hundred inhabitants. the Great Ice Plains, even through the deep-cut valleys branching out, like
Stormlanders’ lives are surrounded Great Iron Mountains, the climate in the moats. But the Stormlands is a demanding
by great superstition. Decorating their Stormlands is scowling and biting. Winter environment for vegetation. Most of the
houses inside and out with iron rings is long and relentless, and when summer year, the vegetation is covered by snow, or
and various lavish carvings is quite usual finally arrives, it is short but warm. In exposed to whipping winds or wet summer
and is a great way to keep the Chaos the northern parts, in Wildland, the rain. Cold and barren land has made the
and Death Gods away from the farm. winter never quite lets go of its grip on plants here persevering and weathered.
Especially important are the Stormilogs, the land. In the lands south of the Icepeak Forests, mountains, and a hard,
standing on each side of the doorways. Mountains, however, summer can lead to merciless wilderness cover the Stormlands.
These carved logs say a lot about the more comfortable temperatures. Those traveling through the countryside
people who live in the house. Stormilogs Since the dawn of time, the Stormlands soon discover that the larger villages are
of iron oak suggest that those who have feared the so-called ”Fimbulwinter”. few, and well protected against external
live there are rich. Logs of birch or Nobody knows why it comes, or even when. dangers. They are often on the coast,
spruce indicates a less fortunate family. It is a winter so harsh and ruthless, that it because the inland is barren and untamed.
Stormilogs are produced by special does not let go of the Stormlands. There The Stormlands’ wilderness is a
craftsmen, who charge a lot to make are stories that tell about Fimbulwinters hunter’s dream, and nightmare. In the
each log as unique as possible. Common lasting for ten years. forests and the plains, the mountains and
patterns in the logs are images of Stormi the deep valleys, a hunter can find prey of
or Enken. all kinds. Deer, wild boar, reindeer, bear,
Wealthy families have so-called Measuring time rabbit, and even large sea monsters like the
”Stormihalls”, which stick out from the Stormlanders have a very simple Wulterfish.
long side of the house. The Stormihall chronology, much simpler than their The Stormlands’ east coast is also
is a kind of shrine and is also used as neighbors to the west, or the Elves. They Trudvang’s east coast. It stretches all the
this. The Stormihall acts as a powerful relate to everything in living memories way from the Ejdlandic city of Saaga in the
barrier against Chaos- and Death gods and divide the living memory in four south, past the country of Fynnheim, and
getting into the house. Normally, the parts. Saying, ”this cold, it has not been up to Wildland’s northern parts. The coast
logs are carved like a Stormi with gaping in a living memory,” means it had not is full of fjords and sheer cliffs stretching
mouth, since people think he can swallow been this cold in almost 50 years. A living their granite spears up from the cold,
the Dark Gods. Some houses have no memory is considered to be approximately stormy Grim Sea.
Stormilogs, which is a sign that they 50 years. A quarter of a living memory is With the exception of the mythical
have committed a crime and have been therefore almost 13 years. There are few forest of Wildheart, its sister forest
forced to live unlogged for a period of things Stormlanders keep track of which Copperwoods in Ejdland, and
time, i.e., with chaos and death lurking reach further away than a living memory. Sisterskimmer forest in Djunghart, the
around as punishment. In these cases, the event is given a name Stormlands’ flora is characterized by

38 | chapter 1. stormlands
gnarled, windswept, and low plants, trees, inhabitants. This attitude stems from the many cases, they can reside there without
and bushes, which tenaciously cling to life fact that almost all families can tell tales of paying for either food or shelter. Rogue
despite an inhospitable climate. wolves that have killed members of their wolf hunters who live on farms without
The black and poisonous heather plants own clan. accomplishing their task or showing their
are lush during the short summers and There are plenty of wolfkin in the courage, are hung on stormbarlings with
cover a rocky and rolling countryside. In Stormlands, and they have therefore been ripped stomachs and severed hands, after
some areas, the black heather extends its hunted hard and mercilessly. The most which they become dog food.
reach so that it encloses an entire landscape common hunting method is a driven hunt One will find many other furred animals
in black vegetation. Among the trees, the on skis during the long winters. Such in the Stormlands, such as the bariatric
gnarled dwarf firs and the troll pines are hunting of wolves can last for several days, Iron Marten, the Crystal Wolverine, and
the most common in the northern parts of even weeks. When the wolf is exhausted, the all-white Drauglynx. The Stormlands
the Stormlands, while the black bearsoks and the hunters have caught up with the have a rich collection of beasts and
and spruce, mixed with copper oak are beast, they use specialized spears called monstrous creatures. Above all, trolls
most common in the southern parts of this ”wolf poles” to hit them hard across the in a never-ending stream can always
barren and desolate part of Trudvang. The back, and then poke them in the stomach be seen around the Stormlands. In the
trees’ appearance is an adaptation to the with a sharp edge made of Wulterfish southern areas, such as Ejdland, Dain, and
large amount of snow that falls over almost bones. Wearing a necklace full of warg Djunghart, Gray Trolls and mountain
the entire Stormlands. beasts’ teeth is believed to protect one’s dwellers are prevalent. In tWildland,
If the bear is a feared animal, the attitude family from wolf attacks, and many wolf virtually all types of trolls are in great
toward wolves is even more negative; they hunters are warmly welcomed at farms abundance, and in much larger numbers
are hated and feared by the Stormlands’ across virtually the entire Stormlands. In than the people who settled in Wildland.

chapter 1. stormlands | 39
Hvergil
DAALHEIM
Jornastran
*
Djutt
Duuplya dr
Fyrdrincs Ridge
*
Hellack
Hvergil
Jornastrandr
Vislatt River

Fyrdrincs Rid
ge
Vissl t Rive

r
at
u tt
Dj
a
ly

Hel
lak
up

k
Du

0 200 400 km

42 | chapter 2. daalheim
Chapter 2

✦ DAALHEIM ✦
Daalheim is a fortress that appears to be shot out of the ocean. The
large island rises vertically from the waves, and there are only a few
natural beaches. The currents around the coast and the big waves
that crash into the cliffs have made Daalheim virtually impregnable
from the sea. The few harbors that are available are hard to reach.

A green blanket of moss and grass covers tormentors, and decided to load his ships getting drunk from it. Some claim that
the whole of the island, includeing the two and head out to sea in search of a new the many long voyages to the Stormlands
mountain ranges of Djutt and Hellack. place to live. Eventually, he arrived at the made them addicted to Wildale, because
It’s not uncommon to see Logrjotuns large island that he named “Daalheim” the food on board was sparse and
in the sea south of Daalheim. In the fall, after his wife Dala. There, he settled his spoiled, but the brew was almost always
a fog covers the whole Daalheim, and Stormilog, and built several longhouses available. In the houses of poor people,
the coasts get even more treacherous on the northeastern shores of Daalheim. there is sometimes no food, but you can
than usual. To be pulled too close to the The island was virtually untouched by almost always find a barrel of Wildale.
vertical cliffs by the strong currents is humans and the elves had not set foot Many Daalheimer warriors always carry
risky. When the fog is thick and the rocky there since the Age of Dreams, since a jug of Wildale in their pack just to be
coast is difficult to detect, many ships are they considered the island cursed. About on the safe side.
sunk. The fog is called the “Daal Fog”, 10 winters passed before the son of Rauk, People here keep slaves, but unlike
and when the Stormlanders first arrived Storm Gollstone, returned to Ejdland. In other Stormlanders, they do not use them
in Daalheim, they believed that they had his cargo he had amber and gold, because for the household or for hard labor, but
come to Dimhall. Because Daalheim is on Daalheim gold could be picked by for fighting as “Fyrdrincsmanns”. It’s a
inhabited by the Stormlanders, and not hand from the streams. It has been said tradition in Daalheim that from an early
by the Elves who live in the islands. that many Ejdlanders chose to follow age, children should learn to defend
Storm back to Daalheim, and several their farm and the best way to do that
farms were built. The Stormlanders is to observe fighting at an early age,
Rauk Gloostone’ Saga settled in a part of Trudvang that used preferably fights among Fyrdrincsmanns.
The tale speaks of Rauk Gollstone, to be the an elvish domain. These slaves are kept in cages and are
son of Vret Stormbeard, who fell into only let out when they should fight until
disgrace with a higher ranking relative death against another Fyrdrincsmann.
for slaying the son of a jarl. There was Wildale and It’s not uncommon to intoxicate them
a price put on Rauk’s head, and even Fyrdrincsmanns with Wildale. These slaves are also
though he had a large Hird, had plenty In Daalheim, a better version of the taken on the conquests or raids that the
of weapons, and a good relation with the Westmarkian Dragongrape grows. people of Daalheim are famous for. The
Wildbrons, he became a hunted man. Using this fruit and Wildrye, the fighters are tethered by a chain to a
He lived in Ejdland, but also for a while strongly intoxicating brew of “Wildale” large rock or, more commonly, to a large
in the Trollridge Mountains. Finally, is brewed. The fact is that the people of pole called “Fyrdrinc”, hence the name
Rauk grew tired of running from his Daalheim love this brew, and they enjoy “Fyrdrincsmann”. In order to harden the

chapter 2. daalheim | 43
slaves before battle, they are chained naked amongst the elves at Samia. It has been Yttamari. For several years, Anillas hid in
on the mountain slopes while waiting to said that the dragon’s lair was in the the forest, waiting for the winter to come
fight. Betting is an important part of this Duuplya forest. The elves could not allow and for his chance to face the dragon.
tradition, and some slave keepers can earn such a beast on the island, and decided He knew that the cold would make the
a living from their Fyrdrincsmann. to send Anillas, the dragon slayer, to kill dragon slow and drowsy. Every year
Even though there are people living
in the western parts of Daalheim,
you can say that the huge island is
mainly a wilderness, and that only the
northeastern part is relatively safe.
Here, the farms are built close to each
other. The central and western parts
of Daalheim are considered to be very
dangerous since many Trolls and other
dangerous creatures dwell here.

The Djutt Mountain


Range
Djutt is the inaccessible mountain range
in the midst of Daalheim and whose
peaks are amongst the highest in all of
Trudvang. The six, permanently snow-
clad peaks known as the “ Godtpeaks”
spring up from the mountains like spears,
and few if any humans have ever set foot
up there. On the western slopes of the
Djutt mountain range, there is an ancient
elvish shrine known as “Djuttring”. It is a
collection of stones in a strange pattern.
At the center of the shrine there is a
stump of an impossibly-old alfarka tree.
By whom and why the tree was cut down
is not known, but Daalheimers make
pilgrimages to the shrine in order to put
flowers on the tree stump. The legend
says that performing such a rite will give
a long and prosperous life to the pilgrim.

The Duuplya Forest


The “Duuplya” is the forest that is
situated between the mountains of Djutt
and Hellak. It’s a dark, impenetrable
forest, said to house both Braskelwurms
and King Trolls. Few people have
ventured into the inner parts of the
Duuplyas, but it’s been said that copper
oak and alfarka wood grow there, as they
do in the Wildheart forest of Ejdland.
During the Age of the Iron Dragon,
Glaupkelp, the iron dragon, called
“Yttamari” by the elves, crawled up
from the underground and instilled fear

44 | chapter 2. daalheim
winter eventually came to Daalheim, and Hvergil island. Jornastrandr later became a home
Yttamari became drowsy. Anillas tried Hvergil is the largest Stormlandic town in for fishermen as well as cattle herders.
to kill Yttamari on three different times, Daalheim. It’s located in the Hundur bay, The hird is strong in numbers here, and
but the dragon got away each time. The where the Stormlanders first landed on Hast, the jarl of Hvergil, often brags of
elf queen of Valkalainen had given the Daalheim. Hvergil is run by Jarl Hast the his hundred berserkers that dwell in or
enchanted spear of Pjontikka to Anillas. Brave who have family roots in Ejdland. around Jornastrandr. Exaggerated or not,
This was a spear that no armor could Similar to most other Stormlandic towns, the huge Stormlandic hird is feared and
protect against, not even the tough scales the houses are traditional Stormlandic respected all over Daalheim.
of the Iron Dragon. The fourth time longhouses built with Stormilogs. A large
Anilla tracked the dragon, he managed blood gifting pole in the middle of town
to kill Yttamari, but was himself killed testifies to the many bloodgiftings that The Vislatt River
during the struggle. Legends say that have been held in honor of Stormi. The Vislatt River is the wild foaming
both the dragon’s skeleton and Anillas’s, stream that finds its way down the
still holding the spear, are still somewhere mountain range and peaks of the Djutt
in the forest. Jornastrandr mountain range. It opens up like a cut,
Jornastrandr is the little brother of with 10-meter high granite walls on
Hvergil. The town is much smaller, and each side. Filled with rocks and mighty
Fyrdrincs Ridge the houses are scattered over a large area. waterfalls, this river is difficult to cross for
On the hills east of the lower, green- The town was founded on the northeastern most of his course. However, the Vislatt
clad slopes of the Djutt mountain range, point of Daalheim as a defense against the finds its way to the ocean, where the delta
there is a place known to the people wild Bults of Mittland, for fear that they opens up, making possible to finally cross
of Daalheim as “Fyrdrincs Ridge”. It would come from the north to raid the the wild stream, at least at the mouth.
is a gathering point to which many
Daalheimers head once a year. During
that time there is large contest where
many of the Fyrdrincsmanns from
the whole of Daalheim fight for their
freedom. Every year, the Fyrdrincsmann
who is considered the best in the
competition is given his freedom, and he
will walk away from Fyrdrincs Ridge a
free man.

The Hellack Mountain


Range
Hellack is the darker sister of Djutt. Even
though the mountains are clad in green,
the higher up you get, the more barren
the mountain gets. Then you can see
the bluish-black granite’s hard surface,
and the ridges covered with broken
rocks that make walking up here hard
and exhausting. The peaks of Hellack
are not as high as the peaks of Djutt,
but the mountain is still an impressive
sight. Particularly its south side, where
its vertical walls spring straight from the
ocean and reach the sky 3,000 fathoms
up. The giant sea-eagles and other birds
hide amongst its cliffs. In the mountain
ranges, far from any human dwellings,
a few gryphons, who have adapted
themselves to the environment, live.

chapter 2. daalheim | 45
DAIN
Blackcleaf
Hillinge Woods n s
Hillingen t ai
Great Shadow Woods

un
*cleaf
Julga Trail
Black

mo
Julgavaad

ge
id
Hillinge
lr
ol woods
Tr

Hilli gen
n

Hri Great
mfo Shadow
rs woods

P l a i n s of
Torod
ail
Tr
lga
Ju

Julgav
a a* d
0 50 100 km

46 | chapter 3. dain
Chapter 3

✦ DAIN ✦
It is considered common knowledge that the Joarings have
been present in the Stormlands since before the arrival of the
Kremors, Broths, and Wildbrons. The followers of Gerbanis
believe that the Joarings somehow antagonized the grim god
Stormi, and that he therefore sentenced them to a life in the
shadows of the trees, without iron axes and boats.

On their parts the Joarings often choose are frowned upon by other peoples who men, and she trains them in the art of
not to talk about right or wrong. Matters consider them ignorant. This is actually interpreting the language of the rods. The
of who has found the right faith and not the case. It’s an act of self preservation Mopor also has a “Manpi” in her house.
background seems unimportant to these by the Joarings not to document their The Manpi is the disciple and the heir of
people. During the great migration which tales, simply so that the tales cannot be the Mopor. With the help of complicated
formed the Stormlanders as an ethnic destroyed. It’s their belief that if all Joarings rituals, the Mopor puts herself into a
unity, the Joarings were pushed out of can remember the tales, the tales will live trance, during which she gets visions of
their native land of Djunghart. They on forever. As a rule, they have little faith how to rule the destiny of the village. The
where driven north, into the meager, grim in physical things, but they have a great spirits, who are her allies, tell her how
land of Dain, with its scraggy pine forests, tradition of orally-transmitted knowledge. to choose her Manpi, and the best way
marshes, and volcanic plains. Stories Instead of writing the tales down, they to teach her the path of the Mopor. The
tell of how, in the era before the great are passed on from father to son. They are girl who is chosen to become the Manpi
migrations, the Joarings coexisted more memorized with the help of a complicated must immediately leave her family, and
or less peacefully with the many Trollkin system of bone rods that at least one man she immediately becomes a relative to the
of Djunghart. When the new people in every family must be able to handle. whole village. During her apprenticeship,
migrated from the north and started The bone rods are believed to have magic she is treated with the utmost respect,
fighting the trolls, the Joarings appear to features and are carved with mysterious and she is considered a welcome family
have simply withdrawn in the land which signs from a forgotten alphabet. member in all the houses of the village.
is nowadays called Dain. There are people The four or five carved sides of the The old Mopor hands over her magic
who claim that the Joarings were actually rods can be combined in thousands of objects to the Manpi when she passes
enslaved by the trolls. They simply saw different ways. Each combination holds away, the Manpi then ceases to be a
the incoming people as liberators but a key to one of the Joarings’ many Manpi, and becomes the new Mopor.
took the opportunity to withdraw before mysteries. The religion of the Joarings is a
the liberators turned into new oppressors. The man in each family who is allowed complicated web of religious ceremonies
to carry the families’ rods is considered to and ancestor worship. There is an altar
be an apprentice of the village’s Mopor. in every home where offerings are made
Family Rods, Mopor and The “Mopor”, who is alwayss a woman, is to an image of the family’s protective
the Religious Practices the village’s shaman and sorceress. She is deity. The same altar host skulls from
The Joarings are a people that completely the one who manages the whole history of dead relatives who have done good
lack a written language, and therefore, the village, and who performs all religious deeds for the family. These skulls are
it seems, they have no culture. They rituals. She is constantly educating young honored by both food offerings and

chapter 3. dain | 47
Bloodgifting. The skulls are also used deities on top of the stone table, facing Social Structure and
for a ritual which is known only among the four cardinal points. These gods are Resources
the Joarings of Dain: the Borngifting. central to the Joarings’ religion. The Every Joaring village is ruled by a
Every newborn received a cut on the dark war god Ogon faces east, Sille, Chieftain who is alwayss a man, like the
chest, not deep enough to endager the the goddess of plenty, faces west, while Mopor is always a woman. The way the
baby’s life, but enough to make the facing north is Lekaba, the guide and Chieftain comes into power is different
wound dropping some blood. This blood the god of the holy speech, Lekaba, and in every village. It is common practice
is then ritually smeared on the skull of Sonntag, the god of death, faces south. that the Chieftain hands over power to
the forefather the family wants to watch During major festivals, the villagers his son, or that he chooses an able man
over the child. gather around this stone altar, and this is from a neighboring village to marry
The villages are often built in a circle where offerings to the gods are made. It’s his daughter, thus becoming the next
of houses. The central space of every also in the town square that the villagers Chieftain. According to old customs, the
village hosts a stone table resting atop gather for weddings, celebrations, or Chieftain is only allowed to have one heir
the tomb of the first chieftain of the when the chieftain wants to address all which must be officially chosen as soon
settlement. There are four images of of the people. as possible, in order to avoid family feuds.

48 | chapter 3. dain
There are also Joaring villages where The Joarings are mainly hunters and used as clothes. Joarings craft their
the leader is chosen, and whose villagers gatherers. The meager soil of Dain is not weapons of bronze and wood. Their
turn to violence and rioting if their suitable for any major farming, and the principal weapons are a curved saber
Chieftain fails to bring them prosperity. Joarings have therefore not developd any (similar to the krum sword of the
The interaction between the different advanced agricultural tradition. Their Wildfolk) and a war club, reinforced
villages is very tense, and war tends to crops are usually nothing more than with bronze. After battle it’s common
erupt often over land or mines. some root vegetables and other small, practice for the winning village to
The Joarings do not mine iron ore usable plants which are grown in small collect trophies from the defeated,
but their mines are dug to look for gardens outside the villages. mainly heads and facial skin. This skin
copper, tin, gold, and gems. Their A Joaring village is almost always is later offered to the fetish of Ogon.
blacksmiths forge skillfully-crafted at war with other villages. Secret pacts Since the Joarings consider the face
bronze weapons, and the creations in and alliances are constantly being made as the mirror of the soul, this means
gold by Joaring artisans are works of between different Chieftains and villages giving the souls of the defeated to their
art, sought after in other countries. in order to destroy other villages. dark war god.
Joarings frequently trade with the Everything is built on a complicated
outside world but tend to avoid any history of marriages, pacts, wars and
cultural exchange. Strangers are reconciliation gifts, plus deceit, lies, and A Wild Land
mistrusted, and only a few traders are slander. There are no major towns in Dain is a country ravaged by volcanic
accepted in the Joaring villages. Iron Dain, nor are there any stave church or activity. Its forests only consist of
is treated with the utmost respect any civilized trading center. scraggy pine trees and huge clumps of
and dwarven steel is seen as a divine Dain is truly a country where the brush, languishing in the barren soil.
material considered to be more valuable wilderness dominates everything. Small There are tall, dry grasses growing in
than gold. Weapons and armor made of villages are scattered all over the plain the black soil of the windswept plains
iron are something only the richest can of Torod, but they are not even tied and in some areas there is nothing
afford. A simple iron axe or a dagger together by a big road. The inhabitants growing at all.
can be passed down from father to son mix as little as possible with each In a few selected points ot his
for generations. Because of this, the other, and they see no need for major otherwise barren wasteland, some of the
few traders that are accepted by the cultural or commercial exchanges with Stormlands’ tallest trees grow. They are
Joarings are often very wealthy men. foreigners. Once or twice per year, a ancient, and their magnificent branches
few selected warriors head to a nearby reach for the sky, blackened by the soot
village to barter or to buy supplies they of a thousand volcanic eruptions.
A Wild People reckon they need
The Joarings are the dominant people
in Dain, but along the coast there are The Blackcleaf Mine in
some small villages inhabited by normal Joaring Warfare Vallerspoint
Stormlanders who tend to disdain the War is seen by the Joarings through a In Vallerspoint, high up in northern
Joaring culture. religious filter. When the Joarings go Dain, there is an abandoned mine
The Joarings are often tall as the to war, the whole village is affected. that today only goes by the name of
normal Stormlanders, but much more For days before battle, the Mopor “Blackcleaf ”. Many stories surround
sinewy. They move cautiously, often oversees ritual dances and offerings the place, which was once a very rich
with their back hunched, and they are to appease the gods. Ogon, the god of in gold. The mine was abandoned a
therefore criticized for their troll-like war, is promised the facial skin from the long time ago, after an encounter with
posture. Joarings have big blunt faces, slain enemies, and during the day, there a fierce Jarnwurm that had been woken
with eyes tight together, huge, wide are dances to honor Sille, sometimes up from its long sleep.
mouths, and thin, fair hair. Stormlanders also called Esilis, the goddess of love. Since the huge mine at Vallerspoint
consider them to be very ugly, and After nightfall, a mixture of tar, bones’ was abandoned, it has been the center
the Joarings’ bleating voices are often splinters, and spices is burned to honor of some peculiar incidents, according to
imitated by Stormlander children when Sonntag, the god of death. During the the tale of the local inhabitants. It seems
they want to mimic a changeling, since early morning hours, it’s finally time to as though someone or something is still
they believe Joargings to have trolls honor Lekaba, by singing holy songs living and still digging down in the
among their ancestors. All-in-all, and by the sickly stench of burned blood tunnels. At night, the echoing of hammer
Joarings are regarded with contempt, from sacrificed goats. strokes and the trampling of many feet
disdain, or just with leniency by normal Before battle, the goats’ meat is can be heard. Those who have entered
Stormlanders. feasted upon, and the bloody skins are the mine in search of the source of the

chapter 3. dain | 49
bodies. The resin from these huge trees
has been proven to have an embalming
effect, and any body which is coated
with the resin from these trees will be
preserved for centuries. The mourners
carry their deceased chieftain to the
trunk of the tree and cut a notch in
its rock-hard bark above the head of
the deceased. As the resin flows, the
deceased is propped up, and is often
dressed in ornate clothes and carrying
his favorite weapons. The deceased is
overflown by resin, which eventually
hardens. While waiting for the resin to
harden, the mourners attach beautiful
gold ornaments around the deceased.
These gold ornaments will soon be
covered with resin and stick to the
deceased.
For a passerby on the plains of the
first-born, it’s a strange and macabre
sight. By the huge three trunks there are
now several hundred chieftains resting
with weapons in their hands. Their
cheeks may be hollow and their eyes
may be black, but other than that, they
look alive as they stand amongst their
thousands of gold treasures. Even though
no one guards them, it’s very rare that
someone tries to steal from them. There
are whisperers of curses and hauntings
on the plains. There is talk about how
strangers have been found in the dust in
the morning, with their spines broken
and their guts spilled out onto the black
dust. Whether the peace of the dead is
truly protected by ghosts and spirits is
unclear, but the tales discourage most
grave robbers.

The Great Shadow


Woods
sounds have not returned. Many claim The Firstborn Trees of The “Great Shadow Woods” is the
to have seen horrifying sights around the P lains of T orod name of the great forested area in
the mine’s many entrances. It’s been said There are four trees in the vast plains northern Dain, just south of the
that bent, growling creatures with picks of Torod whichh the Joarings call the Hillingen river, bears the impressive
and shovels, drag sacks with peculiarly “Firstborn”, venerating them as gods. name of “Great Shadow Woods”. It
glowing contents to black carriages Ever since the tribes of the Joarings is a dark and rough place, but most
drawn by drooling horses. These tales are first came to this land, they have of all, it is a forbidden forest. The
told by many supposed eye witnesses in carried here any deceased chieftain superstitious inhabitants of Dain
the villages around Vallerspoint, although after the first who has founded a believe that the souls of the dead live
the stories are many, and there are as village (and who is therefore buried in the forest, and that a horrible battle
many tales as there are people in the area. there) to let the gods bleed over the raged in the forest in ancient times. A

50 | chapter 3. dain
myth that is actually true. In this forest For the moment the Joarings avoid a name. Now it’s very little used, and the
that used to be called “Ullikka” in the the dwarves, but it is unknown what will Joarings instead travel across the country
Eika language, a bloody battle raged happen if the dwarves decide to sell their any way that pleases them. For someone
between a small number of Elves and metal to them. unfamiliar with travel in the land, the trail
mighty dragons when the times where can be a useful navigation aid.
still young. The threatening mood and
the sense of mystery still lingers in the The Hillingen River
air, and many Joarings have sworn to A rapid, but shallow river finds its way Julgavaad
have seen Draugrs creeping at the edge down from the Trollridge Mountains in Julgavaad is a small village consisting of
of the forest during starlit nights. the north to the cold ocean in the east. about15 scattered farms, two small stores,
“Hillingen” is the name of the river, and a small inn. The farms are located in
whose gold isfamous for having made a semicircle from the edge of the canyon
Hillinge Woods and many poor people rich, therefore during that was created where the Hrimfors
the D warves the brief summer, a large number of river flows. In the middle of the village,
One of the first dwarves who came to panners can be found here, busy in the Ebensbridge rises and stretches over
the Trollridge Mountains order to mine their work, with dreams of wealth. The the canyon to the neigboring country of
was called Sergin Greathold. He and his Hillingen has been called the “Stream Djunghart. Next to the bridgehead are
followers have tried for many years to of the Many Waterfalls”, and someone the three decrepit houses that serve as the
find a fabled vein of mitraka. After having has calculated that there are more than vilage’s stores and inn.
led his men and his family into a large 100 waterfalls that throw the river The inn is run by Jidtord Oneeye,
cave-in during his search for the coveted from steep cliffs, on its way down from who claims to be an urbane adventurer.
metal, the other dwarves in Trollridge the north to the south. The shores When you are buying a jug of mead or a
Mountains thought that Sergin had of the river are the only land in all of meal at his inn, you will get to listen to
become mad, and that he and his kin were Dain that has rich vegetation. Stones many stories from this candid and happy
cursed, following the mirage of Mitraka. covered by moss change places with big innkeeper, whether you want to or not. One
Sergin’s dwarves were not accepted back mushrooms and lush grass. of his favorite stories is the one about how
into the mountains’ dwarven communities, he lost his left eye in a land far up north
and they were blocked into this land. called Wildland. How he found himself
Given their failtures with underground The Julga Trail there surrounded by two angry Hrim
tunnelling, they were obliged to settle The Julga Trail is the closest thing to a Trolls, who were determined to eat human
above ground. Sergin, who had always road that can be found in Dain. The trail flesh. If Jidtord is in a really good mood,
hated the sunshine, decided to head for the only consists of two wheel ruts, and some he sometimes brings out a rusty two-
dark shadows of the Hillinge Woods. Here, occasional heaps of stones that mark handed sword that he waves while he tells
he had his own little kingdom built above the directions. The Julga trail begins in the story with great expression. On rare
ground, nearby the iron mines located in Julgavaad and ends in Blackcleaf. Once occasions, he also brings out a box where
the midst of the forest, where metal ore is upon a time, there was enough iron he keeps two pairs of Hrim Troll tusks. If
extracted. Now, there is a small colony of being transported from the Trollridge you are really observant, you can see a kind
dwarves living in the forest. Mountains along the Julga trail for it to get of map carved into one of the tusks.

“There are whisperers of curses and hauntings on the


plains. There is talk about how strangers have been found
in the dust in the morning, with their spines broken and
their guts spilled out onto the black dust.”

chapter 3. dain | 51
DJUNGHART
Clawcastle Klarsvelp
Ebens Trail Ormika Lands
Hart Caves Redborg
Hartpikes Ryd Hill
Hrimfors Rydlands
Kaldershem Sisterskimmer
Kalderhum Vidarslodge

ershem
Kald * Hri
mfo
rs
il K alderhum
a
Tr
s
en
Eb
s
ke

H a r t c a v e s*
pi

Ormika
rt

Lands
Ha

S i s t e r s k i u m m e r
Greenskimmer Darkkimmer

* Klar
svelp
Vidarslodge Ryd Hill* Ebensbridge
*
y d s
R nd
La
*R e d b o r g

*
Clawcastle
0 100 200 km

52 | chapter 4. djunghart
Chapter 4

✦ DJUNGHART ✦
Since Djunghart lies on the southwestern part of the
Stormlands, it was the last part to be reched by the the
northern exodus. Nothing is recorded from this time, but it
is assumed that the northern exodus pushed aside a people of
herders and hunters that lived here before.

There is also much that indicates that beaches to be different from other beaches A Djunghartian takes deep pride in
an important and high-standing culture in Trudvang is the rust brown color of belonging to what is known as the “Great
of Trollkin has lived in these areas, and the sand, which through the ages has Lineage”. It is a complicated family tree
some want to go as far as to claim that been broken down from the cliffs along which connects almost all families in the
the legendary Fjol Trolls once lived here. the coast. A few of Djunghart’s main entire land. This enormous family tree
In the Djunghartian countryside it is settlements, like Clawcastle, are on such is recorded on rune rods in Redborg and
still normal to find weird stacks of rocks, beaches. The red cliffs have been shaped is carefully maintained. Djunghartians
cult shrines, and peculiar buildings from by the ocean waves since ancient times, have found a small nugget of belief in the
the time when the trolls ruled this land. and are full of weatherworn formations words that the followers of Stormi preach.
Many of these places are thought to hide and natural caves, which have acted as But they haven’t dedicated themselves
dark magic and great treasures. It is said hiding spots for smugglers and seawolves. fully to the Gerbanian beliefs, and
that the trolls that in the prehistoric Along the entire coast of Djunghart therefore mix it with their own rules and
age ruled Djunghart had a civilization runs the “Eben’s Trail”, a rock-paved road creed. Djunghartians rarely wage war on
whichh reached a level so high that it that was built a long time ago by the first other Djunghartians because of the family
overshadowed anything known today Redborg Drott, Eben Wildfjord. Because bonds of the Great Lineage. However, this
about the trolls. the treacherous coastal landscapes made doesn’t stop a healthy struggle for glory
The land rises out of the Oster Ocean difficult the traffic between the west and and prestige between the families.
on gargantuan, red cliffs. Cliffs which the east, he thought that the road was a The inevitable disputes and arguments
sometimes can rise as high as two-hundred necessity for the survival of Djunghart. between the chieftains are settled at the
fathoms above the foaming ocean. Further yearly thing in Redborg. Once per year,
to the northwest, just before the Nojdian those that are having a quarrel can meet
coast starts, the cliffs and highlands become Power in Djunghart: and present their cases in front of the
lower. In the northeast towards Dain, the the D rotts and the gathered thing. If the Redborg thing
land rises again, however, and the whole of Great Lineage can’t agree on who is to blame, the two
Djunghart could be described as a gigantic Each village in Djunghart is ruled by quarrelers are sentenced to duel in the
valley with Kalderhum as its center. a “Drott”, a chieftain, while the capital “Salt Circle”. This relatively bloodless
At a few places along the steep of all Djughart is Redborg, where the solution for one of the world’s oldest
Djunghartian coast, however, the cliffs Redborg Drott rules. All of the drotts problems has parallels with similar
make way, and the land begins to show belong to the same “Great Lineage” and traditions of the Arks, which are far in the
beautiful beaches in the valleys between are, according to old tradition, bound to north-west. These similaties are possibly
the cliffs. What makes the Djunghartian answer to the Great Redborg Drott. relics of customs brought by the northern

chapter 4. djunghart | 53
exodus, so long ago. The two quarrelers because they were situated right next to the Gerbanian belief isn’t as established
face each other in an area cleared of grass the ruins of the old troll culture. People as in the north. The city was built and
and weeds. The area is limited by a circle soon left the inland areas because of these founded by Brycker Eidar Navhorde, who
that the Redborg Drott draws with salt on stories, but sometimes also because of saw the superstitions of the southern lands
the ground (the salt is used to make sure mysterious deaths. Instead, they settled of Djunghart as a threat against the Great
that no quarreller can use magic against down by the coasts, and established the Belief. With great assiduity, he had a city
the other). The fighters then attack each foundation of the society which is known built, which would triumph over the cities of
other, each with a wooden mallet called today as Djunghart. The inhabitants of the untamed, and lure people to the bosom
the “Club of Rights”. The first one to be the land fear everything and everyone of Gerbanis. Eidar traveled south together
knocked unconscious to give up, or to be that has anything to do with magic, and with a handful of Knights of the Iron Hand,
forced to leave the circle has lost. After because they believe that elves are made whose mission was to protect the Brycker
the battle, the gathered thing decides out of pure magic, elves should think in this uncivilized land. He had with him
what punishment should be administered twice before they visit Djunghart. on the trip a large chest of gold that he had
to the loser. In the worst-case scenario, all The inhabitants of Djunghart are gathered as offering from both jarls and
of his possesions are given to the winner, predominantly a coastal people. This single farms during his travel. The gold
whereupon he is most brutally executed is largely because the inner parts of was to be used to build the city and the stave
by the gathered mob. Ideally, the two the land are occupied by the renowned church in Stormi’s honor. At some point, it
can make a deal in the old-fashioned, Sisterskimmer forest. However, it is not the is said that there were as many as 600 men
Stormlandish way, by simply mixing forest itself that the people of Djunghart working at the same time on the shrine.
blood to seal their agreement, and then fear, but what is hidden in its bosom. Eidar never got to see his life’s work
separate as friends. For hundreds of seasons, the wild completed, and neither did his son, who
people of Djunghart have occupied carried on when his very old father no
themselves with robbery and plundering, longer had the mind, or the iron will
The Djunghartians especially as sea raiders. For this reason, left for completing the task. After about
Djunghartians are a wild and agressive the peoples of Mittland hate and fear three men-ages, however, Clawcastle was
people, and their accomplishments in the Djunghartians and their nimble completed. Logge Bearsbane was the name
war are known far and wide. Many think warships, as do the inhabitants of Nojd. of the Brycker who first sat down in the
that everybody in Djunghart has some throne-like chair in the highest room of the
troll blood in their veins, and that their castle, to gaze out over the city. For during
warmongering minds and brutality are The Ancient Troll the duration of the construction, people
simply inhuman. This belief is further Culture had gathered, initially in small temporary
supported by the fact that Djunghartians Wherever you turn in Djunghart, you dwellings next to the building site, because
often are yellow of eye and heavily built. find traces of the troll culture that had the builders needed somewhere to sleep.
There are those who say that this peculiar its pinnacle just before men came to And there, where a large collection of
mix is caused by the war that is thought these parts of the world. The Ormika people soon existed, you soon needed people
to have raged in the land during ancient Lands and Kalderhum are especially full who could fill hungry bellies and therefore
times. The war is supposed to have been of these traces, in the form of the ruins of make a living from the builders’ needs. The
fought between the residing trolls and Kalderhum, and the mysterious urns of the temporary buildings soon became more and
the immigrating people. During these Ormika Lands. If you seek anywhere in the more permanent, and the merchants, who
turbulent times a large number of half- Sisterskimmer forest, you can find traces of had earlier lived under brushwood and slept
trolls was supposedly born, as the result the troll culture there as well. Just south on cots, built sheds and timber cottages, and
of terrible rapes. The half-trolls were of Kalderhulm, you find Hrimsbridge, the it didn’t take long before the foundation of
mixed up with the rest of the people, and only building that, through its splendor the city of Clawcastle had been lain.
eventually contributed to one of many and completeness, can testify to the Today, many, many seasons later,
special features that are today associated pinnacle of the troll culture. Clawcastle is the second largest city in all
with this peculiar people. of Djunghart, only Redborg is larger. The
Because all of Djunghart is filled with city has nothing at all to do with Djunghart,
relics from the old troll culture, which Clawcastle but just happens to be situated in the land,
many say still haunts the land with its Clawcastle lies in a valley almost at the and should probably be regarded as a small
magic, Djunghartians are very careful the tip of the peninsula, which in the south state, Independent from the Djunghartian
when it comes to magic. This carefullness stretches out into the open sea. Clawcastle drotts. Clawcastle is completely permeated
almost borders on terror. Stories are told is a city built entirely in honor of Stormi by a fanatic version of the Gerbanian faith,
throughout the land about entire villages and constitutes something that is not very and to even be allowed to settle down in
that long ago were destroyed by magic usual in the southern Stormlands, where the city, you have to be faithful to Stormi.

54 | chapter 4. djunghart
Today, the city is ruled by Jormern floors have round, swollen shapes, and are In short, it is very hard to tell where one
Kolmemur, a man who claims to be a dark red in color. On their surfaces the slow, tunnel leads until you have traveled through
Brycker, but few have seen his powers in patient dripping of water over thousands of it and seen its end yourself.
a long time. years is reflected. Tunnels criss-cross the
stone foundations and connect one cave hall
with another. Some tunnels and passages The Hartpikes Islands
The Eben’s Trail begin in a wall, while others start as a hole Just a day’s travel by boat out to sea,
Along the entire coast of Djunghart, but in the floor or the ceiling. Where they lead off the west coast of Djunghart, lies
also far inside the neighboring country of is very hard to tell, as they twist and turn a very treacherous and feared marine
Nojd (which once was part of Djunghart in every direction. Sometimes, they slope landscape. A collection of islands
for a time period), Eben’s Trail weaves. down, sometimes up, and sometimes they shoots up like small mountains from
The trail consists of two long rows of are level. Sometimes the tunnel abruptly the sea. Treacherous reefs surround the
carefully placed plates of red clay. Because ends in a hole in the ground or ceiling, and entire group of islands, and only very
the trail isn’t used much today, grass just as often it ends up in a wall. However, experienced sailors can find their way
flourishes between and next to the plates, it is not a given fact that the floor plan of safely through the dangerous reefs. But
which mostly give the animals a good the cave is on the same plane as the one it is not the reef surrounding the islands
grip to pull their carts and wagons. The that the path ends in. One tunnel can just as that have made the Hartpikes into
trail was established a long time ago by likely end in the cave hall’s wall, as it can end famous landmarks. Among the islands,
the first Redborg Drott, Eben Wildfjord. just below its ceiling or just above its floor. Sea Wolves and raiders gather.

The Hart Caves


A few days march south of Hrimbridge,
along the Hrimfors, and not far from the
Sisterskimmer forest, lies one of the gates
to the Hart Caves. There are very few, if any,
who know anything about the existence of
the Hart Caves. These natural caves start
as a fairly unremarkable opening in the
western wall of a ravine. The opening is
hidden behind a few boulders, and the first
room is only big enough for ten men to
have little space to move. The cave sports
many tunnels, which all lead deep inside
Djunghart. After several hundred steps
through any of these snaking tunnels,
you will enter the Hart Caves themselves.
However, this isn’t the only entrance to
the caves. On the contrary, there are many
more. The problem with most of these is
that paths and rocky walls have collapsed,
and therefore shut off the real caves.
The Hart Caves stretch in all directions
below Djunghart, which makes it possible
to get from the Hrimfors river in the east to
the west coast of Djunghart, and onwards
to the Hartpikes below the surface of the
water, or from Kalderhum to the southern
coast through this gigantic cave labyrinth.
The caves, each bigger than the last,
provide spectacular views of stalactites and
stalagmites in all sizes, each adorned with
beautiful crystals which reflect light sources
in a myriad of prisms. Walls, pillars, and

chapter 4. djunghart | 55
The Sea Wolves are a collection of North of Hrimsbridge, the landscape order. Sometimes two cliff walls can face
seafarers who all live to plunder and slowly rises towards the Trollridge each other with only a few steps in-between.
conquer. They live an outlaw life out Mountains, as does the ravine near In other places, a cliff wall can rise at the foot
among the islands, with their own laws Hrimfors. Just like in the north, the of a hill, and sometimes two hills can form
and customs, separated and different southern landscape also rises steadily all a grand valley. Between valleys and close
from the mainland of Djunghart. the way to the rocky coast. The two lands to cliff walls, there are in some places small
Their small villages are set up on the of Djunghart and Dain are divided by a rivulets of the purest water pouring forth in
flat tops of the islands. Every small group steep canyon with the Hrimfors river on a never-ceasing stream. The water partly
of islands forms a faction that is led by a its bottom. Other than Hrimsbridge, only comes from the highlands in the south,
clan. Of course, sometimes a strong leader Ebensbridge in the southeast connects and partly from the Trollridge Mountains
rises who gathers several families and clans the two countries. Ebensbridge was in the north. The rivulets eventually meet
to unite under his banner. It is in such built by men, under orders from Eben in Kalderhum, where they form small and
times that even the earthbound people Wildfjord, Djunghart’s first Redborg shallow pools. The pools almost never grow
on the mainland fear the Sea Wolves of Drott, and its quality is nowhere near to be larger than a few hundred metres in
the Hartpikes. For then, it is not only the to the construction which Hrimsbridge diameter, or deeper than two fathoms. The
ocean that constitutes the workplace of the is. Although Ebensbridge is not as porous soil which lies like a layer across all of
raiders, but also the mainland. impressive as its northern cousin, these Djunghart is often eroded by these rivulets,
The Sea Wolves exploit the early days it is far more trafficked, as it is leads which constantly seem to find new paths
morning fog to hide their small, quick directly to Julgavaad, a small settlement to stream through. This leads to water-
ships that appear suddenly next to the which acts as the gate of Dain. covered areas soon turning into fertile
ship they have decided to plunder. Trying to cross the river at any other grasslands, and what was previously fertile
In the water around the islands, there place than over the two bridges is very grasslands instead turning into a lake. The
are pig seals, which are hunted for their reckless. The river is too deep and too wild grass is hardy and seems to thrive in these
meat, skin, and furs. The hunt is mostly to ford, and treacherous stones and currents conditions, and therefore doesn’t mind to
carried out by the Sea Wolves, but a threaten even the sturdiest of the ships. sometimes act as seaweed. In some places it
few Djunghartians have managed to Here and there along the Hrimfors, steps can be hard to see where land meets water,
claim a small beach area from a clan of have been carved out of the rock wall of because the grass covers all of Kalderhum,
Sea Wolves and have thus gotten the the side of the ravine, leading to the river and because the pools usually don’t get any
opportunity to hunt pig seals. banks. Below these, small fishing posts have deeper than two fathoms.
been set up, taking advantage of the river’s The hilly Kalderhum is a very dangerous
abundance of fish. All fish inhabiting the landscape in which to travel. Partly because
The Hrimfors River, river, regardless of species, are jet-black - a it is so easy to get lost, and partly because
the H rimsbridge and characteristic gained when the Trollridge you are constantly at risk of falling down a
the E bensbridge Mountains’ poison seeped into the river. nasty cliff. Places where two cliff walls stand
All along the eastern border of Djunghart, Today, the fish are free of poison, the opposite each other and the gap in-between
the mighty river of Hrimfors flows toward black color their only inheritance from the is hidden by the thriving grass present a
the southern coast, through the depths contamination of the past. particularly big risk for uncautious travelers
of a wide ravine. From the glaciers of the to fall head over heels.
Trollridge Mountains, icy waters run wild Despite the fact that it is a treacherous
along slippery and wet rocks. Only for a The Kalderhum landscape, there is plenty of game in
few days’ march, near Kalderhum’s eastern Between the Trollridge Mountainsin in the Kalderhum. And where there is plenty of
border, toward its center, does the river flow north and the Sisterskimmer forest in the game, there are almost always plenty of
unaccompanied by rock walls on either side. south stretches a clipped landscape called beasts of all kinds. Gryphons especially
Here stands the last monument left “Kalderhum”. This is a weird mix of cliffs seem to feel at home in these lands, a beast
from the old troll-culture. An immense and hills, covered in waist-high grass. Here which is otherwise rare in the Stormlands.
stone bridge towers above the raging and there, soft and round peaks rise out of Because Kalderhum is situated between
river, originating several hundred paces the ground, only to be turned into sheer the chilly Trollridge Mountains in the north
up the river-bank. The bridge is over cliffs and steep walls. Rocky walls rise and the significantly warmer Sisterskimmer
twenty paces wide - ancient tracks in its vertically from the ground beside hills that forest in the south, cold and hot air often
worn stones are a testimony to its heavy end just as abruptly as the cliff at its foot meet over Kalderhum. This is when the
use over many ages. Today, it is known as rose. That which, one moment, might seem treacherous Hulm Fog materializes. The
“Hrimsbridge”, nowhere near as busy as like a flourishing hill, can, without warning, fog, which is often very thick, wanders like
it once was, before men made their entry end in a deadly cliff. The hill and cliff walls a phantom along the ground, and follows
into these lands. are placed without any recognizable, natural the landscape up the hills and down the

56 | chapter 4. djunghart
cliffs. Sometimes, the fog is so high that tracking, and by becoming one with the The Klarsvelp Lake
it covers the entire landscape, valleys as mind of his prey, he could know where Just outside of the Greenskimmer woods
well as heights. Wanderers are then best it was heading to. It is also said that he (a part of the Sisterskimmer forest) lies
off stopping for the night without taking could turn himself into a hawk which a peculiar lake in a gigantic crater with
another step. The fog can come at any on broad wings, high above the ground, horizontal walls. The word “Klarsvelp”
time, and anywhere, and sweeps forth over could find all tracks he was searching for, derives from the word “Klar” or “Clear”.
the landscape almost as if it had a purpose. and all prey he was hunting. The lake has received its name from the
When the fog has a place in its grip it can In his autumn years, when ailments and crystal-clear waters of the lake, as well as
sometimes take a whole day before it has lack of energy made it impossible for him the sound of the waves which constantly
swept past, and you can once again see your to do what he had done all through his life, hit the cliff walls which circle the entire
hand in front of your face. he decided to teach his knowledge to young lake. Despite there is no wind on the lake,
Just like everywhere else in Djunghart, men of the wilderness. Soon his simple it is in constant motion. Wave after wave
here you can find remnants of the now-lost abode had been joined by several dwelling pulsates against the cliff walls, with a
prehistoric culture in the form of rock piles, houses, built by men and women, thirsty never-ending power.
obelisks, and buildings that a long time ago for knowledge of the wilderness. Kalder’s If you look down into the crystal-
fell into ruin. The ruins of Kalderhulm are home was soon rebuilt into a small farm, clear waters, you will not find a bottom.
situated without noticeable pattern, and where he could enjoy his last time on the The fact is that people have tried depth-
you can tell by looking at them that the soil of Trudvang. The young apprentices sounding the lake without finding a
landscape didn’t always look like this. Some soon increased in number, until the point bottom. Klarsvelp is therefore, according
of the ruins are nowadays completely under where a small settlement had been built to many, bottomless, and constitutes yet
water or at least partically submerged, in only a few years. The town was, of another bad omen for the superstitious
while others lean against one of the hills. course, named after its founder, Kalder people of Djunghart. The water level is
On some heights, you can see half a ruin Hawkmaan, even though this was more another factor which builds and enhances
on the edge of a cliff, and if you look down or less involuntary. As all small villages the mystery surrounding the lake.
the mountain wall, you can see the rest of and cities in the wilds, Kaldershem also Sometimes it reaches all the way up to the
the ruin fallen on the ground below. In attracted beasts. Kaldershem became a upper rim of the crater, and sometimes
places where two mountain faces stand ring fotress since a ring wall was built a 50-fathoms long rope hang from the
wall-to-wall, you can see half a ruin on around the rangers’ dwellings, and a hird same crater rim isn’t enough to reach the
each top. Most of the ruins are completely was established to guard the wall. water’s surface. At moments when the
decrepit and have long ago been emptied Today, Kaldershem is no longer a water has sunk especially low, you can see
of treasure. But here and there, there are small settlement for the men of the wilds, stairways cut out far down there, circling
a few which still have unexplored tunnels but a real city like any other, with both along the mountain wall and disappearing
and rooms, hidden below layers of stone craftsmen and ale houses. into the depths beneath the surface. Some
and soil. Because of the city’s location out in believe that this is yet another work by
What once happened here is hidden in the wilderness, it is a very hardy people the old trolls who used to live here a long
the mists of the past. But that something who live here, constantly under threat time ago, while others believe that it was
with a furious power laid into the from the beasts of the wilds, which never dwarves who themselves carved out the
landscape is easy to see. seem to run out. entire Klarsvelp in their hunt for precious
Queen Iberkald rules the city with an metals, many thousand years ago. Today,
iron fist, which is accepted by the people, no one really knows who built these
Kaldershem who consider it necessary for survival. stairways.
The majority of Djunghartians live The city gates are closed at sundown
on the coast, fearing the threats of and are not opened until the first rays
the inland wilderness. But the city of of the sun again shine upon the city. The Ormika Lands
Kaldershem is different, and in fact many Everyone on the wrong side of the wall Betweeen the Sisterskimmer forest and
of his inhabitants descend from non- when the gates are closed better prepare the west coast of Djunghart lies the
Djunghartian Stormlanders who came for surviving the night outside the city Ormika Lands. A moor like any other
here attracted by the fame of the city. gates, where the laws of the wild rules. in Trudvang, except with the difference
Kalder Hawkmaan was a ranger of the The darkness of the night brings out that this one hides great secrets.
wild who lived several hundred years ago. the tireless beasts, which never seem to Scattered over the moor are several urns
Kalder was the master of pathfinders, and give up on trying to conquer the city. of varying sizes and shapes. They range
he mastered the hunt like no one had done The city’s harassed herdsmen often have in size from the smallest, which don’t
before him, or ever would. It is said that to watch their animals fall prey to the reach higher than the waist of a fully-
Kalder could think like the animal he was predators, even during the day. grown man, up to urns that are twice

chapter 4. djunghart | 57
as high as a grown man and need four that the troll-culture wasn’t chased off even those refused entry into the city
men with arms outstretched to encircle by man, but that it rather chose to leave are allowed to trade here. Experienced
them. The urns are made of red clay Trudvang on its own, perhaps to join the mongers know that here, in the early
and have therefore withstood the test stars and their mysterious sun gods. dawn hours, is the best place to close the
of time well. Every urn is decorated most lucrative deals. Whereas the city
from top to bottom with patterns and market trades in metals, red clay, work,
images. What these patterns and images Redborg spices, and raw materials, the Offal Pit
mean is something that no one has yet Redborg is one of the cities in the deals in slaves, cattle, weapons, and all
to discover, but that they hold the key Stormlands that has the most contacts manner of extracts.
to the mysteries of the troll culture is with Mittland. This harbor city is Redborg is governed in a very
something that all learned men agree on. situated along the rocky coast at interesting manner - with influences
The urns stand in a very familiar Djunghart’s westernmost point. The from all over Trudvang. The city is ruled
pattern, and those that are knowledgable mountain keep sits high on the cliff by the Great Redborg Drott. A personal
in astronomy can see that the urns are known as Sunklipp, overlooking the hird protects the Redborg Drott, sworn
placed according to the constellations Oster Ocean, hundreds of fathoms below. to protect him and his position. The
of the stars in the sky. Larger urns The harbor itself is at the bottom of a city’s remaining defense is a Hird paid
correspond to the stars that shine vast natural cave. Visiting ships moor for by the city’s many hucksters.
brightly, while those that shine weakly in a complex system of caves and clefts. All those suspected of serious crimes
are represented by small urns. There Visitors must climb down slippery paths are condemned by the city’s Hird and
are, however, some small differences in along the rock wall to reach the city. must pay for their crimes in the “Blotpit”.
how the urns are placed according to the Merchants selling goods and provisions The pit consists of a small cave-network
brightness and how the constellations at Redborg market, however, can get a outside of the city and houses an ancient
appear today. This is because the urns considerably more pleasant journey up Lindwurm. The nature of the crime
were raised by a people who lives such a to the city. From the harbor there is a determines how long the condemned is
long time ago, that the positions of the wide walkway, winding up the mountain banished to the Blotpit. The more serious
stars in the sky have changed. like a staircase. The walkway is always the crime, such as the use of vitner,
During the night, the urns give off a busy with beasts of burden pulling goods the longer the suspect must stay in the
weak light, almost as if they all contain to and from the city. Blotpit. Those who survive their allotted
a small star. If the night is cloudless, Because the city is situated atop a cliff, time are presumed to be innocent. What
the light from the urns is significantly with only two easily defensible roads the people of Redborg don’t know -
brighter than if it is cloudy. The light then leading to it, the city is well-protected and most likely don’t want to know - is
rises in a constantly revolving cone of from attacks from the sea. Redborg is that the Lindwurm has a way out of its
starlight, as high up in the air as the urn therefore nearly impregnable, both from lair, and that it occasionally leaves the
is tall. During nights when the full moon land and sea. In a semi-circle around Blotpit. Its tunnel leads all the way to the
rises over the Ormika Lands, and no cloud the city, a four-fathoms tall, and three- Sisterskimmer forest. However, he rarely
hides the night sky, you can feel how the metres wide wall protects the city’s makes his way there, since he rarely has
entire ground gently vibrates, and hear keep and buildings from the attacks. The to wait long between meals.
the air being filled with a low humming. city walls have four towers, two on the
The legends say that, on nights like western wall, and two on the east. The
these, mysterious beings of the mist can entire city - its walls, keep, and houses The Rydlands Plains
be seen stalking among the urns. The - are all made of red-baked clay, which At first glance, the Rydlands, with their
beings are tall and towering, but thin, lends Redborg its name. For when the tall, windswept grass, look like any other
with frail arms and legs protruding from sun’s last rays shine on Redborg, the city plain. Gnarled, lonely junipers grow
their bodies. Their heads, however, are is alight like a red beacon shining into here and there, and where the trees
large, and look clumsy and out of place the grey-blue sea below. aren’t clustered, the Rydlands are almost
on the mist-beings’ bodies. Redborg is a merchant city, dominated indistinguishable from other plains.
Ever since humans came to these parts by a round central market, and There is one thing missing from this
of Trudvang, the Ormika Lands have welcoming to most visitors, as long as plain, however - something most other
filled mens’ hearts with fear, awe, and they bring money to spend, or goods to lands have - animals. The complete lack
respect. Some even say that it was the sell. Its walls face inland and allow an of animals and birds has turned the plain
troll-culture’s great knowledge about unspoiled view of the sea. to an evil and mysterious place. No true
magic that made the Djunghartians Far below the city, in a large cave, Djunghartian would voluntarily set foot
forever see the place as something another marketplace can be found. here, or even think of doing so. The plain
dangerous and unnatural. Others say Commonly known as the “Offal Pit”, is haunted by spirits.

58 | chapter 4. djunghart
The Ryd Hill wits had long abandoned him. Therefore, this is true or not, no Djunghart truly
In the center of the Rydlands a peculiar when he finally learned the wisdom of knows. Despite many attempts to drive
hill can be seen. It is not round, but rather the Stone of Knowledge, he didn’t notice off these mythical elves, nobody has
cone-shaped, with a flat peak. Legends say a very important fact - the stone carried actually encountered one in the forest.
that this is where Rydegarm Blackwindi a curse. He who awoke its knowledge The forest is dense and wild, its
came with his band of creatures. Nobody would never leave Trudvang - but forever undergrowth often thick with plants and
quite knows why he collected this large wander its lands as a spirit. The Stone’s bushes. Trees that have seen thousands
band to follow him. But the stories tell powers were so great that all living of seasons come and go stand on gnarly,
about how he decided to seek out the beings who heard the song of its finder twisted trunks - their leafy branches so
Trollridge Mountains, where he had would forever be bound to him, and when heavy that they almost touch the mossy
heard the Stone of Knowledge was hidden. he would one day die, they would follow ground. Traveling through this forest is
A long time passed, and by the time him, condemned spirits as well. difficult, but rewarding, since its virgin
he found the Stone, he was so old that his In a final beam of light, Rydegarm beauty offers awe-inspiring sights and
regained his wits at the end of his life. discoveries. Because it has remained
He realised what he had to do. He could untouched for so long, it is teeming with
not stop his singing, but he could lock wildlife that thrives in its green interior.
himself away, together with the spirits he Wildlife is not the only thing attracted
would summon by his death. Therefore, to this forest, however. Well-traveled
he made his way to the Rydlands, and foresters claim that in the deepest shadows
with his final energy created a large of the forest lives a dragon, guarding a
pyramid-shaped hill inside which he large treasure. But few believe these stories
locked himself and his followers. - how could a humble forester meet such a
As to what was in the cone, the many legendary creature and live to tell the tale?
legends about Rydegarm Blackwindi’s Although the trees in the Sisterskimmer
destiny still contest. Some tell of seem all to be of the same species, they
tremendous treasure, worthy of dragons, have distinct looks depending on whether
while others whisper of the source of they are found in the two different
all knowledge - a burden too heavy for sections of the forest: the Greenskimmer
Rydegarm to carry. Many have tried to dig or the Darkskimmer. Frostpines in the
their way into the hill, but to this day, none Greenskimmer have light green needles,
have survived to tell of Ryd Hill’s secret. and the bark on their vast contorted trunks
is a light shade of beige, different from other
pines. The Frostpine produces enormous
The Sisterskimmer pinecones, very highly valued among the
forest men and women of the wild. The pinecones
To the southwest lies the Sisterskimmer are edible, excellent sources of energy, and
forest, which in ancient times was part of very tasty. They are sweet and can be as
the same, enormous primeval forest that large as two fists held together.
once covered all of Djunghart. All that The Greenskimmer is a very beautiful
remains of this ancient forest today is the forest, its ground is covered by a soft and
Sisterskimmer. The mighty Frostpines, fertile moss. It shimmers with a magical
once abundant in the primeval forest, green light. It is the rich, red soil that is the
can now only be found here. The only source of the forest’s energy and ability to
clue suggesting that these trees may grow. Here and there, the mighty trunks
once have grown in wider areas is a of the Frostpines rise above the canopy, in
gigantic tree stump in Vidarslodge, an almost predetermined pattern. Firs and
functioning now as an inn that houses pine trees are scattered in small clusters
tired wanderers traveling on Ebens trail. around the forest, and almost look as if they
Although most of the Sisterskimmer were planted there on purpose. Vast ferns
forest no longer houses any Frostpine, grow in the fertile red soil, among bushes
the forest is filled with mystery and and other undergrowth. The hilly landscape
legends. Its tales of mystery get more means that sometimes you find yourself
interesting, because it is said that a small overlooking the tops of towering firs and
tribe of Elves live in the forest. Whether pines, and, if you are lucky (or perhaps

chapter 4. djunghart | 59
60 | chapter 5. ejdland
unlucky), you may see one of the Vidrjotuns Tuvoldcastle In the city there is also a small
wandering past. Whichever way you face It is easy to say that that Djughartians hospital led by Koldra Lövsådra, a very
however, you see the impossibly large are savages, although there is a slight old woman who has become blind in the
Frostpines’ trunks, and if you look straight spark of hope that even this people will autumn of her life. She used to lead a
up to the heavens, their vast branches hide one day become a civilized country with network of healers who all live to help
the sky above like a ceiling. an enlightened population. This light and care for the injured and the sick.
Here and there ruins stand out of the gleam of hope in an otherwise dark and Many of these healers have long since
green moss, at times as small mounds uninhabited country can be found in left the city and now live somewhere in
of rocks or large pillars, other times as Tovuldsborg, where the country’s only the wildest part of the Stormlands to
gates leading into the depths below, and real library can be found. The city itself is practice their arts. Until just a few years
sometimes entire buildings, still standing not very big or significant for the common ago, Koldra could have a team of up to
defiant, despite their age. Roots and moss Djunghartians, but for the scholars it is a five, adepts at his side who were taught
cover the buildings and statues, whose city of hope and knowledge. Tuvoldcastle in the art of healing. Nowadays, however,
faces have long ago been erased by wind has been forgotten by the power she does not have the strength to deal
and time. The buildings stand like ghost struggle of Djunghartian drotts, who with her adepts. Her main task now is
ships in a sea of moss, their architecture cannot understand what might be more to perpetuate her knowledge of healing
long forgotten, as are their builders, important than the arts of war and the and let her draw down the recipes she
lost to the passage of time. Rumors of power of the strong to assert themselves. invented during her long life. Today
treasures hidden among the ruins have The city houses nearly 1,000 there are only three healers in Koldra’s
attracted families of King Trolls to the inhabitants. Here you will not find the house, all of which have gone as an adept
forest. Whether they have come across robust warriors who normally waste time at Koldra. Together, they now try to
anything of value among the ruins remains in any inn like in other city. There are preserve the precious knowledge that
unknown, but the fact that they have no beggars and poor people who stroke their teacher and mentor possess.
chosen to stay in the forest suggests that along the streets and paths. You do not
they have found something. have to be afraid of being hit by someone
The Greenskimmer is abundant with who has a reason for why you should Vidarslodge
wildlife, and Forest Trolls - who seem to deserve a strike, since crime is practically Along Eben’s trail, lies an inn that offers
infest all the forests of Trudvang - roam non-existent in Tuvoldcastle. tired wanderers a hot meal and shelter
within, making life difficult for all its An old castle stands in the middle of for the night. Housed inside the stump
inhabitants. the city, serving today as a library for the of an ancient Frostpine, it is known as
While the Greenskimmer is magical many scholars who inhabit Tuvoldcastle. “Vidarslodge”. About a century ago,
and beautiful, the Darkskimmer is a The library is not very large, if you Vidar Hjord, decided to turn the old
terrible, frightening place. The once-fertile compare it with famous institutions like stump into an inn. The idea came to
red earth is now and forever poisoned and the library of Kess in Westmark, but big him from one of his many travels in his
sick. The forest’s soil is barren and dead. enough to spread enlightenment to the youth. He once came across a strange
Dried trunks and rotten branches lie barbaric world of Djunghart. The librarian and fascinating tavern in the far north,
scattered on the needle-covered ground Sveinold Storklippur is the man who runs in a forest called the Darkwoods. The
in eternal gloom. It is rare to find grass- the library and rules over the city. He is a Wooden Tankard, it was called - chiseled
covered slopes and greenery defiantly alive man in his sixties whose great calling in from the the trunk of an age-old tree.
in the forest. The wild animals cling to life is to spread knowledge. Pedagogy is The Wooden Tankard refused to leave
these areas desperately. The silence is only his great interest and he can teach several young Vidar’s mind, and he thought of
broken by alarming sounds, suggesting subjects to the person who is interested. the the old stump near the Sisterskimmer
that a battle of life and death is underway Sveinold’s teaching is very hard. If a forest, only a day’s march or two from
nearby. Needless to say, far less wildlife student fails at any time during the studies, his home village. With the Wooden
lives in the Darkskimmer compared to the he must not continue any longer under Tankard in mind, he turned back toward
Greenskimmer. Its animals are smaller and Sveinold, but be forwarded to teachers home, and soon the construction started
appear lean and scraggy. whose knowledge cannot be compared - together with his wife, whom he met on
The Darkskimmer is home to Vidrjotuns with the head of the city. Sveinold is his journey back.
and Ogres, but also rarer creatures, such helped by twenty-four learned men and Today the inn is run by Vidar and
as the Happjas. What were once small women who, like him, all feel the duty of Trinda. This Vidar is the grandson of the
streams and lakes have turned into swamps the spreading the knowledge in this world. Vidar who built the inn, and Trinda is
and marshes, where the eyes of Lyktgubbe These men and women came from all the his wife. The pair have a young daughter,
glimmer in the dim light. Nobody knows corners of Djunghart, tired of the barbaric who helps her mother take care of the
what befell these poor souls. society in which the country lies. cooking.

chapter 5. ejdland | 61
a r i ver
Si lvr

EJDLAND
Blacktear River
Copperwoods
Eastmarki
Grim Village
Grimhills

North
Iron Moors
Jotunheid
W i l d h e a r t

Plai
Klipp
Kraav

ns
North Plains
Paatr Blackte
Rimcoast ar
Saaga River
Silvra River
Stigor T
* r oclal ms talrek P a a t r*
Tinder River
Tinderswamp
Trollmark Castle
Wildheart
Yksa

Jotun-
heid * igor Eastmar
k
St *
K l i p p*

Grimhills
g e *
m Villa MIo ro ro sn
Gri
Co
ppe
rwo

Rimcoast *
swTiander- r-
ods

mp T i n d e
river
0 100 200 km

*K r a a v
62 | chapter 5. ejdland S a a g a*
Chapter 5

✦ EJDLAND ✦
During the first exodus to Ejdland, a people came from the forests of
Trudvang´s central and northern parts. They came in different waves,
more than a thousand generations ago, and settled in the desolate
land. The people are called “Wildbrons” or “People of the Wild Boar”,
after the boar’s fur that they usually made their clothes out of.

The Wildbrons were a nomadic and a few intense years of war, large parts of lived side-by-side for several generations.
fairly primitive-natured people, who lived the tribes and villages of the Wildbrons Sometimes they clashed together in violent
on hunting, fishing, and plundering of were eradicated. Today, their descendants blood gifting sackings, but more often they
each other’s villages. These ancestors of live in a sort of cult society in the northern exchanged gifts and allowed marriage into
today’s inhabitants quickly spread across Copperwoods. each other’s clans.
the uninhabited land and established What keeps the Wildbrons together After a time of peace in the area,
small settlements and temporary hunting is their warrior ideal, in other words, Ejdland was afflicted by trolls. Hordes of
villages across Ejdland. They were a the belief and culture centered on war as trolls rushed down from the mountains
strong and powerful people, with the something to live for and endure, thus in the northwest. They plundered and
wind blowing in their hair and a way of allowing one to reach the farthest truth. killed anything that got in their way. Panic
living that brought forth the rights of the Today, the Wildbron warriors are highly spread quickly among the inhabitants of
strongest. They were always in constant valued and are offered expensive gifts the loosely connected land, and Clan Lords
conflict with each other and used to the to serve as hirdmen for Clan Lords and and Shieldjarls formed an alliance against
harsh life of war. Shieldjarls in Ejdland. the trolls of the Trollridge Mountains. The
A few generations later, a new people The Broths were last to arrive in alliance was called the “Eje Alliance”, after
wandered into the region, this time from Ejdland. They came from the ocean in Eje Rudshort, Shieldjarl and Clan Lord by
the other side of the mountains in the west. black ships, and according to hearsay, marriage. A new country was born, and it
They called themselves “Kremors” and left the sinking islands for a new land to was named “Ejdland”.
wanted to find grazing ground for their conquer and populate. They were led by Today, a single people rule in Ejdland,
livestock. Their civilization was superior pregnant women, and they worshipped one people who once was very different.
to that of the Wildbrons in most aspects Fertility and Death as two gods. The After the Brothian conquest, the Ejdlanders
and had great knowledge about things Broths came ashore on the east-coast of were worshippers of Fertility and Death, a
big or small. Through war and sacking, Ejdland, and through plundering and war kind of nature cult focused on sacrificing
they tried to conquer the land from the took over a large area that went from Saaga people to their pregnant women. At the
Wildbrons who, however, resisted strongly in the south to Eastmarki in the north. time of the Eje Alliance, new beliefs in new
for a time. Because the Kremors used the They brought with them a belief in the gods and divinities started to spread in
horse both as fast mode of transportation rights of the strong, the life in the womb the Stormlands, especially in lands north
and as a way to surprise their enemies, the of the woman, and death as an involuntary and northwest of Ejdland, in Vortland
Wildbrons lost more and more of their release. Right away, they sacrificed people and Fynnheim. This way of thinking
hunting grounds, and slowly but surely in honor of the pregnant women in the became the foundation of a whole new
the Wildbrons got pushed aside. During new land. Broths and Kremors, however, religion, with a re-interpretation of the

chapter 5. ejdland | 63
basics surrounding existence, and even the Ever since the first people came to between their seats of power is enormous.
Broths could easily accept the teachings Ejdland, conflicts between different For this reason, the three main powers
of the Great Faith about the rights of the families have been a great problem. The have been continously antagonizing each
strong. most significant Shieldjarls that have risen other, discussing like priests of the Tenet
The cult of Stormi, the great creator constantly try to win more land and power. of Nid arguing about theological niceties,
god and father of all, and of his messenger Alliances between the mighty and rich always having a hard time agreeing on
Jorn, reached Ejdland and, after the have grown like weeds on newly-sown land laws and rules to be applied for the whole
course of a few generations, the old and have been broken as fast as they came Edjland. What one jarl says, the other
beliefs were gone. The followers of the to be. Edjland has therefore sometimes contradicts, and this is the way it has been
new belief naturally got to bear the name been referred to as the “Land of Broken since the land was new. Jarl after jarl, and
of their foremost god Stormi, and thus Promises”. this is certainly the way it will continue for
were named Stormlanders, a name which Since the Eje Alliance came to be, a long time to come.
possibly originated here in Edjland, but Ejdland has been divided into several
to be later adopted by all the Stormlands. unions between Shieldjarls and important
Today there is nothing left of the Brothian men, who constantly strive to be more The Copperwoods
sacrifice culture or of the Fertility and powerful than the next. The three, at the The wild, Korpikalli elves that live in
Death worship in Ejdland, other than in moment, mightiest Shieldjarls of Edjland the Copperwoods wish to deal as little
fairy tales and stories from the old times. sit together in the so-called “Council of as possible with the humans who live
Characteristic for Ejdlanders, as for all Ejd”, which controls and rules the land. in Ejdland. Only one time throughout
Stormlanders, is their hard every day life, and Every year, several candidates are called history have they united with the untamed
the strong belief in Stormi. Stormlanders to sit on the land council, who, during the Ejdlanders, when they, during the Age
live in class societies where every clan is a “Ejd Week”, investigate and discuss which of the Prophets in the 562nd season,
group consisting of several families who three Shieldjarls should sit on the Council stood eye-to-eye with the large force of
are connected both by marriage and blood. of Ejd. giants that had charged down from the
Most people associate the Stormlands with Today the power in Ejdland is mainly Trollridge Mountains and seized parts of
war and inner conflicts, which often have divided between twomen: Shieldjarl Ejdland. The Copperwoods was then also
their roots in clan feuds. Vulfgart Skjodroot of Saaga, and Shieldjarl under threat, so the elves decided to send
Jorn Entloft of Trollmark. out a force of its foremost warriors to fight
At the moment, the Shieldjarl of Saaga side-by-side with the Wildbrons. The pact
Clan Lords, Shieldjarls is the man with the greatest power and was short-lived, and after the victory the
and the C ouncil of E jd influence in Ejdland. Vulfgart rules from elves withdrew back to the shadows of the
A clan is ruled by the Clan Lord of the his city of Saaga in the south to Paatr in trees once again.
lineage, who is the main male of the the northeast. The Shieldjarl of Trollmark The Korpikalli elves who live here are
family with the most members. The Clan rules from Rimcoast in the southwest to diligent in their defense of their part of
Lord decides what must be done on the Trollmark in the northwest. the forest. They ward off everything and
farm or farms, and always looks after his There is also a third Shieldjarl with everyone from the part that they have claimed
own members. The men work, while the power, though he is not as influential as as their own. The area has a reputation for
women take care of of the upbringing of the other two. His name is Rodur Fenlyck, being dangerous and treacherous to those
the children, making sure that the men and he rules over the the small island of that aren’t elves themselves. Around the
have food on the table after a day’s hard Outwind from the city of Klipp. So far, borders of their land, the elves have planted
work. Both men and women hone their Rodur has kept himself out of the political large, thorny bushes and poisonous thickets
weapons and put on their battle garments power game. The jarl of Outwind calmly as a defense against outsiders. The area
when the fight approaches. sits on his island and watches as the two which the elves count as their own stretches
The biggest and richest clans have other shieldjarls fight over glory and from the Tinder River in the south to the
their Clan Lords raised to the status of power. Perhaps he is hatching schemes Grimhills in the north.
Shieldjarl. The Shieldjarl has great power, to give himself more power and strength The three villages of Bjolk, Imir, and Elk
and the Clan Lords in his region obey his without the others knowing. which lie north of the river Rimfors are all
every command. The size of a region is Together these three jarls sit on the villages of the Wildbrons, led by hardened
usually gauged by how many families the Council of Ejd. But power is often a heavy warriors and experienced woodsmen. In
Shieldjarl’s clan is comprised of. Normally, a burden for the greedy. The two great appearance and structure, the three villages
Shieldjarl rules over five to eight clans. The jarls Vulfgart and Jorn are, as it could be resemble each other. They all have a simple
Shieldjarls possess the most power, followed expected, plotting and scheming against stockade, which encircles the village, and the
by the Clan Lords. The least power belongs each other in order to constantly grow in houses are constructed of timber, with roofs
to those that live under their Clan Lords. power, despite the fact that the distance made out of animal furs and phragmites.

64 | chapter 5. ejdland
The villages have 500-800 inhabitants Today, Eastmarki is degraded and with rock-filled soil that stretch from
each. Bjolk is a bit larger than the other deteriorated because it has been a long the coast in the west to the coast in the
two villages, and sports both an impressive time since anyone had the courage to east. Grymmin saw the hills as his land,
long house with two floors and a badly attack from the northeast. Many of the and therefore named them Grimhills.
constructed stone tower with three floors underground tunnels have caved in, and He was an ignorant and evil Clan Lord,
in the center of the village. The inhabitants the log palisade is in many places rotten. who refused to join the Eje alliance, and
of the three villages consider themsleves to The Shieldjarl who is chosen as the head of held his clan together with an iron fist.
be part of the same tribe, which has a direct Eastmarki is considered to be less valuable, According to legend, he was slain by his
blood relationship with the first wave of and someone who the other Shieldjarls own son, and it is said that he still haunts
Wildbrons who came to Ejdland. The village want to have as little as contact with as the dark hills during fog-shrouded
of Bjolk is even considered to lie on the same possible. nights.
spot as the first Wildbron village in Ejdland. Among the hills you can find the
Within a radius of a couple of days’ heritage of the time of the Brothian
walk from every village there is a small The Grimhills conquest in many locations. Here and
number of communities, each counting Like enormous waves, frozen in stone, the there you can find monuments raised to
between 50 and 100 inhabitants. The series of hills known as the “Grimhills” the deities of the past. The stones are
inhabitants of these villages make a living roll in wave after wave, from west to symbols of remembrance of different
primarily from hunting wild boar, bear, east, and the myth about the man who sizes and shapes. All are worn down by
or the elusive drauglynx, which lives in once lived here is still flourishing in all weather, and it is hard to see what they
the Copperwoods. Wildbrons in the three of Ejdland. once portrayed, or what the carved runes
villages live a tough life and are in constant The hills get their name from the once told. According to the legend, all
conflict with the Korpikalli elves who live Clan Lord Grymmin Dofgar, who once are aimed southeast towards the sunken
further south in the Copperwoods. held the hills in a reign of terror. It is islands, beyond the sea, that the Broths
rolling hills and smaller mountains left under mysterious circumstances.

Eastmarki
Where Trollmark Castle is high and
towering, Eastmarki is its opposite.
Eastmarki is the second most important
stronghold in Ejdland. Its foremost feature
are the eight earth mounds or mottes,
crowned with high log palisades forming
separate “ring fortresses”, linked by a
longer wall of logs or bailey. Together they
protect the great stone house in the center
of Eastmarki. The earth mounds are linked
together by underground passages. If
enemies attack, the defenders of Eastmarki
can fire upon them with bows and spears
from the fortified mottes. If the opponents
breach the wall of a ring fortress, the
place is abandoned, and the defenders go
through the underground passages to the
next ring fortress atop another motte to
fire upon the invaders once again. Between
each motte is a 50-meter wide grass area.
The plain is full of murder-holes and wolf
traps with sharpened poles.
The stronghold is long and vast, and
anyone who wants to get to its core has
to fight for every meter as if it’s the last.
Up until this day, there has been no hostile
force which has been able to get to the core
of Eastmarki.

chapter 5. ejdland | 65
Grim Village Most Ejdlanders agree that the great more or less crumbling houses, between
Grim Village is the place of trade by boulders are an inheritance from a mythic which a stone-lined path weaves. It may
the water which binds Ejdland together war between giants that took place here, seem strange that the woodcutters here
with the rest of the Stormlands. Wares long time before the Broths and the can’t manage to build nicer houses,
and people travel here, sometimes Kremors came to Ejdland. Few creatures but the fact of the matter is that many
including wild beasts in a never-ceasing manage to prosper here, but the dreaded of them regard their time in Kraav as
flow. The docks are as lively as in any Gray Trolls are among them. temporary and want to save their hard-
of the biggest cities of the Stormlands. earned money for the day when they
It is not especially large harbour but have enough to settle down in Saaga
has a long tradition of trade. Here Iron Moors or another city in Ejdland. Neither
the Storm Hansa have one of their South of the Grimhills lies an area which dimwalkers nor vitner weavers are
strongest holdings, which has been a goes by the name of “Iron Moors”. Here, welcome here. Wizards are decapitated,
great contributor to the liveliness of bog iron can be collected from the moors, and priests are impaled on one of the
Grim Village. which cover a large area. In connection thick, wooden poles that are driven into
The city itself lies a small distance with the Iron Moors, there are several the ground close to the walking bridge
from the harbour, on a hill with a good charcoal kilns. The charcoal that is made you have to cross to get into the village.
view over the ocean and the docks here is used in the bloomeries and iron The people in the village are greedy
with its skewed piers. Beside the docks, workshops of many villages in Edjland. and selfish. If you want to buy something
Grim Village claims to have some of here, you do so from one of those that live
the finest and most visited taverns in here, and if you want to get a room for
all of Ejdland: Frejvid’s Cellar and Klipp the night, you sleep in someone’s pigsty.
The Copper Tankard. In these mead Klipp is a small city that clings to the There is neither a shop nor a tavern here,
houses and guesthouses, many secrets mighty cliffs along the coast of the and the only pleasure the people have
and goods change owners, and the Outwind island. Here, the people live here is the small mead house, which is
Shieldjarls’ pacts are formed under on fishing and trading. Klipp’s center often filled with drunken woodcutters.
veiled circumstances. consists of a small fortification in the
Grim Village is ruled by Ybentord form of a high tower which is called
Silvertooth, a Shieldjarl, even if not as “Shieldkasen”. From this place the third The North Plains
powerful as the three who sit in the most powerful man in Edjland, Shieldjarl North Plains is an area known for its
Council of Ejd and nominally a vassal of Rodur Fenlyck and his men, rule the cliff- quarries, but also for the trolls that
the Shieldjarl of Trollmark. Shieldjarl girt and windy island. constantly break loose from the darkness
Silvertooth keep order in town by his of Wildheart and wreak havoc on the
strong hirdmen, of which a handful are farms. Few people dare to venture into
pure-blooded Wildbrons. Kraav these domains without preparing for
Kraav is a small community, which combat with the trolls.
has no laws except those that are Hunters with uncommon courage find
The Jotunheid Plains created for the moment. It lies near the the northern wilds rich in boar, bear, and
Jotunheid are the plains which stretch Copperwoods, built on three of the large the rare Drauglynx. Up here, the animals
from Trollmark Castle in the north and vertical granite cliffs that thrust out are both bigger and more powerful than
to Stigor in the south. These plains of the ground close to the forest. Because those that can be found in the rest of
are covered in big, round rocks, that most of its inhabitants are woodcutters, Ejdland. Hides and furs from the animals
have been worn down by weather they are in constant conflict with the that live here can bring up to double the
and wind. To traverse Jotunheid is Korpikalli elves living in the forest. money when sold.
hard and troublesome. Only those Those that live in Kraav do not
that follow the Ejd Trail can count on consider themselves to be Ejdlanders,
safely riding a horse without breaking and neither do they follow the laws of Paatr
the animal’s legs. Those who choose Ejdland. They have created a system of Paatr is a noisy and rumbling wilderness
to take a shortcut and ignore the trail their own that isn’t founded on the laws village, where hunters and rangers
have a journey ahead of them where of either Gerbanis or the Stormlands. gather. Paatr acts as a trading place
the only thing visible is a landscape Instead, they have adopted an old for skins, bondsmen, furs, and other
filled with rocks and boulders. Most of Wildfolkian law, which shares many things that can be found in the northern
the boulders are no higher than a full- similarities with that of the Arks who outlands. Hunters, small traders,
grown man, but some reach the height live far away, in the Great Iron Tooth. crafters, and hirdmen come here to sell
of ten meters. The city itself consistss of about 50 their wares or charge for their services.

66 | chapter 5. ejdland
chapter 5. ejdland | 67
Rimcoast embattlement at the top of a granite Stigor lacks a Gerbanian stave church,
At the northern outlet of the Rimfjord cliff flaunts itself in the city’s center. and the existing blood gifting pole is
lies the city of Rimcoast. It is a city The embattlement consists of a large rarely used. While the belief in Stormi is
known for its shipwrights, and the many longhouse with a foundation of stone, strong here, sacrifice of both animals and
kilns where tar is produced. The city and tall watchtowers of timber in each people are considered especially stupid in
contains nearly 1000 inhabitants, most corner. On the rock-strewn courtyard these parts, where the people believe that
of whom are dedicated to the the art of in front of the longhouse, several everything is needed to make it through
shipbuilding. The men of the Rimcoast small and large buildings compete each day.
are deft with their bearded axes, and for space, some of which are linked to
transport timber all the way from the the longhouse by wooden bridges and
Copperwoods down to the city. The city walkways. The Blacktear River
itself is made up of a number of long- In Saaga, you can find a large Stave The Blacktear River is the river that,
houses that, rather unconventionally, Church built in Stormi’s honor, trading with its shifting tempo, flows forth and
house a large number of families and houses, smithies, ale houses, and separates the feared Wildheart forest in
the teams of shipwrights working on everything else that can keep the city two. Large parts of the river are hidden
the boats together. A simple stone wall self-supporting. Around Saaga rises a below black trees that stretch their
atop a earth rampart circles Rimcoast three-meters tall and two-meters thick knotted branches like a roof over the
as a defense against wild animals and defensive rampart, topped with two lines river. Both of its banks are covered in
other nuisances which would otherwise of log palisades. During the day, the four thick roots and branches, and it is hard
happily sneak in during the night. gates are usually open at the same time, to find a good place to take a break.
Here you can make a good living but during the night, they are all closed. However, few are those that choose to
working on ship-building, and the docks travel on the Blacktear River, for the
house two majestic warships in copper legend of Wildheart has grown strong
oak which belong to the Stave Church of The Silvra River and discouraging through the years.
Stormi in Rimcoast. The wide and wild Silvra River breaks The waters of the Blacktear are as
The city has no official leader, instead through like a wedge and splits Ejdland dark and foreboding as the forest it
the team of shipwrights which is from Fynnheim. Its waters are foamy and flows through. Many suggest that it is
currently working on the biggest boat cold, and changes from the wild currents poisonous, and that any who drink from
owns the right to rule over different of the Westwater to the significantly it will die a painful death.
matters in the city. The others can bring gentler stream that is the Silvra River.
forth their wishes at the yearly “Ship’s The closer to the Grim Sea that you
Thing”. Naturally, this has caused some get, the calmer the river becomes, while The Tinderswamp
competition about who is building at the same time the cliffs on its banks The Tinderswamp is a large swamp area,
the biggest and mightiest ship. At the reach ever higher towards the sky. which has enclosed the landscape in hot,
moment, the city is flourishing more steaming fog since ancient times. Not
than usual because the Shieldjarl of even during the coldest months of winter
Saaga has ordered 46 armoured warships Stigor does the swamp freeze to ice, but instead,
in iron oak. Many argue that the jarl is Stigor has several times experienced the simmers like a bubbling cauldron.
preparing for war against his neighbors, brutal forces of the wilds. The city lies Tinderswamp is in some places
while others say that he’s planning a like a last outpost to the northern parts treacherous, and many of those that
great conquering campaign against the of Ejdland, and only Trollmark Castle is have ventured into the swamp to escape
lands in the west. The jarl himself says further north. Those who travel south justice or to hunt for hidden secrets have
nothing. from Trollmark Castle draw sighs of been sucked down under the wet ground,
relief, once they have gotten behind forever devoured by the hungry jaws of
Stigor’s tall city walls of stone and logs. nature.
Saaga Those who travel north leave Stigor In the northern parts of the swamp
Saaga is, and has always been, the heart with a heavy sigh and worried heart. you can still find remains from an
of Ejdland. Besides Grim Village, this The men and women of Stigor are tall ancient culture that was here long
is the only real city in the land. Saaga and brave, for few could handle living as before men came to the Stormlands. The
lies south of the Copperwoods and it close to the wilds and the feared trolls of architecture strongly resembles that
is the Edjland’s center of power. All the Jotunheid plains. of the dwarves, and many insist that it
the Councils of Ejd are held here, and The houses are timbered longhouses is a dwarven kingdom which has been
the ferocious Wildbrons guard the with roofs of straw. Some have a pushed up to the surface, built thousands
local Shieldjarl, day and night. An foundation of rock, but this is rare. and thousands of seasons ago.

68 | chapter 5. ejdland
The Tinder River the tower to be studied and interpreted The eastern and northern parts of of
The Tinder River is a raging stream by Gerbanian dimwalkers. Tjute is Wildheart, even if still affected by the
which travels from the west coast of nowadays led by Stormkelt Salborje darkness, are still not entirely under
Ejdland to its east coast. The river is Domen whose most sacred duty is to the spirit’s control. However, this area
treacherous, full of large stone blocks keep the Twelfth Applamaal safe. is nonetheless still untamed and wild.
and currents, and rushes through sharp Neither man nor elf dares to venture
turns and dizzying waterfalls. The here since the forest is here inhabited
Tinder River is commonly known as “the Trollmark Castle only by trolls and other evil creatures.
Water Snake”, because of its slithering Southwest of Wildheart lies a castle The trolls call this part of the forest
path and treacherous passages. In the that has protected Ejdland from the “Wozugtro”, which in the Bastjumal
east, the Tinder River flows out into the Troll Folk since ancient times. It is a language means “the mother of all
Tindra Lake, a body of water with plenty mighty stronghold that was built by forests”. Much indicates that it might
of fish and other delicacies. the dwarves, back when the world was actually be the mother of all forests.
young. No one really knows why or for Its trees are older than many others
whom the stronghold was built. in Trudvang, and its moss grows thick
Tjute The castle consists of three round on both tree and rock. In here you can
This settlement was one of the “Torch stone towers linked together by a tall, find a variety of plants, many of which
Towers” founded by Paater Vjal circular wall. Two of the towers face the do not grow elsewhere. Wildheart
Avlotsbarn in his dream of uniting the north, and the third is aimed toward the inspires myths about Yggdras, Trolls,
Stormlands under the direct rule of the south. In the southern tower, you will Braskelwurms and Logiwurms.
Gerbanian clergy. This fortress was one find the castle’s gigantic gate, crafted
of the five that he erected as a “beacon in all out of stone. The wall stretches 15
the dark”, as a base of countless religious fathoms up to the sky, and the three Yksa
war and reformation campaigns led by towers are even higher. Along the crest Yksa can’t beat Tjute in splendor
the Order of the Iron Hand. of the wall there are great stone statues, or grandeur, but those who want
At the beginning Tjute was no more like guardians scanning the northern to deepen their knowledge of the
than a hexagonal tower. It was not until landscape for enemies. The entire castle principles of Gerbanis as held in the
the coming of three Stormkelts, led is surruonded by a large moat, just as Fjettirs compositions come to Yksa.
by Espen Dajlen, that the settlement wide as the wall is tall. In the courtyard, For in Yksa reside several old men and
expanded. Today the fortress of Tjute a square tower rises ten stories off the women who, in their later years, left
consists of the old tower building, four ground. their lives as Bryckers and Stomkelts in
smaller stone buildings, a strong ring Shieldjarl Jorn Entloft rules his part favor of coming here and sharing their
wall and many smaller houses and of Ejdland from Trollmark Castle with knowledge.
workshops. a strong hird that constantly patrols Yksa consists of around 50 houses that
The Torch Tower is an impressive the area to chase away sinister Gray are placed in a ring around the “inner
sight for any traveller and the Trolls or other malicious beings from part,” which is a circular stone building
underground church below the tower, the north. with two floors. Gigantic, tarred logs
with its huge cave room, makes any fortify and support the thick stone walls
explorer to lose its grip. Tjute’s church around the whole stone building. In
is the heart of the Gerbanian religion The Wildheart Forest the chamber in the center of the stone
in Ejland. Outside the ring wall, a small The tales and legends about the ancient building, you can hear the old dimwalker
farming community has emerged and forest of Wildheart are both grand speak of the power of Stormi, and the
supplies the settlement with both cereals and dark. In short, you could say that tears of Helfrigg.
and livestock. Wildheart consists of two forests. As of 12 winters ago, Yksa has been
The importance of Tjute for the The southern and south-western part ruled by the Stormkelt Olgir Bearskinn,
Gerbanian faith lies in his status as the of Wildheart are controlled by an ancient and no other laws than Stormi’s are
safehouse of the Twelfth Applamaal. and mysterious spirit, who keeps its part considered worthy enough to follow
This important, sacred book is kept in of the forest in an iron grip. here.

chapter 5. ejdland | 69
FYNNHEIM
Arind Saukaford
Eiglast Saukamark
Gelm Styckfors
Gelmridge Styckmark
Gulgavade Sword Hall of Eimar
Hoglamark Trungarm’s Ale Hall
Magnerym Westenmark
Sasrum Westwater

oods
Bjarnw
Saukamark
ty Gelmridge
aukaford
S

c
Trule l l r i d g

n k f S
A

g
Ha a r m Gu o rs
Tr

ll ’ s S a s r u m
* lga * G e*l m Eiglast * * A r i n d
o

vad
Vestmamark
We

stw t e r
e

a *Sowf ord Hall


He

m da
ilvra river
e M

Eimar
i

le Trail *y m S
a g n e r
k M
oun

m a r
Hogla
art
tain

h e
ld
Wi
s

0 100 200 km

70 | chapter 5. fynnheim
Chapter 6

✦ FYNNHEIM ✦
The history of Fynnheim is a story of struggle and adventure. Despite
frequently being drawn into the affairs of its neighbour, Vortland, it still
stands free on its sturdy legs, reigned over by its own “Stormi Kings”.
Since the Broths took possession of the land after a long and relentless
battle with Trollfolks who lived in the Bjarnwoods, all has revolved
around the strong belief and faith that Stormi is the Great God.

The Stormi Kings based their power on the “Star in the East”, by the Elves. called Vrungir “the Iron Hand”, and
a clan society founded on strong blood During the Age of Dreams, what many believe that it was his Hird who
ties and kinship whose roots hail back happened to many other Elven formed the Knights of the Iron Hand,
from the time the Broths conquered settlements also happened here. It was who nowadays are often associated with
the land. The different lineages have swallowed by dragon’s fire, and perished the warriors who have chosen to serve
always been characterized by their own by an ancient evil, so dark and cold, Stormi and the Bryckers.
specialization, and each clan has built that even the Gods chose to look the All along the east coast with its
its power and strength around one other way. At the time the Bjarnwoods bustling fjords, to the Trollridge
specific area among three: trade, war and was one with the Wildheart forest Mountains to the southwest, and even
erudition. Once a clan had consolidated and the Copperwoods. Nowhere else, beyond the Icepeak Mountains, Vrungir
its power within one field, the others throughout Trudvang, lived any Elf and his warriors fought, forcing many
gave up their fight in this particular field. that had a better and more prosperous Trollkin back to the dark caverns in
These specializations were sanctioned by life than here. Clear traces of the Elves the depths of the Bjarnwoods. Vrungit
the Paater of Vortland, strengthening are still to be found in the Bjarnwoods, could tame the trolls, and even the
each clan in its own way by religion, despite thousands upon thousands of local Wildbrons were subjugated under
which is also the main reason why most seasons having passed since they left his arms, but the wilderness remained
clan leaders are often also dimwalkers. this eastern kingdom. The land, which what it had always been, and wherever
Without the official endorsement by holy nowadays is known as Fynnheim, was you were traveling in Fynnheim, the
power of the Paater in the west, each clan perhaps the hardest hit by the long war wilderness always remained a ferocious
would stand outside Fynnheim’s power in the Age of Dreams, because many beast that devoured souls every day. To
structure, and soon the clan would great battles took place in what once subdue the untamed nature and gain
turn into just a lineage without any was the vast forest covering almost the control of the land, Vrungir decided to
significance. entire Stormlands. put power in the hands of the three best
Many thousands of seasons after the warriors of his Hird. The descedants
Endless Storm rose, an important man of these men founded the clans, whose
Elven heritage and and his entourage came into this barren union is the society, which today’s
Brothic colonization and desolate land. He was a man of Fynnheim rests upon. When Stormi’s
Long ago, Fynnheim was an Elven Broth’s kin and called himself Vrungir cries resounded in Vortland, the three
kingdom, and the town, then located Redbeard. He was a great warrior who main lineages of Fynnheim had no
in what is nowadays known as the managed to conquer the land with iron difficulty adopting and embracing a
Bjarnwoods, was called “Parkashajlo”, and harsh words. The trolls of the woods faith that they themselves for so many

chapter 5. fynnheim | 71
generations had lived by. Slowly but parts of Trudvang. However, nearly The Draugmoors
surely, the clan leaders became kings, every day is a struggle against the The Draugmoors cannot appear more
and holy preachers, who wanted to ferocious and sinister trolls. Large different from the usual sight of the
build their land upon the new faith. The sums are spent by the clans only to fertile Vestmamark. North of the
“Stormi Kings” were born. equip their Hirds to stand up and Silvra river there is an area marked
defend the land. by heath and moors, avoided by most
One might say, the land consists Fynnheimers. The few hikers who come
The Power in Fynnheim: of four main regions, all framed by to this desolate landscape are met by a
the S tormi K ings three large rivers, and to the north the horrible sight. Over a vast area, there
The three great clans of today’s wild Bjarnwoods. Saukamark is the are countless, half-buried bones from
Fynnheim all claim to descend from the name of the northernmost and most many different creatures, sticking up
first Broths who conquered the land. desolate part of Fynnheim, Styckmark from the soil. Few travellers dare to
The Forvagra clan has accumulated is the most densely populated part, go there, but there are stories about
great power by building up the hard- Vestmamark is the most fertile part human, troll, jotun and mastomant
hitting and hard-lined “Fynn Hird”, a while Hoglamark is the most barren skeletons all mixed together and spread
kind of common Hird and army that one. over the great heath near the Silvra
fights under the flag of the land, when River’s northern beaches. Nobody
Fynnheim needs it. knows why and how all these bones got
The Eskla clan are important Arind here. Some say that this area was once
members of the Storm Hansa and On the east coast of Fynnheim, just a large cemetery. Others say that this
prosper due to controlling much of the beyond the important commercial town was a mysterious, ceremonial place for
trading within, as well as between, its of Eiglast, there is a castle seems built sacrifices made on a huge scale by some
neighbors. directly in the sea, at some distance prehistoric, long-estiguished culture.
The Njal clan is rich in knowledge from the shoreline. The fortress of The center of the moor is flat and
and wisdom. Many Njals hold Arind oppies the whole surface of a infertile. The soil here is stone-filled
important positions as Bryckers, not small island and it therefore stretches and this means that the bones are not
just in Fynnheim. like a spear out of the cold and chilly half-buried but still remain on the
The land is governed by three Grim Sea. Many are those who wonder surface, creating a macabre landscape.
Stormi Kings, sometimes called also the how it once could have been erected. Most travellers avoid coming here since
Storm Jarls. One from each clan. Bauge The castle is not very big, but it is the legends speaking of evil presences,
Forvagra from the Forvagra clan, almost entirely impregnable, as it is maybe disers or hungry ghosts, hunting
Djukle Eskla from the Eskla clan, and located in a place that is too shallow the area. However, there are stories
Urdi Njal from the Njal clan. Of these for most crafts to sail. Only small about fearless craftsmen who came into
three, Djukle Eskla is considered to hold boats with shallow drafts are able to the area to collect ivory tusks from the
the strongest position, with the family get through, all the way to the Arind skeletons of mastomants and of other
coffers filled with gold and precious castle. Yet, the castle is surrounded unknown creatures. Whether these men
gifts. Djukle has also married his by the sea, with its treacherous waves were able or not to return is unknown.
oldest daughter to the current Paater’s that break against the sharp edges
nephew, which has strengthened his of the rocks. As long as anyone can
position considerably. remember, the castle has belonged to Elin
the Ceridwanska family, a lineage with Elin was the site of one of the first
its roots in Mittland. There are stories stave churches that the Gerbanian set
A Prosperous Land about Chu’Chridwan, a notorious up in the Stormlands. Here there is a
Threatened by Trolls Fhomor or Swordmage, who built the tradition of educating Gerbanis’ holy
Fynnheim has a unique flora and castle on the east coast of Fynnheim. warriors, the Knights of the Iron Hand,
fauna, with green hills, lush woods, Nowadays, the island is inhabited also providing them with the equipment
and rippling creeks, which make their by a timid old vitner weaver, the last they need.
way down from the heights of the of his family, it is said, along with a Elin consists of a number of smal
Icepeak Mountains. Had it not been small staff of servants. Once a week, a buildings that are protected by a large
for the eternal battles with the trolls few servants row to the mainland in a ring wall. Inside the ring wall there
that live hidden among the mountains black row boat made of iron oak, and are stables, training places, obstacle
and within the Bjarnwoods shadows, purchase goods from the small village courses and smaller buildings where
the land would have been a rich and located on the mainland, not far from the dimwalkers and the holy warriors of
prosperous kingdom in the eastern the island. Gerbanis house and eat.

72 | chapter 5. fynnheim
In the middle of the whole area the
actual stave church is erected with its
entrance leading directly into a simple
small crypt. The sanctum consists of
several floors that goes deep down into
the underworld. Here, holy scriptures
are studied, and the holy warriors are
taught the words of Stormi, which are
written in the precious Twenty-Eight
Applamaal which is kept here in Elin.
As the prospective warriors make
progress in their education, they are
given access to visit the deeper parts of
the sanctum. Only the Elin stormkelts
and the warriors that are fully learned
are allowed to visit the lowest floor,
where the most holy altar stands. Here
they swear their eternal fidelity and
receive their first sacred mission. At
most one can find up to one hundred
holy warriors who are schooled in Elin.
A few specially selected people will
have the opportunity to train with the
legendary Doke Ormvald who, since
he retired from active service in the or say to have visited. The fact is too much to do running their farms.
Gerbanis’ armed forces, lives inside that most reasonably well-traveled The place where the farmers seek to
Elin’s ring walls. Stormlanders in one way or another, hire able-bodied men and women has
have been told about someone’s visit to become the Sword Hall of Eimar. Here
this famous Sword Hall. Travelers who there seemss to be a never-ending
Eiglast pass through Fynnheim often take two supply of men and women, whose
Eiglast is an important trading center or more days off from their journey, destiny has fallen into the hard steel
in Fynnheim, which have powerful just to visit the Guest House, they have acquisitions.
commercial ties, even If still remaining all heard so much about. There is a man named Eimar, who in
just a small town. Here, most residents The Sword Hall is located less than his late middle age, nearly 50 seasons
know each other by name and a day’s march from the place where ago, landed here on his journey from
occupation. Down at the port, one can the Heimdale trail splits to find its Mittland to open the Sword Hall. He
hear many foreign dialects, including way up towards Skook River, while had just been badly injured in a battle
those from the west. continuing its journey north to the against a giant and had to abandon his
In Eiglast, there is a large community Draugmoors and the Silvra River. It career as a warrior and find a new way
of Wildlander bronze smiths who have is situated amidst Vestmamark, well of making a living. With the money he
chosen to settle here. They have brought known for its fertility. Though, it is had saved up after years of hard work,
with them a long tradition of bronze perhaps most renowned for its large he built a simple tavern or Mead Hall
handling, and their craftsmanship is of population of trolls and giants that at the place where he was wounded, not
the highest quality. Many Stormilogs haunt its landscape. The people in the far from the place where the Heimdale
in the houses here have thick bronze area, who mainly subsist on farming, trail splits.
fittings, adorned with carved figures have become, due to constant attacks Seasons came and seasons went, and
and prayers. from trolls and giants, a stiff-necked visitors came and went to Eimar’s Hall.
people, who are constantly prepared However, business was slow, and Eimar
for new attacks. Although farmers in soon became penniless. There did not
Eimar’ Sword Hall Vestmamark are both hardened and seem to be enough travelers along the
There is a place along the Heimdale trained with weapons, it is not unusual trail to make his business flourish.
trail which is widely famous. A place for them to hire both Hirdmen and Despondent and nearly penniless, he
that most able-bodied men and women Sormmen to protect their farms from one day sat at his hall and sadly looked
from Fynnheim have either visited these attacks, since they usually have out on his guests. This was one of the

chapter 5. fynnheim | 73
Guest House’s better days, when one thereafter, he hung a sign above the mountain are shrouded in fog, due to the
looks at the number of guests present. door to the bar, which had been painted lingering warm moisture from the very
Two passing trade caravans of traders by a guest, who had gotten a free meal many springs. It is a mystical landscape,
and their Hirdmen had stopped for the for doing so, as he passed by. The sign unlike the one surrounding the mountain.
night. They almost filled the mead hall, read, “The Sword Hall of Eimar.” Few people dare to go there, because of
which he had not bothered to baptize. Eimar, who realized the wisdom of its mystique and enigma.
The food he offered was poor, as were the merchant’s words, had, instead of
the pints he served over the bar. The going to one of those places, turned his
atmosphere at the Hall was not bad, own Guest House to such a place as the The Gulgavade Forest
but also not at its peak, and the tone- merchant had referred to. Gulgavade is known as the Bird Wood,
deaf bard could hardly be described as due to all the black crows who live there.
capable in his task. It is a strange wood. One can clearly
The two caravans of Hirdmen had Gelm see signs that this wood was once
just completed their watery turnip Gelm is the meeting place for those connected to the Bjarnwoods. Copper
stews and started to drink with each outback hunters and Wildfolk who live Oak is the dominating species in its
other. Eimar, who had become used large parts of their lives on Saukamark’s tree flora. Above all, the huge boulders
to seeing fights at his hall, as well as barren plains, chasing and seeking prey. scattered throughout the woodland
during his time as a Hirdman, told The shearing sheds and long houses will astonish the wanderer. There are
a merchant at his side, that there which have been built here are all the many boulders, most are taller than
would soon be a fight among some of result of someone’s temporary housing, ten meters, and on their moss-covered
the guests. The merchant looked out created for the time they spent here. Most tops, trees grow strong and tall.
across the Mead Hall but did not see of the houses are a miscellany of logs, Besides Copper Oak, one can find small
any tendency to brawl and said: “I see thick branches, peat, straw, and animal areas of the mythical Iron Oak, with
no attempt to brawl here, my friend”. hides. The nicest buildings belong to the its black bark and thick branches. The
But Eimar, who now had become Storm Hansa. Most impressive though, Iron Oak is very rare. Visitors can hear
even more sure about his case, threw are Gelm’s very many fur traders’ small the crows constantly cawing, and for
up his day’s cash on the table and huts. This is one of the few places in those who are not paying attention, the
answered: “I bet that I can discern the entire Stormlands where one can surprising attacks from those Happja,
between whom the row will arise, and actually buy both mastomant furs as well who also live here, come unexpected.
I can even tell you, who or whom out as Drauglo (large Lynx) furs. There is The Happja build their nests on top
of these, will remain on their feet when a saying in Fynnheim which goes like of the boulders. These are unusually
the fight is over”. this: “Buy your fur in Gelm or buy it big to be nests os this species. For
The merchant, who was both rich not at all,” and this is in many respects some reason, very few trolls live in the
and slightly drunk, immediately took the truth. The prices are always higher woods. Some believe that the woods are
the bet, as he himself thought, he than elsewhere, but the quality is usually cursed, while others think, one should
would never loose. Indeed, a fight soon incomparable. This is where one can find just be happy as long as the trolls do
broke out, exactly between those men the finest furs which can be bought for not live there. Everyone who lives near
who Eimar had identified, and when money. the woods, knows the story of the “Bird
the fight was over, the man who Eimar Gelm is controlled by the Storm Winner”, a Vitner Master who once
had pointed out, was the only one Hansa, and its representative here is a fled into the woods.
still standing. The merchant had been large woman named Ylvir Eskla, the
staring at Eimar in astonishment, and oldest daughter of the Stormi King Djuke
then handed over the money he owed. Eskla. At her side, there is a very loyal Hoglamark
When Eimar had checked his revenue, and well-paid entourage of Wildbrons, This large tract of land which extends
the merchant said to him: “You must who keep the town in order, as much as from the Trollridge Mountains in the
know what abilities you possess, don’t it is possible among all these Wildfolk. west, along with the woods of Wildheart
you? To be able to see the winner in to the south and all the way to the
advance between two combatants, Silvra River in the north. It is a barren
might generate a substantial income in The Gelmridge land where the forces of nature reign in
the right places”. Mountain their solitary majesty. The flatter part
Eimar curiously watched the Amid the wild lands rises a mountain of Hoglamark is called “Hoglafijell”,
merchant, when he went off to take peak high and steep. It is best known for where the winds howl undisturbed, and
care of his Hirdmen. Eimar now had its steaming and bubbling springs with sweep between the ridges and over the
his thoughts on the future. Shortly their smell of sulphur. Large parts of the mountains.

74 | chapter 5. fynnheim
chapter 5. fynnheim | 75
Only a few people have chosen to live The people of Magnerym have always It is in Sasrum where the Stormi
here, because here it is a risky living, had a great respect for Wildheart, and KingBauge Forvagra reigns, and it is
with the wilderness so close to the most of its people know the legend of from here that he controls his affairs.
house. Hoglamark consists mostly of flat the mysterious forest. But the payment Among those serving here, many are
rocky lands with hard limestone rocks for shipping the precious trees like sons or grandsons of other Stormi
occasionally thrusting up from the flat the”Copper Oak” and, to some extent, Kings, along with their closest men.
surface. Soil is lacking, or very thin. The the “Iron Oak”, is so great that they They are kept as a kind of hostage to
climate here is very demanding, which in will defy the dangers which lurk beyond Bauge Forvagra, in case they should get
turn makes the vegetation very special. the boundaries of these woods. A great the idea to strengthen their position of
During summer, the limestone soil is number of loggers disappear each power by building up their own Hird.
often cracked and dry. During autumn, year, swallowed up by the shadows of The downside is that when they finally
winter, and early spring, large areas Wildheart. leave town, they are full-fledged warriors
are flooded, which in wintertime causes Many of the houses in Magnerym and strategists, who have been trained at
heavy movements in the ground because are made of wood, with rich carvings the harsh school.
of the ground frost. The effects of the and beautiful ceilings. It is a prosperous
frost are reinforced by the limestone town, and it shows in those who live
land, which has no protective snow cover, here. The Njal Hird consists of capable The Saukaford River
as the strong wind blows the snow along men and women. The Guest Houses Saukaford is the northernmost river
stone walls and other obstacles. serve delicious food and drink, and of Fynnheim. It empties into the Grim
Hoglamark has a pebble-filled and craftsmen are plenty. The Lawspeaker Sea, just north of the market town of
depleted soil, and very few plants can of Magnerym - Urdi’s right hand - Eiglast, but has its sources up among
grow here. The only vegetation to talk Brodvan Birke, applies a strict and harsh the Icepeak Mountains’ cold glaciers. It
about is the black heather that breaks interpretation of the laws. The general is cold and stone-filled and is covered in
through the red earth and covers large consensus here is that those who are ice most of the year. This means that the
parts of Hoglamark. In some places, one considered to be weak and poor are trolls who live in the Bjarnwoods have
can find small clumps of withered Troll incompetent and should work as slaves the habit of making raids into Styckmark
Pines, which are known to hide many for the better suited. mainly during the cold winter period, as
beasts. The land is scarce in wolves, it is easy to cross the river then. In some
bears, and other greater predators, but places the river is very deep, as deep as
there are plenty of red voles, black fox, Sasrum twenty meters, which has allowed the
and birds of prey. There is a saying in Fynnheim that goes: big Sea Gjard fish to thrive in Saukaford.
“In Sasrum there is a party every night,
even on nights that are called days,” and
Magnerym for sure, it is true that large parties and Saukamark
The town is the religious center of banquets are held in this warrior’s abode. Saukamark is the rural wasteland of
Fynnheim. Here reigns the Stormi King Sasrum is located in the middle of the Fynnheim. The bleak, windy plains, with
Urdi Njal. As both a Storm Jarl and large tract of land called the Vestmamark, their rock-filled soil leave little space for
the Brycker of Fynnheim, he is a man which is the land that the trolls usually those who try to create a lasting place
of great influence. Many would say, his make their way through, when they come to live here. The unwanted and lawless
influence is perhaps greater outside of to raid and cause nuisance in Fynnheim. are driven here, to live a life close to
Fynnheim, than in the land itself. For this reason, almost three lifetimes the trolls and beasts that flourish in
In the center of town rises the great ago, a fortress complex was constructed the Bjarnwoods. The Storm Jarls have
stave church, known as the “Glaserkalk”, as a warning finger amid the land. It named the area free to use for whoever
whose huge Stormihall is built entirely was named Sasrum, which in Wild Vrok so wishes, without any taxes. This has
of Iron Oak. Its underground church is means “the last abode of the party”. It caused the less fortunate and poorer
one of the largest in all the Stormlands. was named this, since the warriors who inhabitants of Fynnheim to, despite
Straight southward from Magnerym, are supposed to serve here, rarely survive their fears, travel up here to try to make
one can find the woods of Wildheart. At for more than four to five years. a living on what the land can provide
its northern border, there are numerous Most people of Sasrum are both during the short summer months. Aside
logging camps, which have during the generous and talkative towards strangers. from this, it is mostly hunters and men
last decade begun to harvest large tracts They do not often get visitors, and all of the wilderness who travel up here. A
of woodland. Timber is brought to sorts of goods that someone might trade few go as far up as the Glimmer Coast,
Magnerym, and from there, floated down or sell to them, often bring a higher price where precious amber can be found
to the coast, where it is to be sold. here than in many other places. along the rocky beaches. The area is rich

76 | chapter 5. fynnheim
in prey such as elk, bear, and deer, which but the quarries belong to the mighty Vestmamark
has brought with it a large population of Storm Hansa. It is not uncommon that Vestmamark is among the most fertile
wolves. bondsmen who arrive with merchant and least rocky lands in Fynnheim.
ships at Eiglast end up as mill slaves Unfortunately, it is also the most plagued
under the cracking whips at these by both trolls and giants, making the
The Styckfors River quarries. local inhabitants tougher and more
The river Styckfors has an irregular resilient than others in Fynnheim.
course with sharp turns and smaller Vestmamark has a large number of farms
rivers. This is because the loose Trungarm’s Ale Hall and villages. It is not uncommon to see
mountain in the area has forced the Fynnheim’s foremost allies and sworn farm villages with both wooden and
river to adapt its course depending on supporters of the Gerbanian belief are stone walls surrounding the otherwise
where the moraine has been deposited. the brothers and sisters of Vortland. simple farms. In Vestmamark, both boys
The Styckfors mostly consists of falls, Numerous times they have gathered their and girls learn how to use the sword
rapids, and pools from the sources of armies under a unified banner to meet an at a very early age. It is considered bad
its confluence with the Saukaford in the outside threat or enemy. As a gesture and ignorant to not be able to fully use a
north to the Silvra River in the south. of this good friendship, Jarl Trungarm sword by the age of ten.
Like the Saukaford, the Styckfors begins Blackgrim had a magnificent Ale Hall North of the Draugmoors, the farms
among the high Icepeak Mountains, goes built right on the border between lie so closely together that is is possible
down via the Fynnheim highlands, and Fynnheim and Vortland. This Ale Hall to get a roof over your head every night
flows out into the Grim Sea. is so gorgeous that its walls are covered for those who wander in these parts.
in gold and Its pillars are decorated with
amber. Here, all traveling inhabitants
Styckmark of Vortland and Fynnheim could rest The Westwater River
Between the two great rivers, the on their routes to or from Vortland Westwater is the name of the roaring
Saukaford in the north and the Silvra and Fynnheim. The Ale Hall stood river that constitutes the border between
River in the south, lies a tongue of land constantly open, and all those who came Fynnheim and Vortland. Probably most
named “Styckmark”. Its southern parts with a honest approach were welcomed known as the border between the two
are as lush as Vestmamark, and there are in this mighty hall. Over a number of countries, those who happen upon it
many farms here. The northern parts years, a small village named “Aleton” usually do so in connection with a visit
are often plagued by trolls, who now and sprung up around the Ale Hall. A jarl to Trungarm’s Ale Hall which lies
then get over the wild Saukaford. On the was appointed to to manage the golden not far from its rocky beaches. It flows
great plains outside of Eiglast, it is not hall that was constructed by Fynneheim forth from the glistening heights of the
uncommon to see herds of the Northkralik as a proof of friendship and allegiance to Icepeak Mountains, and only separates
Ox, which means that there is a large Vortland and its divine ruler, the Paater. once it reaches the Trollridge Mountains
number of hunters in these lands. Today, the ale hall serves as a receiving in the south.
North of the city of Eiglast lie and counsel hall for the jarl that has A couple of hundred years ago, the
great quarries where limestone is been appointed to maintain order in the river was heavily used to transport wood
quarried. Beside the quarries, stands the quickly expanding village. anotherr just from the wood camps that existed in the
impressive windmills, which are used for as impressive - if not gold-covered - Ale north close to the Bjarnwoods. Today,
smothing stone slabs for stonework, and Hall lies not far from the original one. very little wood is transported because
also for grinding stones to get refined This second Ale Hall is called “Skraole”, the Bjarnwoods are so full of trolls and
mortar and plaster. The mills are owned and is a gathering spot for the farmers other nuisances that it is hard to build
by the families that live their lives here, living in the area. lasting camps at its borders.

chapter 5. fynnheim | 77
ICEPEAK MOUNTAINS
Bjarnwoods
Icefijell
Ignadahl
Illimarik

Rokull Illimark

e ll
fj
Ignadahl ce
*
I

w o o d s
B j a r n

0 200 400 km

78 | chapter 7. icepeak mountains


Chapter 7

✦ ICEPEAK MOUNTAINS ✦
The dreaded range of the Icepeak Mountains rises like
an impenetrable barrier of high peaks and vertical rocky
walls, dividing Wildland in the north from Fynnheim
and Vortland to the south. Perpertual coldness rules he
Icepeak Mountains, which are embedded in a thick layer
of ancient ice and live up to their name.

Namely, the Icepeak Mountains rise covered cracks that extend thousands life and movement, but it was not the
like snowy spears at the Bjarnwoods’ of fathoms down into the darkness. Elves who took this wood into their
northern frontier. Very few living There are no paths or roads up here, possession, it was the Trolls. With
beings live here. Not even the hardened not even down in the valleys. Those a hard and firm hand, they made the
trolls can thrive in the harsh cold few wanderers and pathfinders who wood their own. Here, they settled in
and treacherous landscape of these hike up here, end up following ancient order to spread their evilness over the
mountains but have instead flocked to animal trails, or must create their own Stormlands. All kinds of Trolls dwell
the Trollridge Mountains to exploit paths, which will be quickly swept in the Bjarnwoods. It has been said
the caves and mines, excavated by away by the snow-filled wind. that even a small pack of Fjol Trolls
dwarves and adventurers. But no has been seen there, but no one knows
dwarven mine is present in the Icepeak for sure if this is true. The largest
Mountains range. A few times, minor The Bjarnwoods group is the one of the Gray Trolls,
dwarven clans have tried to dig their Once there was only forest in who spread great fear when they
way down under the earth here, but Fynnheim. The wood stretched as attempted to conquer Fynnheim.
they have all failed. Black, empty far down as Ejdland’s headland to The woods are dark and gloomy.
shafts are reminders of such attempts the south. There was a ime when The moss grows thick on both stones
of digging through these mountains, the Copperwoods, Wildheart, and and trees. In remote areas, one can still
made of implacably hard granite and Bjarnwoods all belonged to the same see signs of the old Elven civilization
gneiss. They have remained untouched, massive forest. Then, the Endless and the ruins which they left.
ever since it burst forth from the rock- Storm came and the Elven kingdom Although rare, one might even see the
filled soil of the Stormlands. that once existed in Fynnheim was Elven settlements high up in the trees,
Since ancient times, the mountain burned and destroyed. After the abandoned for thousands of years.
range has stood as a place of sudden destruction, the remaining forests Some of these abandoned settlements
death and has gained the reputation were only these three wild and are guarded by Skjulds, while others
of being haunted by the spirits of old, desolate woods. Since no one looked have been taken over by giant spiders.
cursed Gods. Not even Hrim Trolls after them, they grew wild and dark, The Bjarnwoods is a mythical forest,
thrive up here, due to the mountains’ and few dared to enter under thethick full of movement and evilness. Those
deceitfulness. Those not familiar with canopies made by their branches. who dare to wander into the woods
the landscape, rarely survive more Wildheart became empty and will face a lot of resistance, but it is
than a couple of days up here, due desolate. Here the evil of the ancient also possible to find ancient treasures
to unexpected avalanches and snow- ruled. The Bjarnwoods was filled with and mysterious places.

chapter 7. icepeak mountains | 79


80 | chapter 7. icepeak mountains
The Icefijell Icepeak Mountains’ massifs, nearly is still alive, but the Stormlanders fear,
Icefijell is the name of an impressive three hundred years ago. A vertical of course, the worst. No one would
area belows the towering peaks of the wall made of Ice was was showing the disagree that one day they will have to
Illimarik and the Rokull. Illimarik is an in transparecy a scene of pure horror. deal with a primeval demon, a “Ioi”, of
Elven word which means “scene”, while An enormous, terrifying beast was the worst kind. The question is, what is
Rokull is a Vrok word, and it means, “to about to come to life, as the compact it doing here, and how did it get here?
straddle”. snow above the ice wall melted faster
Icefijell is a coarse and majestic land. and faster. People flocked to the scene
On its small limited steppes, down in to behold the beast that, everyone The Illimarik Mountain
the valleys, and on the pastures, high agreed, would destroy the whole of Illimarik is the pointed peak that rises
up among the mountains, roam a group the Stormlands, if it managed to free far above all other, snow-capped peaks
of nomadic tribes. They derive neither itself from the shackles of the ice. At in the Icepeak Mountains. It juts out
from the Broths or the Kremors, first, one could see its giant demonic like a spear, with treacherous vertical
nor from the Wildbrons, but from a hands, then its feet, and within a few walls, whose ice-clad sides make even the
remnant of a people who once lived months, one could see the whole beast, most experienced climbers realize their
in the northeastern parts of the Great laying wrapped in ice. Many vitner limitations.
Iron Mountains. They are short in weavers and dimwalkers were called to Once it was said that the Elves had
stature, have black hair and yellow eyes. the scene, to cast spells and say prayers a secret vantage point on the towering
They call themselves the “Gruths” and to stop the thawing, but no one ever peak of Illimarik, and that there was a
are very few in number. The Gruths succeeded in their efforts. It thawed throne, made of the purest silver, which
worship their Great Winter God, and alarmingly quickly. One day, a cold fog stood in the middle of a ring of alfarka
among the mountains, they shepherd lay over the ice cap, and one could no trees, and that the Elves could come
their long-haired mountain oxen, longer see the beast. Everyone thought here to look at the stars. What they
whose horns, in the form of a powder, this was the end, all hope was gone, and deciphered from the stars, they sent out
are sought after as a delicacy, in both this was the final sign that the beast through carrier birds to all the Elves
Fynnheim and Vortland. would free itself. But then nothing around Trudvang. It was said that the
more happened, and for more than one who sat in the chair of the throne
200 years, nothing has happened. The could see any other place he wished to
Ignadahl beast is still frozen in the crystalline see in the whole of Trudvang.
The hirrible place known as “Ignadahl” crevice and cannot get loose. As far The place has remained nothing more
took his name from Tork Ignadale, back as anyone can remember, no one than a legend, because no one has ever
the man who discovered it in the has ever seen any sign that the beast found it, despite many attempts.

“An enormous, terrifying beast was about to


come to life, as the compact snow above the ice
wall melted faster and faster.”

chapter 7. icepeak mountains | 81


NOJD
Breedripper Still River Vurdviik
Darken Stillwaterfalls Wargriver
Fengsale Stones of Gormi Wargwoods
Frostholt Vaneheim Wildis
Icelake Vaskheim Wolfpeaks
Klappfalls Village of Regen Wolftongue
Ravenswood Vitterstream Ylfingstone
Ruggi Stones

Breedripp

er
olt
Village of Re
gen gue Frosth
* Wolfton
Br Rav
eedripper enwoo
d
n ems iof* *tones
rst eam

t o

ns
r
Darke

S Go iS
Rugg

tai
tte r

Wildis
m

F e* V i * s
hei

Trollridge Moun
n

ngs ne
ale Va* Wolfp eak
S Vaskheim *
f
tillwalls

Wargriver - *K l a
W aorogd s ppfal
ate

S w l
r-

W at itlel r **V u r d v i i k
Still River
I c e l a k e*
Y l f*
ing
s ton
e

0 100 200 km

82 | chapter 8. nojd
Chapter 8

✦ NOJD ✦
Nojd’s wild, green fields lie enclosed by the Oster Ocean in the
west, the Trollridge Mountains in the east, Vortland in the north
and the wild Djunghart in the south. The land of Nojd is beautiful
and teeming with life, where an abundance of streams flow, giving
Nojd its nickname: “the Land of the Thousand Rivers”.

Green, fertile landscapes stretch out from the Trollridge Mountains, is named therefore continued southwards. Here
between the waterways, where anything the “Wargriver”, as it runs through the In this wild land, the ancient myths have
will grow. The streams end in beautiful calm notorious Wargwoods. survived under the cover of night, much
fjords with leafy forests on all sides. The Because of its many streams, Nojd’s more so than in the surrounding lands.
largest river in this land is the “Breedripper”, landscape is a green and leafy place. Over Goblins, trolls, and other beasts still thrive
named after the legend of Broin, the mythic nearly every stream there is a bridge or in the most inaccessible lands. Together
leader of the great migration who spread a crossing. Some are abandoned, lying in with Nojd’s ancient inhabitants, foreign and
his sons among the lands to be conquered, ruins, while others remain in use. often frightening customs and traditions
effectively “dripping” his own “breed” Along the streams there are ruins live on. The dark forests, mountains,
throughout Nojd. The Breedripper has and ancient remains from old villages and streams kept their secrets since the
hundreds of tributaries, which branch and camps, long abandoned when their beginning of times, and throughout history
out along its way from the Trollridge inhabitants chose to move on. this wilderness attracted others whose
Mountains, going into the fjords and bays In the northeast, near the Vortlander hearts and souls were untamable. This is
where the ice-cold water ends up. Three of border, lies the forest of Frostholt. This why they chose to settle in this place.
these tributaries are almost as large as the forest is almost sacred to the Nojdans, and
Breedripper, and just as wild. All these three they would never fell a tree in that place.
rivers, the Wolftongue, the Vitterstream, There are two other large forests in Nojd The Legend of B roin
and the Darken, are mentioned in the leged – the Ravenswood and the Wargwoods, According to legend, it was here that
of the great migration, and it is also here and it is from these places that the Nojdans the mythic Broin arrived during the
where the three largest and most important produce timber. Small lumber camps have great migration, together with his three
settlements can be found: Regen, Fengsale, emerged around these forests, from which sons, Regen, Faneng, and Vanej, and
and Vaneheim. felling and planting is managed. The settlers their tribes. The legend says that they
The Wolftongue, the Vitterstream, and live under the constant threat os the beast camped by a violent, booming river on
the Darken are all very large rivers, and of the wild and are always vigilant against the first night. Broin slew a bear here
like the Breedripper, they branch out into possible attacks. They ship the timber along and sacrificed its heart to his gods. At
many tributaries. Most streams in Nojd a stream towards the more civilized parts of the same moment as its heart stopped
originate from the Breedripper or one of Nojd, where it is processed. beating, the river turned red, and Broin
its three tributaries, but several smaller The the wild delta of Nojd is as full of saw this as a good sign. In this winding
streams also run down from the Trollridge myths as the Trollridge Mountains. The tongue of a river the water turned red, as
Mountains. There is one other large river people who once came here soon found the “tongue of a wolf ”, therefore it would
in this land. This river, also originating the land impossible to tame, and many now be known as “Wolftongue”.

chapter 8 nojd | 83
Broin left his son Regen to guard the Soon he was up to his waist in the yellow The more civilized villages in contact with
river Wolftongue, together with his hird murky water. When the salmon started the rest of the Stormlands are those situated
and their women, saying “This is now a getting tired, Broin gave off a sudden yell, along the coast, or along one of the three
holy place for those of our blood. You are and disappeared under the water. His son, rivers, the Wolftongue, the Vitterstream,
the best hunter of all my sons, therefore Vanej, stood in shock on the bank of the and the Darken. These more civilized
I know that your people will never river, and watched his father wrestle with villages are all linked with one of the three
go hungry.” In this way, the village of a giant river snake in the water. He threw main settlements of Regen, Fengsale, and
Regen was founded, by the banks of the himslef into the fray and pushed his sword Vaneheim. None of these more developed
Wolftongue. into the slithering beast. They then both villages lie in the inhospitable inland, where
The second day, Broin and his two carried the monster up to land and killed it. the wild forest and nature rules.
remaining sons camped near some The father saw that the son was a However, most of Nojd’s landscape
mighty black trees next to another strong man and that the land was so full is wild and ruthless, just like its
river. When the hammer blows echoed of resourcesthat it could easily support inhabitants. The inlanders here live in
through the camp, and the women were an entire village. Broin decided to call small autonomous villages spread in the
lighting the fires at dusk, a horrific power this river “Darken”, because of its yellow wilderness, with their own traditions and
awoke. An icy scream could be heard in sludge. He told Vanej to settle here with customs. They mostly follow old, archaic
the twilight, and the tree branches came his Hird and the women. On this location, customs, living lives which are mostly
alive. Swarms of aggressive Happjas, Vaneheim was founded. isolated from the rest of the world.
women-birds, attacked the camp. All On the fourth day, Broin left and was never Unlike the more civilized the inhabitants
was turned into an inferno of feathers, seen again amongst men. He went into the of the three cities, the Children of Broin
screams, and blood. The Happjas had wilderness of this land and lived out the rest are suspicious by nature and try to avoid
been disturbed in their nests, and now of his days there. When Broin one day calmly, strangers and visitors. Many stories tell
attacked furiously. Broin and his two sons and with peace in his mind, lay down to die, of how wanderers feel watched and ill at
stood back-to-back and slashed at the his spirit took the shape of a large raven. In ease in this land. When they finally reach a
attacking beasts without even a shield this form he could forever watch over his site which is known to host a village, they
for protection. Broin raised his voice and son’s cities. The three cities by the three are often surprised to find it abandoned.
roared at the abominations. He called on rivers remain, and they are the largest of After a closer inspection, they find still
the names of his fathers and gods with the land of Nojd. The rest of the population glowing embers in the fires, animals tied
a powerful voice, swinging his sword in lives in smaller villages inland, and they are up, and even cooked food. It appears that
a blind rage. Broin’s second oldest son, known as the “Children of Broin”, since they the inlanders are so reluctant to encounter
Faneng, buried his sword into the chest chose a life in the wilderness like Broin had strangers that they simply leave their
of one of the Happjas, who dropped dead done before he died. homes rather than be confronted with
to the ground. The remaining Happjas strangers. In other cases, travelers have
then flapped their wings as one, leaving been met with aggression and violence,
them, never to return again. After the The Nojdans: a Divided particularly if they have been caught
battle, Broin decided to name this stream People. stealing from the “abandoned” villages.
that they had liberated from the Happjas The Nojdans are somewhat different from
the “Vitterstream”. He left his heroic son the other peoples in the Stormlands, since
Faneng to establish a colony, together they aren’t quite part of any country. Chieftains, Councils
with his own Hird and his women. They are not a uniform people, even and T ribes .
Faneng constructed a vast hall out of the though they share a common ancestor. Almost all Nojdans live in small villages
giant black trunks, in which he built an The people of Nojd can be divided which do not share the same government
altar to his forefathers. Around the hall, into two main societal groups. Those system but are usually run according
he founded the settlement of Fengsale. who come from the larger villages and to the wishes and specific traditions of
On the third day, Broin and his youngest from the three major cities are not much their inhabitants. Most settlements are,
son arrived at a frothing river. They made different from other Stormlanders, since of course, led by a chieftain or a village
camp and went down to fish in the water. they have a uniform societal structure elder, but there are stories about isolated
They were surprised at how turbid the and a civilization which has developped villages located in remote areas which
water appeared. It was as if it consisted closer cultural ties with the rest of the are run by strange and mysterious kinds
of a yellow sludge, but the water tasted Stormlands, especially by sea trade. On of governance. For example, there are
fine. Soon enough, Broin caught a large the other hand, the “Children of Broin”, villages completely run by women, where
salmon on his rod, which fought viciously. the wild inlanders from the small, the men take care of the children, and
He had to step further and further out isolated villages, are considerably more where the women hunt and fight. Tales are
into the water. savage and barbaric. also told of villages where all adult males

84 | chapter 8. nojd
can decide together, where status and Hirds. These three tribes got their names The priesthood of Gerbanis then decided
power struggles are unknown concepts. from the cities’ founders: the Regen of that the best course of action would be to
There is little actual proof for the existence Regen, the Faneng of Fengsale, and the let the Nojdans keep their old traditions,
of these villages, but there is also nothing Vanej from Vaneheim. Each new chieftain but only as far as these traditions were
disproving them. gets the same last name as the founder integrated into the Gerbanian faith. The
Tribal identity is important for all of the city upon his ascension to power. Gerbanians noticed that one of the most
Nojdans, as there are tribes of many sizes, Today, none of these tribes’ Chieftains are defining phoenomena of the Nojdans were
from those occupying a single village, related to the mythical founders. This is the custom of meeting in seasonal markets,
to those encompassing huge tracts of because the chieftain of the city is replaced and they exploited the situation. They
wilderness with multiple settlements. The regularly. erected temples at each marketplace in
governance of Nojd as a “nation” is loosely Replacements occur in small coups, with places whichh were once deemed sacred by
organized and it is based on the whims of or without violence, where rich families or the old religions, until it appeared as if the
the most powerful tribes. The so-called powerful politicians take over the role of magnificent altars were synonymous with
“Council of the Chieftains” consists of the chieftain. Inhabitants living in one of the the good and powerful Stormi blessing the
Chieftains from the larger tribes and their three cities automatically become members markets.
advisors. Those tribes with more than 150 of one of the three tribes. The importance of markets and
members count as “large tribes”. marketplaces for the Nojdans hail back to
The Chieftains of the two largest tribes the mythic time of a legendary chieftain
represent the top ranks of the council Religion and M arkets . called Ruggi. His stronghold was at Ruggi
and have veto power in all questions. The More than anywhere else in the Stormlands, Stones, and his rule was considered to be
two largest tribes belong to wild inland traces of ancient religions from the time the golden age of Nojd’s history, when the
Nojdans: they are the Gormi and the before the great migration can be found in land propsered under his divinely-inspired
Ylfing. It is from these tribes’ names that the Nojdan inland, where people practice leadership. He had ruled over all the other
the two holy cairns, the “Stones of Gormi” ancient rituals from before the god Stormi chieftains of Nojd and fought against
and “Ylfingstone” got their names. Or and the Gerbanis religion arrived. This injustice and oppression. He also introduced
perhaps it is the other way around. The is especially true among the “Children of the custom of seasonal market, in order to
two tribes’ villages are spread out around Broin” than among the dwellers of the three gave the Nojdans something to share and
their respective monuments. cities, even if old practices of the ancient strengthen their own Nojdan identity. At
Due to the wealth of their domains the religions can be found even there. least that is what the tales say.
Chieftains of the three main cities (Regen, The savage Nojdans often appear to Four times per year the Nojdans gather
Fengsale, and Vaneheim) are also widely worship the forest, the wild streams, and its in various markets to trade and sell goods.
respected. They meet twice every year, animals, and want to raise them to the level These events occur at the time when the
in the so-called “Nojd Council”, where of gods. Disturbing images can be observed seasons change, and are known as the
the “country’s” problems are discussed. in the Nojdan villages, depicting river “Spring Market” the “Summer Market”,
Some also say that each year there is snakes, bears, and wolves. These are highly the “Fall Market” and the “Winter Market”.
also a third, unofficial, meeting, where venerated among the more primitive forest Marketplaces can be found in various
the three chieftains speak in dark secret tribes and are worshipped in almost all their places around Nojd and are of different
chambers about the country’s complicated villages. The only common religious idea sizes. There are four truly large markets
relationship with the faith in Stormi. among all the inlanders is the worship of where thousands meet each year to buy or
The members of the Council of Nojd are these images, although the object of worship sell. If you can’t find something in these
also members of the Council of Chieftains, varies between villages. Some worship markets, you can’t find it in all of Nojd. The
even if they quite often pretend to speak images of fish, others of wolves, bears, or largest Spring Market is held at the Ruggi
for the whole Nojd in their own, private birds. Often these images are so filthy and Stones, and the largest Summer Market
council. In practice each council directly disturbing, and tainted with countless blood is at Virtne Spring. The Fall Market is at
rules over different matters or different rites that any civilized man would be sick Stones of Gormi, and the Winter Market is
tracts of land. from being in their presence. at Ylfingstone.
Tribal identity is important not just for Representatives of the Gerbanis faith The richest merchants gather in the
the wild children of Broin but also for the tried to separate the Nojdans from the established marketplace and, during the
citizens of Regen, Fengsale, and Vaneheim. primitive worship of their ancestral month-long market, they can make enough
The three tribes that rule these three forefathers. However, this was a hopeless money to maintain them until next year.
civilized cities are not as large in numbers endeavor. Despite this, the Nojdans were Some merchants travel between the four
as the Gormi or the Ylfing, but are not gladly converted since they considered large markets despite the great distances,
less powerful, since they have much more Stormi to be a strong and appropriate deity and in a few years, they can amass a fortune.
riches, and can afford to hire mercenary that fit into their lives. Fights often occur during these markets,

chapter 8 nojd | 85
between the young, drunken members where the land rises, the flood is almost crosses over to the mainland here as well.
of the various tribes. This is not a very unmoving, and it is around these calm areas Under the bridge there is a mighty gate
surprising occurrence in a place where so that small Nojdan settlements have sprung that can only be opened with the help of
much silver and goods change hands, and up. If you travel along the river, you quickly draft animals on each side of the bridge.
where large crowds of wild Nojdans gather. see hundreds of smaller tributaries have The gate is made of thick tree trunks that
None of this ever happens to those wearing their source from here. These rivers are all form a latticework where smaller rowing
a wolf or bear pelt, which in Nojd are the smaller, but not always more tranquil than boats can get through without having to
distinguishing signs of respected warriors. their mother. The Breedripper’s outflows open the gate. It is always guarded from
None other than a hero is allowed to wear towards the western coast of Nojd, west both sides by hirds, who in their fast ships
such pelts in Nojd and cowards wearing of the Ruggi Stones, and on its way down board all boats that go in or out through
them are usually assaulted by Nojdans. On from the Trollridge Mountains the mighty the gate. Anyone who wishes to pass
the other hand, the celebrated, pelt-wearing river gives birth to thousands of other must pay them a fee. A smaller village has
warriors are importan guests during the smaller rivers and streams. grown up around the hird house on the
markets, they gather in special mead tents island where the bridge starts - which is
where they are seated in places of honor, also constantly guarded.
bragging about their adventures, while The Darken River Fengsale is the Nojdan city that has
tended to by young women. Just south of Ravenswood, the the most contact with - and conducts
At these markets it is customary to Breedripper splits into two rivers. This is the most trade with - Mittland. It has
resolve any dispute in special enclosures. the birth of the Darken river, the largest therefore become both richer and larger
These enclosures are known as the “Feuding of the three great tributaries, and it than the two other cities which together
Tents”, named after the enclosed tents stretches all the way to the Darkenfjord. make up the civilized part of Nojd.
erected over two tall masts, housing duels Just like the Vitterstream, the Darken On the northern side of the island there
within. These feuds are resolved through a river is somewhat calmer than its parent is a jetty system, which is almost yearly
duel between the two parties. The two or river, and later splits into two smaller visited by large Mittland ships. This is
sometimes more parties gather - voluntarily streams. Both are commonly referred thanks to the fact that the streaming fjord
or involuntarily - within the enclosed tent. to as the Darken, but locals call them is usually not covered in ice during the
There, they must agree on the rules for the Darkenbrother and Darkensister. The winter. Directly connected to the jetties
duel among themselves: with or without river is lined by a leafy green landscape, lies the hird house. The west coast of the
weapons, to the death or until someone with several groves scattered around it. island is lined with vertical cliffs. It is here
surrenders, and who must fight for them. A large percentage of Nojd’s population that the most important buildings of the
This is why most merchants hire one or is settled along the Darken, and it is said city are lined up.
more champions for this purpose. The that as many people live along the Darken In the middle of the ten houses that
winner is considered to have the right and the Vitterstream as there are in all of line the cliff, and which are also the first
in the disagreement, and the loser must Nojd’s wilderness. thing seen by approaching ships, is a great
agree to this without any further reprisal. Gerbanic stave church. On both sides of
These duels are, of course, wildly popular the church, the most powerful merchants’
attractions, where large sums of money are Fengsale houses stand, decorated with expensive
wagered on the different combatants. The On the largest island in the Farengfjord Stormihalls. Because there are only two
bets are managed by the Feuding Tent’s sits the city of Fengsale. A group ways to attack the city - from the sea or
owner, who also receives a percentage of all of small islands is scattered around over the bridges - it has no protective city
winnings. Fengsale Island and limit the approach walls. Hirds constantly patrol the bridges,
to the Vitterstream for larger ships, and vast numbers of ships guard the fjord
forcing them to the northern side of the from possible threats.
The Breedripper River archipelago. From Fengsale Island, an The city is ruled by Jorek Faneng, a
There is an expression in Nojd that says: impressive bridge towers above the water powerful merchant, who recently inherited
“You haven’t seen a river until you’ve seen over to the nearest island to the south. the chieftain’s role after the previous
the Breedripper.” The river, which in some From there another bridge runs to a leader died from a fever. Of course, the
places can be hundreds of fathoms wide, different island, and then another, which city streets and taverns are full of rumors
runs at a frantic pace and with a constant in turn is connected to the mainland in about whether Jorek Faneng was involved
thunder. It is the large altitude difference the south. On the northeastern side of in the death of Digthorn Faneng. Others
between the Trollridge Mountains and Fengsale lies another bridge, which leads talk of Gerbanis’ involvement in the last
Nojd’s west coast that gives the water its to the second largest island in the group. chieftain’s death, since Jorek Faneng is
tremendous current. However, the current This island is just outside the mouth considered a very pious man, quite the
is not alwayss so, since in some places, of the Vitterstream river, and a bridge opposite of the late Digthorn.

86 | chapter 8. nojd
The Frostholt forest silvery hue, making them looking frozen, a completely different explanation for the
In the far north, at the border of the and the trunks are all white. These trees forest’s mysterious properties. The forest
Trollridge Mountains, lies a forest that cannot be found anywhere else in the was planted by the elves’ forefathers,
the Nojdans consider holy. They think Stormlands, and unlike other hardwoods, who came from the powerful Great Ice
that the spirit of Broin’s mother lives their leaves do not fall off during winter. Plains with seeds from their frost trees,
here. People say that the mother missed This peculiar flora has added to the myth which normally only grow there. This is
her son so much that she took her own that the forest is haunted by an unhappy one of the very few elven communities
life, and traveled to the countryside, only spirit, whose tears have colored the remaining in the Stormlands. They
to settle down in Frostholt. When her forest’s trees. are all Korpikalli but, given what their
sad soul entered the forest, the Frostholt However, if you ask any of the Elves legends tell, it is possible that some
got the color that characterizes it to inhabiting the depths of the forest, where legendary Norim Elves are among their
this day. The leaves on the trees have a the Nojdans never travel, you would get ancestors.

chapter 8 nojd | 87
Gormi’ Stones called, have always remained in close the Etterstapp (the voluntary death of
This monument and holy place is on contact with each other, feeling all elders by been buried into the ice) is
the top of a small knoll, at the foot of to be part of the same tribal unit. conducted for the Ylfings’ chieftains and
a long ridge running from north to This common identity has been done their close relatives. They travel here
southwest. The stones are ancient, as reinforced through the centuries by with their elders to give them a final
also the place itself. Nobody knows both the regular ceremonies held dignified celebration, and to drink to
why it was originally built but it got on the Stones of Gormi and the their life.
its name from the first chieftain of the frequent exchanges of manpower. It is On the bank, next to an imposing
Gormi tribe to be buried in the knoll, customary among Gormi’s brood for cliff wall, is the “Etterstapp Den”, where
although everybody knows that the the men to move between two or more the party takes place until the early
monument is much older than this. villages. The men live in a village for morning, when it is time to say goodbye
What the place’s original name was, parts of their lives, then move on to to the elder. The Etterstapp Den consists
however, is lost in the pages of history, another. Usually they move between of a large house said to be filled with
and those who once erected the stones two or three hamlets, but there are the spirits of the dead Ylfings. Just
are long dead and gone. Gone also is those who move through more. In this like the houses of powerful chieftains,
the knowledge of the stones’ original way, information is shared between the Etterstapp Den is adorned with an
purpose. the Gormihamlets. impressive Stormihall to keep evil spirits
The stones are about ten-meters tall Since the men move around the - those unworthy to enter - at a distance.
and about four-meters wide. There are villages, it results in large extended The name or sign of the elder is carved
twenty-three of them, and they stand families, where the men simply into the cliff wall during the night,
in a warped circle. In the middle of exchange wives with each other. A forever to be remembered as a powerful
this circle there are four slabs of stone. large extended family can therefore member of the Ylfing tribe.
Together they form a large square, on consist of two or more men, and
which a huge raven has been carved. two or more women - always in even
The raven has faded from the slabs couples. In the large families all are The Klappfalls
after thousands of seasons’ wear, and united after a wedding rite at the The Klappfalls are the Wargriver’s first
today only faint contours can be seen Stones of Gormi. The large extended waterfalls, located on the west side of
of the bird, which always appears to families are otherwise very rare both the Wolfpeaks. The water plunges down
look back at its viewer, its head cocked in the Stormlands and in the rest of from a plateau 500 fathoms into the valley
to one side. It is believed that Gormi Nojd. below. A very large number of troll tribes
was buried under these stones. Others Not far from the monument, a lives around the waterfall, constantly
say that the real grave lies in the Gerbanian sanctuary is erected on harassing the inlanders of Nojd. They live
adjacent ridge and that the monument the slope of the nearby ridge. The in caves hidden behind the wall of water
was built in memory of the venerated sanctuary is mostly used during forever flowing down from the plateau,
chieftain. Many attempts have been the Fall Market - at other times of and in the walls on each side of the falls,
made to find the treasure that Gormi year it is not well attended. Gormi’s near the bottom of the cliff. The immense
is said to have been buried with, such descendants are unwavering in their number of trolls makes the Klappfalls
as his golden raven which gave him worship of the archaic images and one of the most troll-dense areas in the
the power to turn into a bird, allowing totems. Several skirmishes have inhabited parts of the Stormlands.
him to oversee his lands from the sky. occurred in the area between the The most disturbing characteristic
But few have survived these attempts, Gerbanian faithfuls and the wild noticed by inhabitants in Nojd, as well as
since the grave and ridge is constantly warriors of the Gormihamlets. by travellers from the other Stormlands
guarded by the descendants of Gormi Neither side seems to have gained the is these trolls’ advanced ability to
- a savage race with features similar upper hand however, and as time has organize their society. Klappfalls
to the Wildbrons, and a reputation for passed, a sort of mutual agreement trolls have done something nobody
being fierce fighters. seems to have developed - one where knew their race was capable of - to be
A few smaller villages are scattered both parties ignore each other. organized according to a strict, well-
around the monument and ridge, no organized hierarchy, where leaders are
longer than fifteen days’ march away. leading other, lower-ranking leaders, as
The inhabitants of these villages are The Icelake in a disciplined army with clear rules
all descendants of the large tribe On a plateau on top of an offshoot of the to be followed by everybody. The trolls
once ruled by Gormi. Although the Trollridge Mountains lies a lake known have also managed what only very few
distances in these lands are large, as the “Icelake”, which is always covered Wildfolk have been able to do - to tame
all the “Gormihamlets”, as they are with ice. The lake is the location where a huge number of Warg Beasts. Trolls

88 | chapter 8. nojd
riding warg beasts are also known rare Garms. Whether this is true or just learning how to tame wolfkin, remains
elsewhere, but never as the scale which a rumour remains to be seen, and not unknown. Since the trolls seem to have
the phoenomeon seems to happen in many are too keen to find out. abilities far beyond their normal reach,
the Klappfalls. There are even reported How the trolls have been able to people suspect powerful, unknown forces
sightings of trolls riding Skolls and the organize themselves, not to mention at play.

chapter 8 nojd | 89
The Ravenswood the accounts seem confirmed by the large Merchants gather here from far and wide
Ravenswood is located in the middle of number of ravens which live in the area, to trade their goods. The banks of the
Nojd and it is one of three major forests together with an almost complete absence Regen are lined with a multitude of boats
of this country. Just like the Frostholt, of trolls, to explained with the enminity of of all sizes, moored on jetties leading up
this forest is sacred to Nojdans since they Broin towards Trollkin. Others say that to the boat owners’ houses. If you enter
believe that Broin’s spirit lives here. They there is a large, mysterious tribe of what the city from the sea, you are sent to the
believe he has remained in the shape of a the tales call “Blotsystrar” or “Sisters of center, where a tree-like system of jetties
giant raven, which was possessed by his the Bloodgifting”, a local variation of the provides a place to leave your vessel.
spirit when he left his worldly life behind. Hel Sisters’ cult, living in the forest and Most ships come from Vortland and the
Many visitors of the Ravenswood claim that they keep it clean from trolls, and city of Jornhelm. Some ships also come
to have seen an enormous raven sitting in other vermin like strangers and monsters. from Mittland, after traversing the Oster
one of the trees, watching them intently Ocean to reach the city, in order to conduct
with a cocked head. Settlers inside and business at its market. The boatmaster’s
outside the forest also claim to have seen Regen house is on the bank, where the jetties
the giant raven in the forest or flying On the northern bank of the Wolftongue meet, and to enter the city one must pass
overhead with watchful eyes. Sometimes, lies Regen. The settlement is both a fishing through here. This is where the toll is paid
the raven is also seen above the three center and a trading post. Together with for all goods about to enter the city, as well
cities founded by Broin’s three sons. Farensgale and Vanesheim, the Regen as for those goods exported from within.
Nojdans firmly believe in this story and makes up the civilized part of Nojd. Those who attempt to avoid the toll are

90 | chapter 8. nojd
severely punished, and this has attracted Stormihalls. None are as impressive as Since the Ruggi Stones and its
smugglers who attempt to trade their either of the two major buildings however, surrounding area is such a beautiful and
goods into their city by illegal means. which stand on each side of the street untouched environment, it is common for
On the land side, the city is protected by leading to the harbor and to the city gates. Gerbanian faithful to make a pilgrimage
a tall stone wall that has withstood many In some of the less impressive houses live here, in order to enjoy the power of
troll attacks over the years. If you visit the the city’s administrative officers and many Stormi and Windinna for a brief moment.
city by land you must pass through the city rich merchants. The fierce competition During the Spring Market, this sense
gate placed in the middle of this wall. Here, about who has the most power in the city, of wilderness and tranquility disappears
you pay the toll, just as at the house of the between the Gerbanian Clergy and the however, as people from far and wide
boatmaster on the coast-side. The wall is Chieftain, has created a divide within the gather around the monument to trade
always patrolled by guards, as the trolls city. On one side are those who are piously with each other. Nojdans gather below
may decide to attack at any time. However, faithful to the Gerbanian Church. On the the hill in several camps. Large groups
even if there have been numerous troll other, there are those who stand for the sometimes travel together since it is
raids, a full-scale assault never happened. Chieftain, but who also are less conviced safer than travelling alone through the
Trolls seem to never manage these attacks about the goodness of Gerbanis. They wilderness. This means that the camps
wholeheartedly: they are more interested cannot say this openly however, as they around the monument are divided
in keeping up their savage reputation than could be called heretics by the priests - a according to home villages, or geographic
to really conquer the city. They are only most unpleasant prospect, especially for a areas.
interested in never giving the city a sense city which seem to enjoy well-established The most respected merchants are
of calm. Because of the trolls’ constant trade links with the pious Gerbanians of allowed to trade within the innermost ring
presence, the road to the Regen is never Vortland. of stones, while less reputable ones must
quite safe, so most travellers reach Regen keep to the periphery in the camps below
by sea. the hill. The inner circle and the different
Through the oval city runs a long, The Ruggi Stones camps are always patrolled by local Hirds
broad road lined with workshops, stores, This is the largest sacred place in all of and Knight of the Iron Hand. Together,
smiths, and mead houses. Towards the Nojd. The Ruggi Stones are, according they ensure that no quarrels erupt. Many
north, smaller alleys lead up towards to legend, the burial ground of one of sormmens come here, hoping to be hired
dwellings and less reputable workshops the greatest Nojdan chieftains. Because for the Spring Market, but most of them
and inns. The further from the main road of the tradition of holding the Spring do not end up in fighting pits, but are
one travels, the smaller and more derelict Market at these stones, Gerbanis rather hired by Gerbanian dimwalkers
the houses become. If one was to follow representatives have erected a shrine to to curb those miscreants that inevitably
the alleys down to the water, one would the honor of Windinna here. gather where there is money to be traded.
find the homes of the ship owners and the There are about 50 stones, each
fishermen. standing between 15 and 20 meters,
In the center of the city lies the main spread in a very symmetrical circle about The Still River
market where most things can be traded. 250 fathoms in diameter. The Gerbanian In the south-western part of Nojd the
The marketplace itself consists of a large Stave Church has been erected in the river known as the “Still River” travels
stone-paved circle where merchants set up middle of this monument, and towers slow and tranquil down to the ocean on
their wagons and tents. On a ridge to the east above the stones surrounding it. The the west coast of Nojd. The river is very
of the market one can see city’s Chieftain’s monument stands on a tall hill, reaching deep and wide, making its water flow
residence: a large longhouse whose for the sky like a crown, with a menacing very slowly. The river is more and more
entrance is decorated by an enormous and wedge in its center. The main building becoming trafficked by ships travelling
elaboratedly decorated Stormihall. West of the shrine consists mainly of a large to Vurdviik to trade.
of the market there is another, equally underground Ceremony Hall, where the The river houses giant river snakes,
impressive building, a mighty Gerbanian great Stormi is worshipped with blood always looking for food in the shape of
Stave Church. During the years these gifting on tall poles, dance, song, and inattentive river sailormen. This is why
buildings are constantly being re-built prayer. Around the shrine lie several the local inhabitants, who over time have
and expanded, since Chieftain Fuld Regen smaller buildings, with dwellings and learned to deal with the river snakes, are
and the local Gerbanian clergy seem to stables. A stone’s throw from the hill often hired to provide safe passage along
be in a continuous competition over who there is a farm run by the Clergy of the river through safe points, in order to
has the most beautiful and monumental Gerbanis. The work is mostly done by avoid unfortunate incidents.
building in the city. On either side of these the many slaves owned by the farm, who The villagers of the area are called
two constructions, several other large toil the land to the best of their ability “Snake People” by the ever-growing
houses stand, all decorated with impressive and take care of the animals. numbers of travellers along the river. For

chapter 8 nojd | 91
the people living along the river, these bridge has been erected in the torrential since troll attacks are very common.
river snakes are holy, and they regularly water, and this is where the burial trunk The “Borgfaste”, the fort hosting the
perform complicated ceremonies where is released into the water. The long hirdsmen of the Vanej’s chieftain, can
they make sacrifices to them, according fall makes the trunk sink far down into be seen in the center of Vaneheim. The
to archaic traditions which recall the the depths of Stillwater Lake, and the Vanej chieftain lives together with his
worship of Lindwurms as performed current from the waterfall takes it under hirdsmen in this garrison. The number
in Mittland. If you travel down the the water all the way out to a mythic of hirdsmen has increased recently,
river, you will regularly pass wooden or entity know as “Suldur”. The legends say leading to necessary extensions of
stone statues of giant snakes in various that Suldur is an enormous underwater the Borgfaste, which today houses
aggressive stances. The villages are dragon, who lives off the dead bodies almost 800 hirdsmen. The reason
filled with these statues which are the which are regularly supplied to him, and for the recent recruitments is due to
subject of continuous veneration by the whose souls he releases, allowing them an increased number of troll attacks.
locals. Some villages even have their own to enter the land of the dead. The soul However, there’s also another reason,
river snake to worship, that they have is thus not free to leave this world until since Chieftain Rustir Vanej secretly
captured and now keep and feed in a the body has been released into the deep suspects the chieftains of Regen and
giant tank close to the Still River. water and been devoured by Suldur. Fengsfale to plan a joint attack to his
The Stillwaterfalls are also the setting town, to conquer it. The discovery of a
for boys’ rite-of-passage ceremonies. At culprit in Borgfaste, pouring poison in
The Stillwaterfalls and the proper time the boy about to become the chieftain’s goblet, added fuel to the
the S tillwater L ake a man climbs up the slippery wall behind suspicions. Chiefatain Rustir Vanej has,
Where the Wargriver flows through the fall, all the way to the cliff. Here, he because of this, not been participating in
the forest from the north, it encounters must make his way through the cascade the recent Nojd councils.
its last falls in the southern parts of the without being washed off the cliff. Once Vanaheim has an impressive
Wargwood. The landscape takes one out on the tip of the cliff, the boy must Gerbanian Stave church, located at the
final plunge down to sea level here, and jump into Stillwater Lake, and climb river shore, so as to be the first thing that
the Wargriver flows down it steadily. out on the east side of the falls. If the catches the eye of visitors.
The fall is nearly 50 fathoms high, and boy succeeds with the rite, he becomes Next to the Borgfaste and the
ends in the Stillwater Lake below, which a man, and is ready for marriage. In the market there is a peculiar building,
is thus constantly supplied with fresh Stillwater Lake, just below the falls, the whose architectural style clearly recall
water. About two thirds down the fall, a boy’s relatives await him in boats to save Mittlander fashions. The purpose of
lone cliff juts out of the cascade, splitting him in case he cannot stay up. It is rare this multi-floors building is to hold
the water in two. The waterfall is not for someone to die during this rite, but it Vaneheim’s collective knowledge in two
as impressive as the river’s first one, happens sometimes. large halls filled with rune staffs and clay
the Klappfalls in the Wolfpeaks, but it tablets. Many are the tales in the town
is nonetheless a powerful and beautiful of events taking place in this building.
sight, lined by the leafy trees on the steep Vaneheim Explosions, flashes of bright light, and
banks around it. At a bend of the Darken river, the third abyssal screams are not uncommon
Stillwaterfalls has become somewhat largest city of Nojd is located. Vaneheim events when walking past that building.
of a symbol for the people who live is a trading town, just like Fengsale and
around the lake, who use the falls for Regen, with frequent contacts with other
funerals, and as a location for the local countries. Vaneheim is not as prosperous Vaskheim
version of the Etterstapp, when the as the other two cities, maybe because In the midst of the Wolfpeaks there is
elders voluntarily seek death. During the the local Chieftain and the people close a village called Vaskheim. The miners
funerals and the Etterstapp, the dead or to him are more interested in knowledge and hunters who don’t want to leave the
elderly are placed in a hollow tree trunk than in wealth. Wolfpeaks for winter come here in order
that is filled with mud and sealed at both Despite this fact, trade still brings to get as early a start in spring as possible.
ends with further mud. The trunk is then a steady income to the local treasury, Perhaps they didn’t find anything worth
carried to the top of the cliff, along the because the tax on goods is slightly bringing back to civilization to sell.
“Path of the Dead” on the eastern side higher in Vaneheim than in the other two Many of the settlers in the mountains
of the falls, which is only used for these cities due to the smaller market. have become so used to life here, that
rites. It is said that those who walk on this The town is surrounded by a high nothing outside the mountains feels like
road without carrying a dead body or an wall, which is only interrupted by home any more.
elder ready to die will themselves meet the town’s gate and by the Darken The village is located at the edge of an
death very soon. On the top of the cliff, a river. The wall is constantly patrolled, elongated cliff. The view of the southern

92 | chapter 8. nojd
Wolfpeaks from there is hard to beat. During the winter season, the population properties. Many wizards, wise men,
Under the cliff, more than one fathom sometimes multiplies, since the people dimwalkers and shamans come here from
below, the Wargriver flows, and you of the wilderness would rather gather far away to take a bottle of this splendid
can almost see its full stretch from the amongst themselves than together with water.
Trollridge Mountains in the east to the people from below the mountains. During the summer months, the
Klappfalls in the west. Because the village Summer Market around the depression
is located at the edge of a cliff, there is is kept and hundreds and hundreds of
only one road leading to it. Therefore, Virtne Spring visitors are queuing up to fill a plunger
there is only one direction from which The vast plain landscape of this place is with the legendary water or just to drink
an attack can be launched. A strong and interrupted by a geological depression it.
high wall has been constructed from from which an almost square enormous Unlike other important market
edge-to-edge on the cliff, to screen off pillar rises up from the ground. The sides sitesof Nojd, Virtne Spring lacks a stave
the village from any attacks from the of the pillar have been carved in unknown church, since it also lacks a permenent
north. time-periods by unknown craftsmen settlement. People just gather here for
The village consists of about 30 huts to resemble the head of a dragon. The the Summer Market and a temporary
and longhouses of various sizes and stone pillar is lined with four ancient and sacred place, with tents and movable
conditions. In order to survive the long knotty trees whose leaves and trunks blot poles, is built by Gerbanians coming
winter, there must be plenty of firewood have not been seen anywhere other from all over Nojd.
and supplies in the village, which is what than here in this part of the world. Up
the village’s permanent residents work from pillar, a never-ending water source
to gather during the other seasons. The flows, sliding down over the four edges The Wargriver
firewood and supplies are then sold to which are perfectly alligned towards The Wargriver is not as long as the
the people who seek shelter in the village the four winds. The water does not run Breedripper, but it remains a long
over the winter, and don’t bring their more than a hundred steps away from and impressive river, also originating
own supplies. the pillar before it disappears into four somewhere in the Trollridge Mountains.
Vaskheim is currently being governed smaller openings in the deep depression. Whereas the Breedripper is wild and
by a man named Eska Bornstride, who The legend tells about a chieftain untamed, the Wargriver is its opposite. It
originally came from Djunghart. Eska is whose name was “Virtne” and who in flows sleepily along the Wolfpeaks, before
a smuggler who fled from Redborg under single, incredibly long battle fought continuing through the Wargwoods.
threat of being flung into the Blodpit an ancient dragon. The two fighters The reason for the Wargriver’s slow
because of his deeds. The escape brought would, according to the myth, have been progress is because of its depth.
him to Vaneheim, where a companion struggling with each other for a whole
persuaded him to come to the Wolfpeaks, season, for so mighty was this chieftain
where they could find a fortune in gold. that he alone could fight with a huge The Wargwoods
The years went by, but the gold stayed dragon. The battle ended abruptly a Just like the Ravenswood, the Wargwood
absent. Soon, Eska grew tired of coming summer day, when the dragon with a gets its name from the animals living
down from the mountains during the killing bite took Virtne in his mouth there. The Wargwoods contain, as the
winter, and more frequently chose to stay and swallowed the dying chieftain while name suggests, a multitude of Warg
in the small village of Vaskheim. There, stepping toward the sky in triumph. Beasts. The Wargriver flows through
he met Viska, the daughter of the village Virtne, realizing that he could not the forest at its meandering pace, and
leader, and soon they got married. When survive the fight, had with his last force several smaller villages have emerged
Vimmerud, the father of Viska, chose driven the sword through the dragon’s on its banks, which abound with fish.
one night to jump from the cliff, Eska unprotected neck, when he was being The villagers here are mostly fishermen,
and Viska took over the leadership of the swallowed. The fatally wounded dragon but also make a living selling wolf pelts
village. Today, they live here together flowed straight up into the sky and then to merchants and traders in the city of
with their three children who have never plunged dead to the ground. The roar Vurdviik. The trees in the Wargwoods
been outside of the Wolfpeaks’ borders, from the impact is said to have been are very thick, with completely straight
and if Eska has his way, they never ever heard all over the country and where trunks, meaning that several, very large
will. In addition to Eska’s family, there the dragon fell to the ground, a mighty planks of wood can be extracted from one
are about 50 more or less permanent depression was formed. In the middle of tree. Small lumber camps have emerged
inhabitants. Amongst others, there is the crater a square rock pillar rose, and a in the northeast part of the forest.
Joar Bearhand, the blacksmith, and cold and clear water flowed from it. There is also another similarity
Eska’s best friend, who is said to be one of The water is considered to have with the Ravenswood. In fact, there
the best blacksmiths in the Stormlands. strengthening and even magical are tales about a tribe of Hel Sisters, or

chapter 8 nojd | 93
in caves, or pan for gold in the mountain
streams, live off hunting. No matter their
profession, all these brave men and women
must be on constant watch against both
trolls and wolves.
The wolfpeaks are also known for the
tales of a mysterious site dedicated to local
goddess known as “Wildis”, although its
exact position is secret.

Wildis’ Face
High up in the Wolfpeaks there is a
hidden passage that leads wanderers to
a large mountain plateau. The plateau is
lined with tremendous cliffs, thousands
of fathoms in every direction except in
the west, where there is a vertical hillside
which has been object of worship since
time immemorial. Halfway up the vertical
hillside, a huge and beautiful woman’s
face looks out over the land of Nojd. The
location is thi marvel is know only to a
few initiated, even if the cult of the mythic
ancestress known as “ Wildis” is spread
among many Nojdans. Same as with the
stones of Gormi, no one can say when or
by whom the face was sculpted and not
“Blotsystrar” as they are called in Nojd, to travel by boat for a few days from the even the followers of the cult know this.
conducting their heathen sacrifices in the fjord towards the inland, until you come The initiated and devout worshipers of
inner parts of the Wargwoods. However, across the first waterfall. Like its parent the ancestress have always known about
the villagers in the forest are also said to river, the Wolftounge is lined by small the place, since the times when their
worship the “Age-Mother” also known villages at its calmer sections. ancertors came to Nojd, but nobody
as “Wildis”, with mysterious, and maybe knows how and by whom the enigmatic
also bloody, rituals. Given all these face was made. Those who venerate the
threats, travelers should not only be on The Wolfpeaks mysterious Wildis have the tradition of
the lookout for wolves while wandering The Wolfpeaks give visitors their first performing at least once in their lifetimes
through this forest. Many wanderers glimpse of the eastern mountain range. a pilgrimage to this site, and to live under
have disappeared without a trace in the Through the mountains flow the Wargriver Wildis’ watchful eyes and the stars for a
forest, and for this, the wild Blotsystrars whose origins are the cold waters coming whole month. Many people who do this
or Hel Sisters and their underground from the Trollridge Mountains. The die during their “Wildis’ Month”, either
creed are blamed. mountains are nearly impregnable but are from the cold or due to the ferocity of the
said to be filled with metals and gem stones. beasts dwelling in the mountains. This is
Warg Beasts can often be seen on the steep not considered something serious, as the
The Wolftongue mountainsides, hunting for easy prey. dead person’s soul will be welcomed and
This is the first large tributary of the Because of the rumors of an abundance taken care of by the ancestress herself.
Breedripper and flows out into a deep of precious metals, there are some smaller The followers of the cult consider that
fjord in the northern part of Nojd. The settlements scattered around the mountains the time had come for the deceased to
current in the Wolftongue is often much - despite the large concentration of trolls revisit their “Moord”, an archaic Nojdan
more violent than in the Breedripper due and wolfkin in the area. The wild men and word which can be translated either as
to the large change in elevation, which women living here are very tough and have “Ancestress-Mother” of “Mother of all
occurs like a giant staircase, giving the learned to live under conditions that most Creation”.
river several waterfalls on its way to the others would consider unbearable. Those On the vertical hillside, there is a stair
ocean. This means that it is only possible who don’t dig for precious metals and stones that is almost invisible to anyone who

94 | chapter 8. nojd
doesn’t know exactly where to look. Despite their recently acquired contact they had finished their meal, Ylfing went
The stair is no wider than the width of with the outer world, they are not always down to the heap of stones and slew all
one foot and it leads to Wildis’ lips and friendly towards visitors, at least not three giants and threw their remains into
mouth. On the last day of the Wildis toward first-time visitors. the abyss. Since then, the tribe of Ylfing
Month, a follower of the cult will climb had a tradition of making a yearly human
up the dangerous stairs and sacrifice the sacrifice, usually throwing convicted
weapon that they used when they draw Ylfingstone criminals and prisoners of war to the
the first blood of an enemy, casting it into Ylfingstone is the third large cult site in hungry pool at the bottom of the canyon.
the mouth of Wildis. After that, he should Nojd, and it consists of a huge heap of According to folk belief, you can see the
stay awake all night on Wildis’ lip, until stones, located almost on the border with dead souls dance on the surface of the water
the sun rises. If everything goes well, the the Trollridge Mountains. It is unclear at the full moon, while their bones float
ancestress will show her face amongst the if these stones are a remnant of human up to form a macabre ballroom floor. The
stars just before sunrise, and hence accept activity, or if they are a relic of an older, people who live in villages around the heap
the follower. It’s only after the Wildis unknown era before men migrated into of stones and in this part of Nojd are all
Month that a follower gets truly initiated this area. The heap of stones is at the assumed to be descendants of the mythical
into the cult. bottom of a canyon. At first sight, it even Ylfing. They live here at the edge of the
looks like the heap was once a building Trollridge Mountains and on the feet of
that has collapsed from above. From its spur’s slopes, in a harsh environment
The Vitterstream River the bottom of the canyon, a number of plagued by trolls and goblins.
As the river Breedripper turns west, the huge, sharp stone wedges point up, as if Next to the heap of stones, as in the
second largest tributary, the Vitterstream, they had been thrown down there by the case of other Nojdan cult sites, there is a
continues the journey southwards. The hand of a giant. The appearance of this Gerbanian stave church. The shrine here,
Vitterstream splits up into many small heap of stones is very different from the though, is very decrepit, and it houses no
tributaries which all bear the same name. geometrical order, typical of Nojd’s other more than three followers, all of whom
The three tributaries that the Vitterstream stone circles. A platform has been built look more like wild savages than like
splits up into are all tied together at from wood and ropes in the middle of the normal Gerbanian dimwalkers. They
Farengfjord where they all discharge into heap of stones, and it serves as a gathering all keep their faith in Stormi, but the
the ocean. Since the landscape the river place for religious ceremonies. The bottom environment has made them so feral that
flows through is flatter than the landscape of the canyon is filled with rainwater and they could easily be mistaken for Ylfings.
of its sister, the river Wolftongue, there has become a deep pool. There are stories The Ylfings have watched the Gerbanians
are few waterfalls along the Vitterstream. about beasts living in this stinking still slowly transforming and have on theirr
The current is not as strong as in the water pool that feed on the remains of part have adjusted themselves somewhat
Breedripper and the Wolftongue. It flows people who fall from the platform. to the Gerbanian faith. Together, they
similarly to the Darken, at a calmer pace. The huge stone wedges are cut from a have developed their own faith where
This has made it possible for the more type of stone that can only be found in the Stormi is the main deity, whose power can
civilized coastal Nojdan culture to reach inaccessible and Incredibly far Great Iron be reached through fetishes and images.
further inland here than in other places. Mountains. It’s unclear how they ended up If the faithful of Vortland were to hear of
More villages along the river have contact in the southern Stormlands. According to this, the Ylfings and the local priests would
with the world outside through the town a myth, they were carried here in ancient be accused of heresy, and a large army of
of Fengsale that is located on an island in times by the mythic chieftain called Knights of the Iron Hand would have been
the fjord where the river discharges. “Ylfing”, whose aim was to build a majestic sent to the area to destroy the corrupted
mansion. He brought three giants from practices.
the north to help him, and he paid them In the middle of winter, the big Winter
Vurdviik with mead and human flesh from his slain Market is held in a plain field about a day
Vurdviik is the fourth largest settlement enemies. When he finished building his walk from the heap of stones. At the same
in Nojd, and it is beautifully situated mansion and founded his own kingdom, time, the annual ceremony of sacrificing to
on a cliff, not far from the cascading he went out hunting. When he returned the hungry beast in the pool in the hope of
Stillwaterfalls which have a symbolic home, he found his wife and his brother a prosperous new year takes place. During
value for the local population. fornicating in his own bedroom. He then these ceremonies the three Gerbanian
The inhabitants of Vurdviik are a pack promised the three drunken giants they dimwalkers are present, together with the
of more or less feral Nojdans who are could eat his wife and brother if they threw chieftains of the Ylfing tribe. The Winter
not completely without contact with the the whole huge house into the nearby Market is a big occasion that attracts
outside world, as it is the case with so canyon. The giants then feasted on his wife even people from the northern parts of
many other towns and villages in Nojd. and brother in this heap of stones. When Djunghart.

chapter 8 nojd | 95
TROLLRIDGE MOUNTAINS
Dead Trail Morkdali
Graystone Trollborg
Grimgnistur Dustwall
Grunkovorda Wondraskjalf

Gastpeak e a d T r a i l
tone * *D
Grays

Wondraskjalf
* a
Grunkovord
*
*M
ork
T r o l*l b o r g dali
Gri r *
mgnistu

t
ar
Bla
dhe
cktear Riv e r
Wil

Du
stwa
ll
*

*D
ead
Tra
il
0 200 400 km

96 | chapter 9. trollridge mountains


Chapter 9

✦ THE TROLLRIDGE ✦

The Trollridge Mountains are a windswept and barren mountain


range. They house, as the name suggests, a large number of trolls
and goblins. One can also encounter dwarves living in these
mountains. The range is a very hostile place, where troll attacks and
treacherous weather changes are common. Though they certainly
pose a danger to visitors, the mountains are beautiful to behold.

All around the Trollridge Mountains the summertime, the Trollridge The Trolls of the
and their offshoots, verdant forests Mountains bloom and become a scenic Mountains
grow, full of game. As one climbs higher experience for those lucky enough to When, thousands of years ago, men chased
into the mountains, the green landscape avoid its inhabitants. Verdant grass away the trolls from southern Stormlands,
gradually turns into the hostile place grows in the valleys, and colorful many fled into these mountains. The
that comes to mind when the words lichens and moss cover the mountain mountains did not have a common name
“Trollridge Mountains” are uttered. walls. Trees and flowers bloom, and then, not until the trolls arrived and made
When one walks past the periphery, it is easy then to forget how hostile their mark. Soon they became known as
and deeper into the mountains, it soon these mountains can be. Beech trees the “Trollridge Mountains”.
becomes clear that the rumors about dominate the tree life here, but other The mountains are completely
the hardships are true. Soon enough, types can also be found - trees that overrun with trolls - most are
the only place where plants can be enjoy the windy landscape and can descendants of Gray Trolls, although
seen is in the valleys between the high survive the arid winters. The summer interbred with so many other varieties of
peaks. The whole range seem to be is a botanist’s dream, with mountain trolls. Their mighty leaders often carry
one single, enormous mountain. With flowers and bushes of all colors in traits which seem inherited from Jotuns
each valley or pass crossed, one finds full bloom. Hiking in the mountains as well as from King Trolls. The trolls
oneself higher and higher above sea in summer would be a beautiful and in the mountain range today consists of
level. Soon, no trees can be found, only serene experience, if it wasn’t for the all manner of Trollkin. There are also
a small bush or two, scattered around trolls. tribes where half-trolls are so common
the landscape, until they too disappear Streams of different sizes lead down that these creatures could “almost” be
with the rising elevation. to small mountain lakes and rivers. called humans. This mix of races makes
Unlike other mountain ranges, the These streams attract gold panners the Trollridge Mountain trolls a unique
Trollridge Mountains are not very from all the Stormlands, with dreams population, where traits from all known
wide, but they are indeed very tall and of riches from the alluring grains. troll peoples can be found in each tribe.
sharp. Because of the altitude, winter Other adventurers choose to search the Many remain small-statured but there
here lasts much longer than in the abandoned mines, which can be found are also many odd combinations. For
surrounding areas. Spring and fall on almost every hillside. However, examples there are those that look like
consist of only a few weeks each. The those who look for fortune often find Forest Trolls but which as large as Hrim
summer is als wedged in between, and only death, since more than one old Trolls, and that some scholars define as
it is more short-lived than the summer mine is now the home of a tribe of Ice Trolls, even if they seem to lack any
outside the mountain range. During fierce trolls. special Hrimfrost power.

chapter 9 trollridge mountains | 97


The trolls live in warring tribes, tempting to say that a constant war is and gemstones buried deep inside the
constantly fighting with each other. Most waged in the Trollridge Mountains. mountains. Unlike the dwarves, who like
have longstanding heraldic traditions, But since the trolls also fight amongst to keep to themselves what they find in
with banners and flags marked by themselves over territories and riches, the depths, these mining humans would
their leaders’ crests. There is no visible a true large-scale war between the two sell their metals and gems to the cities
hierarchy between the trolls. Mostly size main races of the Trollridge Mountains and lands surrounding the Trollridge
and strength give Trollkin the rights has so far been avoided. Mountains. The Cave People were
to command and lead. In the Trollridge No men are thought to live in the established in the southernmost part
Mountains, however, leadership can Trollridge Mountains. Perhaps this is of the mountain range. But because the
sometimes be decided by intelligence. because the trolls’ favorite diet is human southern parts of the Stormlands were
Therefore, it is not uncommon that the flesh. There are, however, some villages not very densely populated yet, they
smallest - but smartest - troll becomes in Dain and Djunghart bordering this mostly sold their goods to the people to
a tribe’s leader. This can sometimes lead perilous mountain range. Men living the north of the Trollridge Mountains.
to confusion among those encountering a in these areas are under constant threat Nobody knows how long these men lived
group of trolls. Armed conflicts between of attacks from hostile trolls. Every here before they were expelled or killed
tribes of trolls, and between trolls and ten seasons or so, large troll armies are by the trolls. Ancient monuments of their
other races therefore, take different united under a strong warlord. When this presence, in the shape of large castle ruins,
shapes, depending on who leads the happens, the trolls often become arrogant, can still be found in the southern parts of
troll tribe. The varied leadership system and decide to reclaim lands from the men the Trollridge Mountains. Since no village
among the trolls makes their hierarchy below. These campaigns usually start ruins have been found, it is assumed that
chaotic. The physically weak but with the razing of nearby villages. They they lived inside these large castles. To
intelligent leader is often pitted against usually don’t get much further than this this day, however, no inscriptions have
the force of the strongest. Very rarely before the troll offensive is repulsed by the been encountered in these ruins. This
does a leader command a tribe for more armies of men living in the areas around suggests that the people lacked a written
than twenty seasons. On the other hand, the Trollridge Mountains. Because of the language and were unable to record their
the sense of loyalty to the tribe is very constant threat of trolls, the men living history. The dwarven kingdoms contain
strong among its members. Although around the Trollridge Mountains and a few scrolls telling about skirmishes
leaders are regularly overthrown, it is their offshoots are known to be tough and between dwarves and the humans of the
very rare to see a tribe divided, other resilient. They are known to be fearless, Cave People which happened in ancient
than at those times when it is defeated excellent warriors. The inhabitants of times. These clashes occurred when one
to the point of eradication. This sense of these villages are tall, and often yellow- of the mining races accidentally dug into
loyalty has resulted in the extensive use eyed, resulting from an involuntary mix of the other’s tunnels or mines.
of banners, flags, and tattoos signalling troll-blood in their past. Men inhabiting Men tend to avoid the Trollridge
tribal membership. these areas are somewhat cynical, with Mountains because of the many stories
The trolls do not live in the mountain a dark view of the world. This is both of the dangers that haunt them. They
range alone. At least not if you enter the because they live under regular threat would rather walk a few days’ march
inside of the mountains, where dwarves from the trolls, who constantly try to longer to avoid their immediate vicinity.
incessantly seek and dig after the riches kill them and capture their women, but Nevertheless, myths and legends abound
hidden in the stone. Since the trolls dislike also because they are looked upon with about treasures beyond one’s wildest
the open, they are always looking for dark suspicion by other men, who call them dreams hidden deep within the inaccessible
dens, crevices, and abandoned caves. This half-trolls. mountains. Inns and marketplaces are
means that they often come across the filled with tales of troll gold and dragons’
dwarves, who protect their mines with treasures. In dark alleys people whisper
great zeal. Trolls rule the mountains’ Signs of Long-Lost of forgotten pieces of time, known among
surface, but the dwarves rule their Civilization the elves as the “Falekala”, when elves
interiors, and clashes often occur between Since the Trollridge Mountains have hid their treasures from the grasps of
the two. The trolls are obsessed with the never been appealing to the domains dragons, so many centuries ago, when
riches of the dwarves, and in their quest created after the large migration which Trudvang was young. Ancient treasure
to obtain them, they focus most of their created the Stormlands, there is no official maps are traded across tavern tables,
campaigns to besiege dwarven caves and history written about these mountains. over mugs and tankards, in cities all over
stockpiles. However, the dwarves protect It is, however, known that a people lived Trudvang. Many are the adventurers
themselves diligently, with cleverly here long before the trolls conquered the seeking their fortune in these barren but
placed traps, pitfalls, guardposts, and hills. This “Cave People” lived like the beautiful mountains, unfortunately never
devious projectile weapons. It is therefore dwarves - searching for valuable metals to return.

98 | chapter 9. trollridge mountains


The Ancient Dwarven
Kingdom of Graydeep,
Grunkovorda
Dwarvish is difficult to understand and
to translate, and Grunkovorda, which is
the dwarves´ name for their land below
the enormous Trollridge Mountains,
is most easily translated with the Vrok
name of “Graydeep”. Directly translated,
it means “Halls of Graydeep in the
Grey Gloom”, but the Stormlanders
prefer the simpler name of “Graydeep”.
This mythical fortified realm of the
Borjornikka dwarves, once known as
Trilheim’s biggest rival, is now largely
abandoned, and left to the mercy of the
Trollkin. Today, the kingdom is divided
into several forts, forges, and mines - all
fending for themselves. Aside from these
small domains, there is a plethora of
abandoned tunnels, halls, mines, forges,
and other deserted dwarven habitats.
Since the founding of Grunkovorda/
Graydeep, the dwarves residing there
have made a living by blacksmithing and
metallurgy. Among all of Trudvang´s
blacksmiths, many of the greatest are
said to live in the gloomy forges of
Graydeep. Despite these blacksmiths’
vast knowledge and skills, very few
Stormlanders get to use the objects that
the dwarves here create. Graydeep’s
dwarves only sell to a select few buyers,
and, more importantly, for a very high
price. Dwarven objects from Graydeep
are expensive, but their workmanship is
excellent and durable. Mostly iron and
steel objects are forged in the kingdom,
since the Mitraka ran dry in Graydeep
long ago.
The ancient realm is divided into dwarven language. An excellent kind of demanded compensation from anyone
the following five locations - or Iron is still mined here, but out of the 200 wanting to mine them. Thorgarin is
sub-realms: Graystone, Dustwall, mineshafts once teeming with workers, a good friend of Gargin Redtongue
Grimgnistur, Wondraskjalf, and only 15 remain active today. Adjacent to of Grimgnistur, but is feuding with
Morkdali. In dwarvish, they are known Dustwall is a small Borjornikka dwarven Ivornin Ringalin, the Zvorda leader of
as: Yugglovorka, Ivonda, Olgisiljev, colony that maintains the mines and Graystone, and has therefore banned
Rorstrai, and Novgalod. makes sure that anyone wishing to mine him from the mines.
them pays their fee. The community is led Even if far from Trilheim due to an
by Thorgagin Dragonslayer, a mythical old feud, Thorgarin is an honorable
Dustwall, Ivonda hero from Trilheim, who, because of a dwarf who strictly obeys an old edict
In the center of the Trollridge blood feud, was forced to leave his home from his homeland: he blocks the
Mountains, like an axle of Graydeep, over 50 years ago. access to Rorstrai and his warriors are
lies the now abandoned mine called When he returned to Graydeep, commanded to kill on sight anyone who
“Dustwall” in vrok or “Ivonda” in the he gave life to the mines again, but try to pass.

chapter 9 trollridge mountains | 99


Graystone, Yugglovorka is said to be as old as 130 years. Wondraskjalf, Rorstrai
Graystone is the northernmost The youngest, Gargin Redtongue, The settlement of Wondraskjalf, or
of five comunities of Borjornikka is considerably younger – at only 90 “Rorstrai” in the dwarven language, is
dwarves which once were part of the years. Despite the great difference more a fort than a city. Wondraskjalf
old kingdom of Grunkovorda. Its in age, these two council members is in the southernmost part of the
dwarven name is “ Yugglovorka” and are very good friends and comrades Trollridge mountains and can only
it is a small comunity. On its outskirts, in arms. Gargin is said to be one of be reached through a long corridor
large stones are quarried from the the Stone Borns, a reincarnation from Dustwall. Wondraskjalf does not
hard black granite, a practically of the original dwarves, made by have its own gate, so those dwarves
indestructible rock, an excellent Borjorn to become master smiths. living here must travel all the way to
component for any fortification. The Gargin´s forging skills are very much the mines of Dustwall to see daylight.
dwarves of Graymine have learned appreciated among dwarves all over However, the miners of Ivonda do not
how to break the black granite with Trudvang, and he is a living legend like the dwarves of Rorstrai, who are
the help of their thuuls, who have been who gets great respect even among usually attacked and killed on sight.
bestowed their tools with a variation the Buratja dwarves´ smiths. The problem is the nature of Rorstrai’s
of a rare rune (whose name is “Stone to Grimgnistur’s economy is based on population. Wondraskjalf houses the
Clay”) that makes it possible for them the forging of high-quality iron and “Slayers”, a group of dwarves cursed
to quarry even the hardest stones. The steel, and on rare occasions, mitraka. and banished from other dwarven
Thuul arts seem to transform parts It consists of 15 smithies, one of which comunities, especially from the mighty
of the granite into clay, which the is manned by Buratja dwarves. This kingdom of Trilheim which, even if far,
quarrymen easily separate from their smithy is the only one in the Trollridge can manage to banish these criminals
beckrocks. When the granite piece Mountains which has a logi furnace here. They are murderers, sentenced
turns back into his original shape, it with a real Logi inhabiting it. to live with others of their kind for 50
remains separated, ready to be worked years. When these years have passed,
into the desired shape by other, more they are considered to have finished
normal tools. Morkdali, Novgalod their penalty, and have the right to
. The black granite is exported to Morkdali is the vrok name of return to their kin. Trudvang has
other dwarven comunities throughout “Novgalod”, the dwarven fort and several of these strongholds, and
the Trollridge mountains, as well as city connected to the stormgates, the Wondraskjalf is one of the smallest
to other dwarven lands, but also on a only truly massive gates that lead into ones. The fortified city houses almost
smaller scale to Vortland, who must pay the underworld realm of Graydeep. 1000 sentenced dwarves, who are a
huge sums of money for the rare, hard The fort houses more than 10,000 motley group of murderers, thieves,
stone. Borjornikka dwarves with some and honest warriors who made the
Graystone is led by Ivornin Ringalin Zvorda, spread over 14 levels, making mistake of committing a crime. When
of the Oktir Brotherhood, who is also it the largest dwarven colony in the they are sentenced, they are also forced
one of the few Zvorda to have raised whole Trollridge Mountains by far. to be the the subjects of an ancient and
to such a position of leadership. Ivonin In the vicinity of Morkdali are caves, mysterious dwarven ritual: as a result
controls the Graymines with an iron mushroom farms, and natural caverns a rune is burned into their foreheads
fist, and his band of heavily armored where one can hunt Tunnelhogs, and an to tell others of their crime. If they
Zvordorkûm make even the mightiest underground lake. The gates, which are are seen outside their allotted area,
of the dwarves to shudder. always closed, are very well protected, anyone can kill them without risking
and are guarded day and night by punishment. After 50 years the rune
powerful warriors and Thuuls that mysteriously disappears from their
Grimgnistur, Olgisiljev have sworn never to allow uninvited forehead, and they can return to a
The vrok name “Grimgnistur” refers to visitors to entry. These guardians normal life.
the dwarven settlement of “Olgisiljev”, are called “Thjulks” and are a type of In Wondraskjalf, these dwarves
which lies in the east, and is ruled by knight´s order which enjoy a special make a living from mushroom farming,
a council of master blacksmiths. The status in the Trollridge Mountains. mead production (the product of
council is known as the Iron Circle, Their role in the local dwarven society which they sell to other dwarves in
and those who are elected to it remain can be roughly equated to what the Graydeep), and various handicrafts.
members until their death. Today, the Knights of the Iron Hand do for the Every penal colony is lead by a chosen
Iron Circle consists of a motley group Gerbanis faith. Thuul, who has voluntarily chosen to
of Borjornikka dwarves, where the Morkdali is ruled and led by the act as a warden. In Wondraskjalf, this
oldest member, Fovor Hammershaft, Thjulk Orthvinn Irongate. prison guard is called Pomvin Illwill.

100 | chapter 9. trollridge mountains


The Dead Trail in the south, at the border of the they are called the “Cave People”, but
By the foot of the Gastpeak, the gate to Trollridge Mountains. Thye belonged really nobody knows their original
The Dead Trail lies. An underground to a now-lost race of humans who, name. Riches, precious metals, and
passage, telling of a people undergoing like the dwarves, mined the stones for gems flowed out of this kingdom to
a golden age, now long gone and precious metals and gemstones, which all corners of what are today called
forgotten. These people lived here they found in abundance. Sometimes Stormlands. But these were tough times,

chapter 9 trollridge mountains | 101


and these riches were often stolen by The road between the Gastpeak in through the njord fires. Others say
thieves along the way, which angered the south and Daggertop in the north that without the Klipperlake, the world
the kingdom’s ruler. He ordered a consists largely of cave floor, which would explode. They believe that vitner
group of cave explorers and several did not require much work to be made, is constantly being generated, and that
mining teams to find and build an other than leveling it out. Every now a valve of sorts is needed to prevent too
underground passage to the northern and then however, long tunnels needed much energy from being stored.
kingdoms. The cave explorers went to to be dug, and bridges and ramps Looking out over the lake, one can
work immediately, investigating the connecting the different cave systems see things that have occurred, or things
many existing mines, and soon found had to be constructed. Today, not much that will occur, play out in front of one’s
what they were looking for. A cave remains of the Dead Trail’s former eyes. One of the lake’s most astonishing
system opened into a multitude of glory. However, it is still possible to myths tells of its power to repair that
tunnels and rooms, almost all heading cross the mountain range through this which has been broken. It is said that
north. After many days’ march in the underground passage. Nevertheless, it the lake can cause different things
cave system they finally found the end would be wise to consider alternative happen, depending on the wish. One
in the shape of a solid stone wall. The routes before attempting this crossing, must not let his own greed to take over,
knowledgeable explorers then spent since many troll tribes have laid however. If you believe in the legend of
a long time examining these newly claim to the cave systems along the Klipperlake, life can replace death, the
discovered caves for signs of other way. Despite these dangers, many broken can become whole, the forgotten
nearby cave systems. Soon enough, are tempted to enter the Dead Trail. can be remembered, and the lost can be
they found a small crack in a rock Legends tell about how the ancient found.
wall, through which smoke drifted, Cave People hid their riches in secret One story tells of a man who brought
so they ordered a mining team to places along the trail, before they were his dead wife to the lake to bring her
start digging. While the miners were erased from the pages of time. back to life again. After lowering her
digging, a courier was sent to bring into the cold water, she awoke from
the news to the king, who immediately the sleep of the dead. The man then
ordered a large workforce to start the The Klipperlake realised that all the myths about the
construction of a road through the Shamans, sorcerers, and wizards would lake’s powers were true, and in a rush of
cave system. The road was to be wide do almost anything for the chance to one greed wished for a bag of gold. But no
enough to fit a large wagon. Seasons day stand on the banks of Klipperlake bag came. Instead, a dark storm cloud
came and went, and while the cave and gaze into this stunning source of gathered menacingly above him. But the
explorers charted new cave systems, purest Vitner. Few - if any - know the man did not notice this warning sign.
the mining teams kept digging tunnels, way through the Trollridge Mountains Instead he swore, spit into the lake, and
and the workers built the road. One to the Klipperlake. It is said that in an tried another wish. This time he wished
day, almost two hundred seasons after old book about vitner, whose name and for eternal life, and immediately fell to
they started, the second generation author are long-forgotten, a map exists the ground, turned into stone.
of cave explorers found themselves which tells of the road leading there. Another legend tells of three knights
overlooking a landscape. They saw Many believe that the lake is only a who had been instructed to find the lake
it through a small crevice in the legend, told by dreamy-eyed Wizards. in order to repair their master’s broken
mountain, it was the land which much But there are those who swear that they sword. When the knights arrived at
later came to be known as Fynnheim. have themselves stood on its banks, and the lake, one of them placed the broken
Soon the crevice became a tunnel, seen impossible things occur in front of sword into the water and saw its broken
and not long after, bridges and roads their eyes. Legends claim that the pool pieces meld together into one. The
wide enough to carry even the largest is situated on top of one of the many sword was as good as new. The knights
of wagons had been constructed. The “hlogres” or great vitner sources or then wondered what else they could get
mountain housing this long-awaited hubs which are spread across the world this strange lake to give them. The first
exit was named “Daggertop” by the in a network of gainwires known as the of them to enter the lake had a maimed
explorers. Njord fires. Unlike other vitner hubs leg from a battle long ago. When
What happened next with these Cave however, this hub has burst, causing he stood in the water he could feel a
People is shrouded in mystery; only vitner in its purest form to stream out tingling sensation in his leg, and when
guesses remain. The most commonly into the lake. Those knowledgeable in he returned to the bank all his pain was
held belief is that when the big migration magic currents believe that the world’s gone. The second knight to enter was
toward Djunghart occurred, the trolls source of vitner is running dry. They the oldest among them and wished to
were driven into the mountains, causing say that the lake is slowly draining become young again. As he returned
them to wipe out the cave-dwelling people. the reservoir of magic force flowing back from the water, the knight was

102 | chapter 9. trollridge mountains


twenty years younger than when he have been shed in the hope of finding ideas of how the fort should be built and
had entered, to the great surprise of the precious metals and gemstones continued the construction according to
his friends. The last knight walked into buried deep within the Trollridge his own tastes. One day, this troll too was
the lake. To his great shagrin, he could Mountains. Some adventurers have killed, and another took over power, and
not decide what to wish for. Therefore, succeeded in finding the riches that continued the construction according
he chose to wish for nothing, as he did they sought - and brought them back to to his own, personal ideas. In this way
not want to anger his master when he their homelands. However, many more Trollborg kept growing over thousands
returned. When he came back to the who tried never returned to see their of seasons, each leader continuing the
others he started explaining that he friends and families again. The last construction after his own fashion.
couldn’t think of anything to wish for. thing their eyes and ears encountered Today the fort looks very peculiar.
His two friends looked at him puzzled, was the crude jokes of the trolls, and It looks as if a giant had placed a large
unable to understand a single word he their sharp knives. variety of forts in a bag and shook it
spoke. The knight had unbeknownst Some of these mining systems lead up, after which, he poured the mixed
to himself started to speak the melodic to places filled with riches, untouched contents onto the plateau. Round towers
elvish tongue, a language he had never by outsiders for aeons. But others stand warped and askew next to half-
before understood or spoken. Soon lead into the dark depths, with only finished square towers. Enormous
thereafter, a storm cloud gathered above darkness awaiting where they end. buildings protrude among the towers,
the lake, and the knights chose to leave Most abandoned mining systems are half of them without a roof, or missing
this mystical place with the repaired now homes to trolls, which must be a wall. All buildings are connected
sword safely in their possession. When dealt with before one can start looking through thousands and thousands of
they returned to their master, they for the hidden treasures within. rooms and corridors. Over the years,
gave him the sword, and told him what the fort has become a giant labyrinth,
they had seen. Their master could with no central planning or structure.
immediately tell that his knights were Trollborg Each new ruler has hidden his treasures
not lying when they told him that they In the heart of the Trollridge in his own secret compartments of the
had found this extraordinary place, so Mountains, on a plateau high above fort. Often these have been forgotten,
he asked them what they saw there. the clouds, stands a curious fort. The or accidentally been built over by the
One of the knights stepped forward to air here is thin and difficult to breathe following ruler, making the castle filled
tell him, but to his surprise, realised for visitors unused to the high altitude. with lost treasures. Trollborg is so large
that his memory of the journey had In the middle of the plateau stands and its structure is so complicated that
been completely erased from his mind. the strange construction known as there are trolls inside that have never
This fate strikes all who find the lake “Trollborg”, named after its founder, seen the outside, since they have never
- none can recall their journey there Rukla Longtongue. found their way out.
nor back. Some have tried to bring Rukla Longtongue was a King Troll The incredible fort with its remarkable
some of the lake water back with them that lived long ago. He was an extremely structure has turned into a little
in a container. But they inevitably find cunning King Troll and during his long miniature world of its own, complete
that the water’s power has evaporated, life he got the idea of constructing this with regions that have their own rulers
losing all its properties, except that to stronghold. He united several of the and subjects. Nowadays controlling
quench mens’ thirsts. largest tribes in the mountains, and under the whole Trollborg is impossible for
slave-like conditions, he forced his lowest a single troll lord. It is impossible to
ranks to commence the construction. say how many trolls and chieftains live
The Mines Like so many other troll leaders, Rukla within, but there is a rumour about a
Across the mountain range, entrances was killed by his successor, who took powerful troll leading the largest clan in
to both small and large mining systems over the construction after his ascension Trollborg andwhich has started uniting
can be found. Within, sweat and lives to power. The new troll had his own some of the largest tribes.

chapter 9 trollridge mountains | 103


VORTLAND
Bjarpoint Grenwall Grifts Mywater
Brownhill’s Moor Gruuw Oakhall
Driik Hawen Sharprund’s Eskers
Frostgrove Jockla River Stormrock
Jornhelm The Storm Coast
Gruuv Jornwind The Troll Rocks
* Jotuncratir Windiborn

Ic
King’s Call Wind’s Nest
Klapperland Windock

ep
ak

e
M
ou
nt
Th O* a k h a l l ai
n c
u tir n n s
r a
Jot *
e

S we
W i n d’s N e s t * Ha G r e n w a ods
torm

Grifts ll w o
My wat rn
Co

Bja
er Frostgrove
ast

er
Riv

Dr Jockla
iik *J o r n w i n d
* Win
r p r u n´s dibor *
l h aE s k e r s n
K i n*g’s C a l
S

ck
t o r m r *o
S Broowornhill’s
M
B j a r po i n t
nd
rla
Windock *
e
Klapp

Jo
rnhelm
*
0 200 400 km

104 | chapter 10. vortland


Chapter 10

✦ VORTLAND ✦
In the society that the Kremors once founded in Vortland, there were no kings.
The power lay with a “Hjallir”, a kind of lord, or clan leader. Hjallir had two
main functions: First he would act as a secular lord, he would lead the defense
against outer enemies, he led a council of tribal chieftains and village elders,
but he never, even during war, set foot outside the borders of his territory. His
second task was to watch over the community’s tradition and culture.

Thus, Vortland came to lack an authority chief commander, Vidrik Blacktongue, had in Gerban’s arms, he said: “Gerban, friend
or a great king who held the land together gathered his forces in three lines around and preacher, the enemy will take King’s
with imperial dreams towards other lands, the moor, well aware of the advantage of Call. You can still prevent them if you take
and instead, it was led by a lord who his enemy being higher up. A burst of troll the route via Ylterstone.” While Vidrik
controlled a number of farms and warriors arrows had poured down over his forces died, the rain stopped, the sun found its way
only for its defense. Although the times later while he put them in motion. Just north through the clouds, and a strong wind blew
changed, the ancient tradition of a Hjallir of the moor, near Sharprund’s eskers, in from the east. With the wind at his back,
in many respects remains in Vortland and, was Gerban Hvungdir with his fearsome Gerban’s strongest army of heavily armed
alongside Gerbanian rules, the lord of a warriors. As soon as Gerban heard that his hirdmen on horses came to strike their
particular area still governs many parts enemies, trolls and Wildfolk, had pushed enemy from behind. The battle was short
of the land. The power of the lord today their wildest warriors in a ruthless attack and merciless.
is not possible to compare against what he against Vidrik and the three ranks, he put Gerban managed to destroy more than
had then: the battle of Brownhills’ Moor his men in motion. But the rain caused half of his enemies before his forces became
changed everything. greater harm than he bargained for. The fatigued. But once this was done, the enemy
The battle is well known all over the horses could no longer be ridden at full found themselves surrounded by Gerban’s
Stormlands. It was the first real battle gallop, and Gerban feared the worst. armies, and defeat was inevitable.
in Stormlandic history. The seer Gerban For Vidrik, the troll attack was not Proud and victorious, Gerban did not
Hvungdir had gathered his troops with unexpected, but was earlier and more know that the forces he fought were only a
great power to defeat and incorporate the forceful than predicted. The day ended when rearguard for his enemy’s army, and when
savage tribes on the fields of Vortland, Gerban reached Brownhills’ Moor, and his scouts later came with this message, he
under a common banner, and the discretion to his great dismay, he saw that the whole realised their enormous strength. Without
of Gerban. Trolls and Wildbrons had of Vidrik Blacktongue’s army had been rest, he left his wounded behind, and went
gathered at Brownhills’ Moor to meet the defeated. The trolls had moved on towards on to King’s Call, because he got word that
faithful devotees of Stormi, or “Gerbans”, King’s Call, and perhaps they had taken the the main army was on its way there.
which they were called. It was said that a mighty city, which, according to the legend, That night, King’s Call fell, and Gerban
god walked the Stormlands in human guise. had been built by the former Thronlanders, was too far away to do anything. The town
His name was Stormi, and his son was at a time when neither Broths nor Kremors was plundered and burned to the ground,
named Jorn. had come to the Stormlands. and when Gerban, later the next day, saw
It was autumn, and the rain had poured Gerban soon found his army’s yellow a mighty column of smoke on the horizon,
down from the sky as if it was crying and black flag, and beside it the wounded he realized that the legendary town was
about what was about to unfold. Gerban’s Vidrik, still breathing. Before Vidrik died beyond saving. The huge enemy army of

chapter 10 vortland | 105


106 | chapter 10. vortland
trolls moved further south, to devastate the
The power in V ortland :
sister land of Nojd but, before they could the P aater and the
return to the Fields of Vortland, Gerban Clans.
had built a new army, in a land, far to the Today, the Paater, as the ruler and preacher,
south, at the wild river of Glimmerford, governs the land under the Gerbanian
which separates Nojd from Vortland. He religion. To his aid, he has 28 Bryckers,
once again met his enemy, and despite whose equivalent are the jarls of the other
Gerban’s forces winning an overwhelming Stormlandic lands. The difference is that
victory that day, the great seer, Gerban they are appointed for religious reasons,
Hvungdir, could celebrate little. He lay dead and on the same merits. Despite this,
on Glimmerford’s north shore. His courage there are three very influential clans in the
had become his death, but the Fields of land. The strongest clan is also the one
Vortland now had a unified government, from which the current Paater, Glorimma
and a new country was formed. Stormhandi, comes. The Stormhandi
Hjoar Bleakbane was proclaimed ruler dynasty has always had strong ties to the
of the new kingdom, and decreed that from Stormlandic faith, and according to them,
now onwards, Stormi’s law would also be Gerban descended from the Stormhandi
the law of all the land in Vortland. From dynasty. Stormhandi has great riches in
that day, Stormi’s dimwalkers came to mean the western parts of Vortland. The other
more to the land than its Hjallir. Hjoar took two dynasties, Halfis and Grundolf, don’t
the title of “Paater”, after the old Brothic have the same influence over religion as the
name “Patur”, that meant “father.” During Stormhandi, but both are rich in land and
the first Paater’s lifetime, four new cities capital. Halfis is led by Inguld Halfis, and
were created, which still today are the centre they have great domains around Jornwind.
of power in Vortland. The four cities were They also control Gruuw, and to some
all named after the new religion; Stormrock, extent Oakhall. The Grundolfian dynasty
Jornwind, Jornhelm, and Windiborn. is led by Flogrim Grundolf, whose wealth
is largely based on trade with Fynnheim.
The dynasty is known for its craftsmen,
and they provide both Fynnheim and
Vortland with considerable amounts of
weapons and armors every year.

Bjarpoint
At the tip of Bjarpoint, where the cliffs rise
higher than anywhere else along the coast
of Klapperland, there is a sacred place for
all the faithful of Stormi. On a steep slope
above the sea, a variety of large stone
altars are erected. It is here, on Bjarpoint,
that all Paaters and Bryckers that served
the Gerbanian faith are buried. As is
customary in the Stormlands, the corpses
are not buried in the earth, but they are
exposed on a stone altar to perish by the
elements of water and wind.
Many believers make pilgrimages to
Bjarpoint to see the holy men one last
time before Stormi take them with him.
It is a large funerary complex, both in
terms of number and size of the altars for
body exposures. The earliest altars are said
to be dated to the beginning of the Age of

chapter 10 vortland | 107


the Stars. Some altars resemble towering and walls, it has always been considered the legends of the mythical treasures said
crypts, with walls covered with inscriptions to be built with care and strategic finesse. to be buried in and around the mounds still
and prayers. One of the crypts can be The stone-lined streets that wind their attract adventurers and treasure hunters, not
descended into to reach a small shrine. This way through the narrow alleys, as well as to mention the King Trolls, who are often
very crypt is said to have belonged to the the small defence sentries, are a nightmare to be seen sneaking among the hills. No one
“Storm King” himself: a legendary Paater, for anyone who wishes to raid the town. really knows why the Thronelanders buried
who was said to have killed a Logiwurm on The town has two important institutions, their kings this far inland. Nowadays, the
the slopes of the Trollridge Mountains. His which always compete for power: the towering hills are a monument to days long
sword, called “Stormi’s Tongue”, is the only clergy led by Brycker Oftdale Loth, and gone and times forgotten.
thing that still exists of the remains and of the wealthy Stormhansa, which has many
his equipment. The sword is guarded day representatives in town. Oftdale is one
and night by a small band Knights of the of six Bryckers who were engaged in the The Gruuw Mine
Iron Hand from Stormrock. “Baptism of Fire”, which led to the current The iron mine in Gruuw is known for the
Paater being chosen as the spiritual leader excellent quality of the ore. There is really
of Gerbanis. Oftdale is considered by many only one problem: there is too little ore in
Brownhill’s Moor to be better suited as a Paater, due to his the veins to make it profitable to mine. At
Brownhill hosts a vast moor, in the steadfastness in his faith. His rituals are the mine, which is located on one of the
northernmost parts of the Trollridge more sophisticated than those performed by slopes of the mountain range known as the
Mountains, extending from the mountain any other Brycker. Others argue that there Icepeak Mountains, a small mining village
towards the fertile plains to the south of are those who know significantly more has emerged, as the mine has stretched
Driik. The moor is known for a series of prayers and rites than this dimwalker does. its long arm into the mountain. When
encounters with Trollfolk, and the area The town has been divided between the ordinary people talk about Gruuw, they
is well known to host great packs of four major merchant families: the Bjarnirs, mean in fact the town, and not the mine,
trolls and goblins. Northlings, Jorklirs, and the Wolfheimers, which usually called just “ the Mine”.
From these hills, the rare reddish which are in a constant feud with one The ore that is mined is sent, unprocessed
black Brownstone is mined. another. Among these, the Northlings are and unrefined, to Oakhall, where it is then
the strongest, and possess the greatest transported further to the south.
power due to their control of the town’s
Driik arms commerce. Their private Wildfolk
This beautiful town was once the heart of hird of pure-blooded Bults from the west is Hawen
Vortland. The town was meant to be the widely feared, even by the Wildbrons who Hawen is a small town in the foothills of
seat of the great “East Vammel Kingdom”, are part of the other families’ hirds. the mighty mountain range known as the
the dream of Paater Vjal Avlotsbarn to unite Icepeak Mountains. To ordinary people,
the whole Stormlands under his direct rule. it is an unknown town, like many others
This dream failed so long ago, leaving the The Grenwall Grifts in Vortland, but for Vitner Weavers, it
town between the memories of its glorious The ancient kings’ great burial mounds were has been a site of pilgrimage for many
past and its unfulfilled hope of greatness to be found near Windiborn, to the northwest thousands of seasons. Although Stormi’s
Driik is built over the wild Iceford of its northernmost village of Eastwindi. The forces are strong in Vortland, there is so far
river, and once boasted the most beautiful descendants of the Thronelanders, who many no Paater who has been able to prohibit the
buildings and structures throughout the thousands of years ago built a fortified town wizards from using Hawen as a meeting
Stormlands. Out of these constructions, on the eastern coast of Vortland, erected the place in the land. Here, both magicians
only three bridges are left, which tell about burial mounds. The Thronelanders never and their students gather to decipher the
the old days. The three bridges all span over claimed the land, and when they settled “Bones of the Oracle”, which are to be
the river Iceford, and are supported by heavy in what is now Vortland, the Stormlands found In Jotuncratir, about a half day’s
stone columns, constructed by dwarves. were even wilder and untamed. Five were march from Hawen.The Frostgrove
Driik, or Driikheim as it once was called, the kings of Throneland who died in this The four smaller woods in the west,
was the first big town of Vortland, and it wild kingdom before the Thronelanders which broke away from the Bjarnwoods,
existed long before Gerban the Preacher decided to return to the west. Five also are are collectively known as “Frostgrove”.
spread his new faith to the east. Driik the mounds, which lie in a crescent about Despite their vastness, they are all dense
was strategically placed upon the river in 400 meters apart. Nowadays, the rocks are and inaccessible. The woods harbor
the middle of a newly-won kingdom. The covered with thick and lush moss, and look to tribes of pure-blooded Wildbrons, who
people could, if necessary, easily fall back on the untrained eye more like a row of grassy have wandered up from Ejdland. These
one or the other side of the river. Although hills than the graves they really are. Many of are direct relatives of the Wildbrons who
the town lacks a fortress with high towers the graves have long since been looted, but dwell in the Copperwoods.

108 | chapter 10. vortland


The Jockla River one would have thought it had been built Jotuncratir
The mighty wild stream known as Jockla by dwarves. About half a day’s march to the north-
River makes its way down from the Icepeak Jornwind is a powerful guardian. The west of Hawen, in the direction of the
Mountains to the north. It flows through castle, in the form of a giant figure, is Icepeak Mountains, lies the mythical and,
the beautiful lake known as Mywater, down said to be an image of Jorn, Stormi’s among exorcists, well-known location of
to its broad mouth by the sea. This cold and son, in his full glory. The castle stands Jotuncratir. This large crater, where the
wild rapid has many times taken lives and in the middle of the land, as a warning to Bones of the Oracle are said to be found,
drowned sorrows. Its waters are crystal those trying to get to the Stormrock, or is the Paater’s main concern in this area.
clear, and the foaming eddies in the many to those who think Gerbanis’ kingdom This is the actual reason for Hawen’s
waterfalls make even the least experienced only stretches along the rocky coast. status as the administrative center of this
realize that the river is a challenge to anyone Few people residing in the town have an part of Vortland. The place is said to be
trying to cross it at the wrong place. occupation not related to religion. haunted by evil and ancient forces that
For 20 years, the legendary and people would probably do best to avoid.
mythical Knight of the Iron Hand Therefore, it is visited only by a few
Jornhelm known as Ingrind Klovtooth has ruled brave or foolhardy people from Hawen
Jornhelm is found near the Glimmerford’s Jornwind. or its vicinities.
mouth to the sea. Like a lighthouse, it rises
from the north shore, on the spot where
the great prophet Gerban was once killed.
The town does not have a real port, even
if low-hulled boats sometimes come by the
river mouth, attracted by the trade which
flourishes in this town du to its strategic
position. The citizens here primarily
support themselves through farming
on the fertile lands on the wild river’s
northern shores. However, the southern
shores along Glimmerford consist of a
belt of stones, which stretches all the way
up to the Trollridge Mountains. This
effectively prevents any kind of farming
on the Nojdian side of the river. Jornhelm’s
strong position within Vortland’s trade
and commerce, has led to a strategic
build-up of towers and fortifications along
the Glimmerford over the years.

Jornwind
Jornwind was founded by first Paater,
Hjoar Bleakbane, but it later became
one of the so-called “Torch Towers, the
infamous fortresses which were built or
re-built by Paater Vjal Avlotsbarn as an
attempt to demonstrate his power all
across the Stormlands, with his project
of a great “East Vammel Kingdom”.
Jornwind was built as a fortress rather
than a town, but over the centuries a
small town has sprung up both outside, as
well as inside, its mighty walls. Jornwind
is one of the real “Storm Castles” and, if
it was not well-known that it was built
in great haste and with many casualties,

chapter 10 vortland | 109


The giant Bones of the Oracle derive
from a huge skeleton of a long-extinct
race. Some claim that they derive from
a dead giant, others say from dragons.
The Stormlanders themselves insist on
one of the evil chaos powers that fell
from the sky when Stormi showed his
force. The mages make pilgrimage here
to behold the runic characters that
cover the skeleton. The wizards claim
that the Bones of the Oracle hide some
of the most powerful hidden magic
spells.

King’s Call
It is a mystery how and why the proud
Thronelanders came to the Stormlands.
The story is long since forgotten among
most Stormlanders. Still, they came to
the Stormlands, and settled upon the
Jockla River, where they established a
typical grand Thronelandish town. They
named it “King’s Call”.
They built a beautiful town with
towers and turrets, large enough to
house around 3000-4000 people. Sadly,
its beauty and grandeur would not
last for many years. When the first
Thronlander king in the Stormlands
died, in what is now Vortland, the town
fell for the first time in history. The town
was rebuilt, over and over, but never
reached the grandeur and beauty of its
past. King’s Call was plundered and
devastated at the beginning of the Age
of the Prophets, and no one has ever
thought about rebuilding it.

110 | chapter 10. vortland


Those travelling on the path between Oakhall Stormrock
Stormrock and Driik can see the ruins Inguld Halfis’ youngest son Rungil The most majestic symbol of Gerbanis in
of the devastated town. Sometimes, Halfis is installed as Swordjarl to Vortland is Stormrock, a an impressively-
wanderers stop to look over the mighty guard this northernmost fortress of the looking settlement at the top of a
hills along the coast, and marvel at Kingdom of Vortland. Oakhall is wedged mountain, which rises along the rocky
a people they have never seen, and between two small mountains in the west coast. Established by the first Paater,
a town that no longer exists. In the foothills of the mighty Arnehjulda. It is Hjoar Bleakbane, it has since then been the
midst of King’s Call’s ruins stands a a small, but strong, castle that guards a center of all trade within the Stormlands,
mighty Iron Oak, spreading its large town with 2000 inhabitants. as well as the southwestern Stormlands
branches. The holly was planted by the The town is a major junction for the beyond the seas.
first king of Throneland who came to crude ore that is shipped from Gruuw The town, with its log covered streets,
the Stormlands. Next to the town are a through Oakhall, then further south. literally climbs up along the big rock,
number of catacombs. At this time, many The small but well-equipped and winds its way up to the top, where
have collapsed or are missing their roofs. Stormhird that keeps watch on Oakhall the impressive Gerbanian sanctuary
Many of those who are still in the dark are more loyal to Rungil than to the Stormskalf stands, erect as a monument to
are afloat. Paater in the south, thus Rungil has past times. Never in its history has the town
instituted his own laws, with harsh fallen into the hands of an enemy, despite
taxation on the people as well. Many many attempts to seize it. Stormrock is
Klapperland say Rungil’s days here are numbered. the very symbol of this Gerbanian Empire
The rugged coastline stretching from He is wallowing in wealth and gifts, and within the Stormlands, and houses both the
Jornhelm in the south to Stormrock in the says, “to guard the most desolate and Paater and the local Brycker, and it is full of
north is known as Klapperland. It is a tall troubled parts of Vortland it must pay ancient wisdom and history. The fortress
coastline, with rocky shores and vertical for itself.” He keeps his loyal minions extends deep into the rock. The wooden
rock walls extending up from the sea. All at his back, and in many cases, they tower and the wooden houses at the top of
along the coast, one can see the huge sea are allowed to do basically whatever the cliff are just the tip of the iceberg. Long
stacks known as the Sea Kings. In the they want without punishment or winding paths, hidden doors, and secret
region it is believed that the coast was any measures taken against them. At chambers are hidden in the rock’s interior.
once the burial ground for sea giants, and his side, Rungil has one of the most In its depths are armories, dungeons, and
that the large sea stacks are their burial notorious murderers in Vortland, Gruld treasure chests filled with great wealth.
stones. A treasure is said to be found at Big. He is said to have killed more than The town rises like a granite spear from
the foot of each stone. However, few have 500 men. the fertile green lands surrounding the
dared to make their way down the rocky The town has well-stocked grocers, rock, and it has been said that one who
cliffs to see if this is true or not, since the two taverns, a variety of mead cottages, stands among the Icepeak Mountains’
stormy sea and the foaming, wild waves, and a small Gerbanian stave church, mighty peaks can see the town on days
with their underwater currents, would which is cared for by the Stormkelt when the sun shines brightly, and the sky
smash anyone who dares to try against Torfinn Steepir. Unknown to all, Torfinn is clear and bright blue.
the rocks. Steepir belongs to the Hel Riders, a well- Stormrock boasts Vortland’s biggest
kept secret. mead hall, though not the best one. Its
name is the “Bearclaw and Alehope”, but
The Mywater lake it is better known by most as just the
Mywater, in the northeast, is Vortland’s Sharprund’s Eskers “Bear”. One will find it within a large log
only real lake. It is a peculiar lake, with Round, smooth stones, as big as human house, built upon a stone foundation. It is
many islands and lava formations, and skulls, sometimes even larger, cover three-stories high and has rooms for more
shores rich in vegetation. The lake a vast area known as the Sharprund’s than one hundred guests. In the basement
was formed during the Age of the Iron Eskers. It is an esker with a dark past. there is singing and brawling every night.
Dragon, when lava from a volcanic The esker was formerly used as a place Talented poets can earn good money here,
eruption dammed the creeks. However, of execution for those condemned during the cold winter nights. Within
nowadays the Jockla runs through the to death. Among the stones, the Stormrock, one can find many cottages
lake. condemned were beheaded. They got where barbecue and mead are served.
The lake is rich in fish. It is known to choose their own stone as a chopping Those in town, who do not like roast boar,
that those who are not cautious might block. Those who live near the esker, oiled with apple juice and wild honey, really
find sea serpents on their hooks instead. only rarely go there. They believe the miss out on something. This boar recipee,
The sea serpents here are larger than esker is haunted by the spirits of the typical of Stormrock. is widely known
elsewhere. They are said to be black. executed. throughout Vortland.

chapter 10 vortland | 111


Within Stormrock houses are cramped, mould. For those who bother going inland, The Wind’s Nest plains
built close upon one another, and the lanes the boulders act as a good resting place In the summertime, this vast plain is
are narrow. Most houses stand on solid for those who wander on the grand trail covered by a thick layer of black heather.
stone foundations and have timber walls towards Jornhelm, or north towards Driik. In the wintertime, the winds roar like
with just a few windows. Almost all houses beasts, and hail storms scourge both body
near the Stormskalf sanctuary have large and soul. On these stone-covered plains
stormihalls, which indicates that the ones Windiborn live only the most hardy and enduring
who live here are more than wealthy. Windiborn, with its seven surrounding wild animals and beasts. For the one who
Every day at the wide Apple Square a villages, is a fortified town whose original dares to go up into its domains, he will be
motley crew of merchants, jesters, court- purpose was to defend the Gerbanian greeted with good hunting grounds of
men, and dimwalkers gather to offer their faith near the border with Fynnheim, in varying prey. Up here, one might find the
services. Some services are darker than the east of Vortland. However, Windiborn Nordkraliska Ox, along with black bears
others. At the port, more slaves are sold is not a real town. The wooden fortress and wolverines. Along the long trail,
than anywhere else in the Stormlands. with the seven merged villages represents which looks more like a trodden path than
the local, Stormlandish interpretation anything else, one finds both hunting
of the idea of a very large town. The lodges and farming villages. However,
The Storm Coast fortress lies like a boiling cauldron among most of these are abandoned for much
The isthmus that extends from the Jokla the villages. The vibrant trade among of the year, when winter so mercilessly
River in the south to the Wildlandish and between the villages of Eastwindi, fights those who choose to live here.
town of Oungair in the north, is known as Stoneguard, Bjarnhem, Eastlind, Angir’s In the eastern parts of Wind’s Nest
the “Storm Coast”. The area is rocky, and House, Stormborn village, and Vjalecroft Plains, one finds the Apple Wood. It is
supports little vegetation. Not even the will, in time, merge them together with a large area with many kinds of trees.
black heather manages to get a foothold Windiborn to become a single town. Most of them are large birch trees or
in this, the most barren part of Vortland. The affinity and community between the troll pines. Here, one might find the rare
In the old days, limestone was quarried at villages have made even strangers find winter apple tree, a kind of apple tree
some places along the coast. Nowadays, the themselves at ease in this maze of life. that bears fruit only once every ten years.
quarries are empty and abandoned. The In the vicinity of Windiborn, The apples of the winter apple tree are
small amount of softer, superficial limestone there are plenty of opportunities for pure white and taste very good. Though,
that once could be mined is long gone, and both farming and forestry, as well as the trees only bear fruit in the winter,
only the harder, lower bedrock remains. hunting. Craftsmen of various kinds there are very few who are willing to
Parallel to the coast, one can see some are to be found if one asks around journey up into the forest to pick these
higher dikes and as one moves inland among the villages. Windiborn is also apples.
these gradually turn into rich grasslands famous for the large community of the
with transversal eskers. Pure rocky “Skrajtagers”: Gerbanian scholars who
lands are missing, and the area consists are keeper of religious wisdom and lore. The Windock Spring
of alternating dry and wet meadows. Their presense strenghthen the religious At the foot of the Trollridge Mountains’
Upon the herb-rich dikes grow loans, impression of the city and, together with steep slopes lies a fabled spring, which
wild roses, and junipers. Upon the beach the solidarity between the people in the Stormi himself is said to have been
dikes near the coast one can find several region, it has given Windiborn a very drunk from. It is a spring with fresh
Thronelandian remains. good reputation. Here, people live in unity and clear water, but so cold it is barely
under Stormi’s good will, as worshippers drinkable. The spring is no larger than
of the Great Belief. The fortress, along three fathoms in diameter, but it is so
The Troll Rocks with the villages, has become Gerbanis’ deep that no one has ever reached its
On the plain north of Windock, there are largest recruitment center, and followers bottom. Anyone who wants to drink
four huge boulders resting on top of each from faraway lands have found their way from its water, which is said to have
other, as if they were placed there with here. The Skrajtagers have created vast healing properties, has to pay a coin to
great care. Three of the round boulders libraries, including rare books like the the priests who live here. The spring
form the base, while the fourth is resting original version of the Tenth Applamaal, is located in the middle of the great
on top. They are commonly known as the a sacred and well-revered book on which temple, and to get there you have to walk
“Troll Rocks”, due to the belief that they every new Skrajtager must make a vow along a steep and difficult path, and over
were placed there by Trolls, a long time of allegiance to the order. The libraries treacherous, narrow wooden bridges.
ago. The granite boulders are covered with also include a copy of the famous “Jorgi’s The place is called “Windock” and the
a thick layer of moss. One can see yellow Bestiary” written by a Westmarkian temple has been given the honorable
fungi breaking their way through the monk of the Tenet of Nid. name of “Stormespring”.

112 | chapter 10. vortland


chapter 10 vortland | 113
WILDLAND
Ailguard Stangport
Hallwind Darkwoods
Hrefing Wolf Woods
Jordek Wretguard
The Copper Mines
The Copper Trail
Oungair

e G r e a t MI ro ounn t a i n s
Th es *
The Copper Min
r e t g u a r d *e r n
W st o o d efing *
s
a H r
E rkw
a
D The
Cop
p
er T
k
*J o r d e
rail

* Hallwind

* Stangport

sastern
Southearkwoods
D oods
Wolf W
uard
Ailg
*

I c e p e a k M o u n t a i n s
*O
un
gai

0 200 400 km
r

114 | chapter 11. wild lands


Chapter 11

✦ WILDLAND ✦
Over time, countless people have emerged into the light of history.
Some have established themselves well and have founded new lands and
communities which have endured through thousands upon thousands of
years. Others have vanished, perhaps even without any trace, while still
others have left memories behind, and erected monuments.

Some people’s fate becomes legends and Time was hard on this people, though. very few remember the great battle, and
myths, and their irretrievable past is full The Agroths were spat upon by both it was never depicted in the tales of the
of riddles that captivate. At the end of Broths and Kremors who did not want Elves. The day is commonly known as
the Age of the Iron Dragon, the Elvish to have anything to do with this people. the “Bloedis’Dunn” - the Day of the Red
songs tell about many different human Nowhere in the Stormlands did they find Snow. Many people still talk about this
tribes and folks who wandered through a place to settle down and nowhere were day as one of the bloodiest in the history
the wilderness of Trudvang, without ever they welcomed, despite large tracts of of the Stormlands. The battle took place
settling. land being available. on the outskirts of the Bjarnwood, where
The Arks’ sister folk - the Agroths The Broths and Kremors did not want thick vegetation hindered the cavalry
- were such a people. They lived in the war. They wished to live well, sustaining charges. Despite the death of thousands
sheltered darkness of the woods in the themselves by hunting and fishing. They and thousands of Broths and Kremors,
foothills of the Great Iron Mountains, wanted to lay down roots and build only a few Agroths understood what
from the west to the east. They were garrisons and fortifications against the their leader, Grimur Moonfriend – did,
a stubborn and untamed folk, who great dangers of the wilderness. The that the time had finally come for them
wandered into the Stormlands and mixed Broths were fierce, death-venerating to leave this land. With thousands of
with Broths, Kremors and Wildbrons. enemies while the Kremors used their warriors along with their families and all
Like the Wildbrons, they lived for war, upper hand in battle on horseback boldly their belongings, this remnant of a people
with a strong belief in spirits. Also, and without fear of the great loss of life, undertook a hard and bitter journey to
as in the Wildbrons’ culture, all men just as they had done with the Wildbrons, what is nowadays called Wildland.
underwent a test of manhood as a rite of forcing the Agroths further and further It was difficult for the Agroths to start
passage, through which they got their north-east to this most savage region of from scratch again. Wildland was not the
high status as warriors and protectors Trudvang. In a final attempt to assert best place to settle in. The Agroths would
of the tribe. The struggle of war was their right to the land, the great leader probably still be living their usual life,
the most important thing in life for the and autocratic chief of the Agroths were it not for a man known as Haakon
Agroths. The men’s war capability was of gathered his people for a final showdown. Hagthorn.
utmost importance. From early on, they Grimur Moonfriend had chosen the Haakon Hagthorn, one of Grimur
were raised to shed blood, and great effort place with great care and thought, because Moonfriend’s many descendants, was a
was put into creating weaponry. The most he knew his people’s war tactics using man of great determination. He sought
common armaments were a shield with the Wildfylkings formation would be new solutions, and wanted for his people,
iron fittings, a sword of iron or bronze, difficult against the Kremors’ and Broths’ sometimes in the future, to be one with
and a short spear. mounted archers and lancers. Nowadays, the Stormlands, but he could not recur

chapter 11 wild lands | 115


to his people’s historical enemies, the him happiness. After Haakon’s death, the was greater than anyone could have
Broths and the Kremors, but to the world would change. Everything would ever imagined, and many people still
Wildbrons which he invited in his land. have been fine, were it not for the arrival nowadays murmur of the horrors
It is because of Haakon if the Agroths, of the dark ages to Wildland. practiced by the Ice Cult.
intermixing with the Wilbrons, became The Fylkjarls of Wildland were This dark era would be known as the
a new people: the Wildlanders. The unable to agree about a new King. “Time of the Untamed” and has forever
Wildbrons brought horses, mighty bulls The discovery of new copper deposits left its mark on those who live here.
and many new tools from the Stormlands, brought wealth, attracting many new This is a time that everyone wants to
while the Agroths shared their secrets immigrants from the Stormlands, but forget, due to the dire war against the
regarding Berserkers’ warfare practices also envy and greed to what came Ice Cult. The Hagtorn family produced
and surviving the hardships of life in to be called the “Copper Kingdom”. heroes in that dark time, able to bring
the cold Wildland. On his deathbed, The ensuing struggle for power made new glory to the royal title but, at the
he had become the King of Wildland. desperate men seek to awaken the forces end, they lost their kingdom to repay a
Looking back on his life’s work brought of darkness. The evil that was awakened debt to the Hrim Trolls.

116 | chapter 11. wild lands


The Power in Wildland: Gerbanis in Wildland is represented of animal hides upon it. Here, the clans
the Fylkjarls primarily by the sanctuary of Jordek have lived for generations, and the
Since the fall of the Hagton kings the land under the protection of the Bhalgor manors have often been expanded to
has since been ruled by the council of the clan. It is also the stronghold the black- accommodate new clan members.
seven Fylkjarls, also known as the “Fylk- clad Storm Hird, who helped drive away
Thing”. At the beginning, the Fylkjarls the darkness during the difficult times,
were impoverished Shieldjarls or rich men 300 years ago. The Bhalgor Brycker Ailburg and A ilgaard
with problematic backgrounds who, for is given great respect, and nine out of The Uvail Fylkjarl rules over Ailburg, a
various reasons, had to flee the Stormlands. 10 Wildlanders are believers in the small fort on the cliffs at the very end of a
These in time intermarried with the Gerbanis faith. cape in southern Wildland. The fort was
strongest lineages of local Wildlanders built near the ruins of a lost civilization,
of Agroth and Wildbron ancestry. The dating to tens thousand years ago, before
leaders of tis growing class were later The Wildlanders the Agroths arrived in Wildland. The
to be known as the Fylkjarls. They, who The people of Wildland are big and fort looms over the sea like a terrifying,
now owned both land and capital, quickly strong in their stature. Most men wear black basalt creation with high walls
rose to power in Wildland, and thus the beards, sometimes braided, like the and pointed towers. The crest of the
Fylk-Thing was established. The villages dwarves. Bright and ginger hair, with Uvail clan, a black full moon on a blood
in Wildland are led by Jarls, while the city blue or green eyes in all variations would red background, flutters on a flag from
of Storhavn has a Swordjarl, but none of characterize many Wildlanders, except the tallest tower. The fort is the heart
them has the power of the seven Fylkjarls. for those who are direct descendants of Uvail, and houses a strong hird of
With time even the copper mines dried from the Agroths, who have dark eyes heavily armored, cavalrymen who are in
out and wealth disappeared abruptly, as and dark hair. Many Wildlanders shave charge of guarding Uvail’s domains and
it appeared. The legend of the Copper their heads just like other Stormlanders, fertile fields.
Kingdom ended, but the seven Fylkjarl though it is not unusual that they only Beneath the fortress there is a
families remained, stubbornly attached to shave the front of the skull or save a fishing village by the water. It is called
their holdings. tassel at the neck. The Berserker or “ Ailgaard” and here people live on seal
The Fylkjarls in the Fylk-Thing bear shirts’ most common armament and wultherfish hunting. In Ailgaard,
have always been seven, with each vote is the bearded axe. Many also wear one seldom sees strangers. Everyone
weighted equally. The wealthier and open helmets adorned with tusks of knows each other. All Ailgaard’s young
more powerful Fylkjarls have been able mastomants or bull horns. They also men, between the 15 to 25 years of age,
to play the less pliable Jarls out, with carry round shields. The heaviest armor all serve In the hird of the Uvail Fylkjarl.
manslaughter, gifts, and treachery. In worn by the Wildlanders is of leather
this way, only the most ruthless and most and thick hides. At feasts, shiny copper
prescient Jarl has been the true rulers armor is usually used instead, but mainly The Copper Mines
of the kingdom. Nowdays the seven for show. The Copper mines now exist as a silent
families who traditionally bear the title Wildland is a land of contrasts. and deserted stone landscape. The mine
of Fylkjarls are: Saatigia, Staark, Uvail, The descendants of the Stormlanders’ has torn up a magnificent landscape. Left
Blueax, Wulfr, Bhalgor, and Hagthorn. immigrants during the Copper Kingdoms behind is a huge hole in the ground. The
The one with the most power in Wildland built farms and villages, while the large open pit rests dark and threatening,
is the Jarl of Saatigia, who is supported descendants of the Agroths and the inhabited by unspeakable horrors, the
by Staark, Blueax, and Hagthorn. The Wildbrons often still lived in hide tents likes of which have only been seen by the
Jarls of Uvail and Wulfr, are both equal and caves. Still, even today, this is how dwarves.
to Saatigia in wealth and men, but Wildland looks in some places. The
their long-running disputes have given villages are often hastily constructed,
Saatigia the upper hand. Furthermore, with an inexpensive kind of wood from The Copper Trail
Saatigia is supported by the Swordjarl of the south, and with a simple turf roof on The 600-kilometers long Copper Trail
Storhavn, Oktar Grimme, the wealthiest top. Streets and squares have, to some is the most lavish road in Wildland.
man north of the Bjarnwoods. The Jarl extent, been covered with logs or wood The road stretches from Storhavn in the
of Bhalgor is lord of Jordek but also the docks, and the plan is simple. On the other south to the Copper Mines in the north.
Brycker: he is Gerbanis’ watchful guard hand, the fortresses are big and stout Once the traffic between the Copper
in Wildland. The least powerful clan is stone buildings, built to last for ages. mines and Storhavn used to run day and
the Hagthorn, a family founded on the Out in the countryside and in the night, year after year, until the snow
proudest ancestry, but which nowadays villages, one can see hefty log houses fell too deep. Today there is less traffic,
barely has any land left. with proper roofs, with several layers but this is still the most used route in

chapter 11 wild lands | 117


Wildland. The entire road is reinforced either side and rises as a twenty-two- The greater part of Wildland is
to facilitate transport with carts. Most story tower. Hallwind is erected in the controlled by the Saatigia family,
larger villages have grown up along the North-Western corner of the city, which whose Fylkjarl Is the most powerful
Copper Trail. This shows how major and is designed as a square. A twelve-meter of the seven. Some of Wildland’s
significant the route once was. stone wall surrounds the city, and the major towns and villages are also to be
streets are all constructed in a way to found outside the plains surrounding
allow the defense to continuously fall Hallwind. Saatigia has more
Hallwind back without risking an ambush. connections among the Wildlanders
It took 100 years to build the fortress Hallwind is located on the highest than anyone else.
called “Hallwind”, and it was completed peak of Ulve’s Hill and, standing on the
only 150 years ago, as an eternal top floor, the Saatigia Fylkjarl is able to
monument. The rich Saatigia clan gaze out upon his domains, which span Hrefing
faced no difficulties in paying for the for miles. Hallwind’s central location The Blueax clan has his manor in the
construction of a such a jewel for in Wildland made it a natural stop for northern harbor town of Hrefing.
generations, and Hallwind made the travellers, resulting in the building of an Hrefing is located on a small islet off
Saatigia Fylkjarl the most powerful ruler inn, stables, and a smithy. The prices are the North Frost Coast, the coldest
in Wildland. amongst the highest ever recorded in the part of Wildland. The people of
The Hallwing fortress measures Stormlands, but sometimes beggars can’t Hrefning thrive on fishing. The town
at its base hundred meters across on be choosers. completely lacks defenses. Despite the

118 | chapter 11. wild lands


absence of defensive structures, the
town is notoriously difficult to invade,
as all points of access from the sea,
except for one, are blocked by cliffs.
The Blueax Fylkjarl’s manor is in
the middle of the town. It serves as
the town center and also as a trading
post. Hrefing is the sea port to the
northern Darkwoods and the copper
mines, though it has only served to
enrich the Blueax family. Blueax’s
land stretches from Hrefing in the
east to the lands of the Hrim trolls in
the west, bordering the much smaller
and diminished hodlings of the once-
powerful Hagtorn family.

Jordek
The stave church at Jordek is located
along the east coast. It has its own
port and is controlled by the Bhalgor
clan. The Bhalgor leader is both a
Fylkjarl and the Brycker (the regional
authority of the Gerbanis faith) of all
Wildland. He is personally appointed
by the Paater of Vortland to watch
over Wildland, so that people do not
seek the dark Ice Cult once more. The
Bhalgor Brycker is always surrounded
by a handful of the Storm Hird, though
he is said to be a very competent
warrior himself. At Jordek, there
are always up to 100 young men and
women trained in both combat and
religion, although in times of crises Storhavn The “Fylk-Thing”, the main assemlby
the Bhalgor Brycker can summon even The rulers of Wildland are to be found of Wildland’s Fylkjarls, has his seat
up to three thousand warriors. in Storhavn, which is located at the in a large long-house upon a stone
mouth of Storm Bay, to the east of foundation in the town center, alhough
Ulves and the Strafes hills. The town none of the Fylkjarls have their houses
Oungair: the Lair of came into being with the arrival of here. Once a year, the Fylkjarls gather
the S ea W olves the Stormlanders, after the Age of the here on the Fylk-Thing to sort out
In Oungair, not far from the northern Untamed, when one did not want to issues and to settle disputes. Each of the
border of Vortland, the Wulfr clan has cross the Icepeak Mountains and the Fylkjarls might also, in times of crisis,
hosted a small lair of about five hundred, Bjarnwoods to get to Wildland. call for a new meeting at the Fylk-
thick-skinned Sea Wolves. Storhavn survived the collapse Thing, which all Fylkjarls are required
A small wooden fort has been built of the copper kingdom since it to attend. Anyone who does not attend
just by the coast, hosting Oungair’s remained the main trading centre of at Fylk-Thing, without reasonable
most hardened reavers and berserkers. Wildland. All the other Stormlands cause, will lose their position. The
Five long ships, all without any have a diplomatic outpost here, in remaining Fylkjarls then choose a new
identifying marks or crests, can carry order to manage the trade of precious Fylkjarl.
more than three hundred pirates for Wildlander products like furs, timber, Even if Storhavn hosts the assembly
raids on the coasts of Vortand, Nojd, copper, mastomant’s and wulterfish’ of the greatest lords in Wildland, the
and Djunghart ivory. city is not directly ruled by them, but

chapter 11 wild lands | 119


120 | chapter 11. wild lands
the Swordjarl of the Grimme family is branches of theWulfr clan. They live most sparsely populated regions. The city
the highest authority in town. Due to primarily by hunting and forestry, in is located along the once notorious copper-
his links with foreign trade he is also the small, primitive villages. The wolf route. The closest city is North Hall.
richest man in Wildland, although he has is an important symbol for these Vretgaard was established as a last
no seat in the Fylk-Thing. wildlanders, and a wolf ’s head is their frontier trading spot between the copper
clan’s crest. Wolves are captured mines and the farms to the south. When
while they are young, to be tamed, the mines began to fail, Vretgaard was
The Wolfwoods and then used for hunting and war. greatly affected, and those who had not
This dark forest is the boundary between In wintertime, the wolves are even learnt how to till the land were forced to
the Uvails and Wulfr clans. Neither used to pull small sledges, making it abandon their homes to avoid starvation.
of the clans use the path through the possible to travel long distances across Today, only a few families live in the
forest, which is said to be haunted by the snow-covered outfields. area, and their lives are hard, completely
werewargs. The are about a hundred different isolated from the rest of the world and
Rumors speak of an exceptionally Wulfr villages, each hosting about 30 and dependant on one another.
powerful díser dwelling in the forest, 40 individuals, often belonging to the Vretgaard is the home of the Hagtorn
constantly tormenting any who dare same family. All the villagers hail from clan, and the local decandence reflects the
enter her dark domain. Throughout the the Wulfr lineage, and all feel a certain misfortunes of the lords. The Hagtorn
years, many foresters and lumberjacks affinity with their Fylkjarl, even if their Fylkjarls were once the absolute kings
have disappeared without a trace. relationship is sometimes far-fetched. of he whole Wildland, and even heroes
in the past wars against the darkness.
Their modern descendants’ power is
The Wulfr Villages Vretgaard practically nonexistant, as the head of
In the southern regions of the Vretgaard is situated like a final outpost the clan passes most of his time working
Darkwoods live all the various towards Wildland’s northernmost and as the head smith in the forge.

“The wolf is an important symbol


for these wildlanders, and a
wolf ’s head is their clan’s crest.”

chapter 11 wild lands | 121


122 | chapter 12. the stormlander
Chapter 12

✦ THE STORMLANDER ✦
This chapter describes mechanics which are
more specific to the Stormlands and their
culture. Game Masters are encouraged to take
them as an inspiration for their own creations

With the Game Master’s approval, a The Mopor is the woman who hold the The following Holy Tablets are
player that is creating a Stormlander secrets of ancient knowledge in the Joaring available to Mopors by changing
character can choose from one of the villages of Dain. She is the one who performs the name of the involved god. Other
following archetypes, in addition to religious rituals, calls the power of the gods tablets are originally Vitner Tablets:
those in the Player’s Handbook. and educate the Joarings by using the Mopor just consider costs in DP and not in
Rods with their mysteriously carved signs. VP, ignoring also vitner types and
She is occasionally taken by visions and negations.
Stormlander Archetypes trances through which the Gods speak to her
Unlike a normal archetype, the 50 (according to GM judgement). These visions ✦✦ Fury of Ogon: He is the dark war god
bonus creation points for a Stormlander can be facilitated by complicated rituals, of the East. Use “Tribute of Morgu” of
archetype must be divided as follows but they can also happen spontaneously, the Eald Tradition (Player’s Handbook
especially when the Mopor must choose her p. 187-190).
✦✦ Core skills: 30 bonus creation points. Manpi or apprentice. ✦✦ Power of Sille: She is the goddess of
✦✦ Stormlander Skills: 20 bonus Treat the Mopor as a normal love and plenty, known as Esilis of the
creation points. dimwalkers with the following differences: West. Use the “Warmth of Sunvei”
holy tablet of Gerbanis (Player’s
Some Stormlander core skills also ✦✦ They need the a specific “Mopor” Handbook p. 166-168).
specify which disciplines and specialities specialty of the Invoke discipline. ✦✦ Sight of Lekaba: He is the guide and god
that these bonus points can be spent on. ✦✦ To become a Mopor the woman must of the holy speech, always facing North.
When there is no such a specification the have appeared in a vision to an older Use the “Power of Vision” vitner tablet
points can be spent freely on all disciplines Mopor. (Player’s Handbook p. 120-123).
and specialities within the skill. ✦✦ The Mopor can raise the number of her ✦✦ Curses of Sonntag: He is the god
divinity points performing a 2-hours of death, facing South. Use the
long ritual at the stone altar of a Joaring “Witchcraft” vitner tablet (Player’s
Mopor Village. This basic form involves Handbook p. 143-147).
food gifting and gives only 1 DP.
✦✦ Core skills: Knowledge, Faith. Bloodgifting can also be performed on
✦✦ Stormlander skill: Care (Healing & the altar, following the same mechanics
Drugs discipline and its specialties), for Bloodgifting in Gerbanis, including
Knowledge (Read & write Specialty: the risk of Gloomgifting. Unused DP
Mopor Rods). disappear as a rate of 1 per day.

chapter 12 the stormlander | 123


Pit Fighter quickly catch trade vessels and empty them of the gods, knowledge remain their
of their valuable cargo. Sea Wolves live off main interest. Their duty is to seek and
✦✦ Core skills: Knowledge, Fighting. whatever loot they can get their hands on preserve old books of lore, especially
✦✦ Stormlander skill: Agility (Body and can be likened with the thieves and those related to the faith of Gerbanis.
Control and Battle Maneuver bandits that ply their trade ashore. Nevertheless, they are also interested
disciplines and their specialties). in any kind of lore and their vast
libraries include even books written
There are warriors who fight for other Skrajtager in the West by scholars of the Tenet
people’s enjoyment. In most of the of Nid. The Skrajtagers’ main interest
Stormlands they are called “Sormmen”: ✦✦ Core skills: Knowledge, Faith. in adventuring is the recovery of old
professional fighters, often more skilful ✦✦ Stormlander skill: Knowledge scrolls and books, and to start such a
than most hirdmen, who risk their (Culture Knowledge discipline and quest is something not unheard of.
lives for money in mead halls’ fighting its specialties, Language discipline,
pits or during the large feasts paid by Reading and Writing: Vrok and
wealthy jarls. Stormlanders bet heavily in Foreign Language: Fjettirspá Storm Hansa
these occasions and it is not unheard of specialties).
Sormmens who become wealthy, betting ✦✦ Core skills: Knowledge, Care.
on themselves, although there are also Windborn hosts the main centre of ✦✦ Stormlander skill: Wilderness
many others who end up both badly these religious scholars. Even if they (Geography and Seafarer disciplines
wounded and impoverished. are dimwalkers, able to call the powers and their specialties).
Daalheim know another kind of Pit
Fighter, the Fyrdrincsmanns: mighty
slave warriors who fight chained to a pole,
under the watchful eyes of his Daalheimer
masters. Fyrdrincmanns are also employed
on the battlefield, and they have therefore
experiences completely different from
other pit fighters. Their hope is to win at
the yearly competition in Fyrdrincs Ridge,
and this is why the Fyndricmanns hone
their skills, dreaming of freedom.

Sea Wolf
✦✦ Core skills: Knowledge, Fighting.
✦✦ Stormlander skill: Wilderness
(Seafarer discipline and its
specialties).

“Sea Wolf ” is the Stormlander name for


those warriors who live by raiding others
with rapid attacks from the sea. There are
various lairs of these pirates, like Oungair
in Wildland, but their main settlements are
in the Hartpikes Islands, beyond the rocky
coasts of Djunghart, from where they can
often be seen stalking along the shores of
both Nojd and Vortland in their longships.
These are hardened warriors who live of
whatever they can pillage and plunder at
land or sea. Their fast ships allow them
to raid the unfortunate farms and villages
along the coast before help can arrive, or to

124 | chapter 12. the stormlander


The red ring of the Storm Hansa has tries to use a wide array of traps to Vedun/Vedma is the name of a certain
come to dominate the international catch their prey but also various kinds kinds of vitner weavers that exist in the
trade coming through the ports of of rods and clubs. Sometimes however, Stormlands. While there are regular
Fynnheim, Vortland and Edjland. especially when hunting mastomants, weavers of vitner who have learned the
These traders help each other, sharing the trapper needs to use spears to art from the wizards of Mittland, the
knowledge and agreements between the bring down their prey. Vedun/Vedma is a special kind of weaver
different members of this community. that, in principle, only can be found in
The Storm Hansa are among the the Stormlands. You could call these
wealthiest Stormlanders, but also Vedun/Vedma (male/female) people a mixture of vitner weavers and
those who often travel the most, rangers, since they respect the power of
since knowledge of foreign lands and ✦✦ Core skills: Knowledge, Vitner Craft. vitner as much as the power of nature.
markets is essential for their business. ✦✦ Stormlander skill: Care (Healing and A Vedun/Vedma lives close to nature
Adventuring abroad and sailing are Drugs discipline and its specialties), and tries to live with it, rather than of
integral parts of a Storm Hansa’s life as Wilderness. it, with the power of vitner.
they dominate all the main sea routes to
the West. However, odd as it may seem,
the inland markets of Stormlands are
usually closed to them, since there they
meet the opposition of local merchants.
Many young and ambitious Hansa often
try to open these routes, risking their
money and life for a dream of success.

Trapper
✦✦ Core skills: Knowledge, Wilderness.
✦✦ Stormlander skill: Care (Handicraft
and Tradesman disciplines and their
specialties).

There is no shortage of trappers in


the Stormlands. These are men and
women living close to nature that
harbour skills of both the hunter and
the craftsman. They hunt big game
as well as small, what matters most
is that the hunted animal has a fine or
coveted fur that the trapper later can
sell for a profit. Being a trapper is also
to be a craftsman since how a skin is
treated and how well the fur is handled
determine how well the trapper will be
paid for their trade. The way a beast
is trapped or killed, on the other hand,
determines how much of the skin or fur
that can sold. Usually a trapper hunts
small predators, such as the drauglynx
or the wolverine, but also some kinds
of rodents and, to some degree, even
the enormous mastomants, whose
precious furs are invaluable against the
northern cold. In order to spare the
furs from damage the trapper primarily

chapter 12 the stormlander | 125


Warg Hunters POWER ARCHETYPES Abilities
Power archetype Creation Points A Battleborn receives the following
✦✦ Core skills: Knowledge, Wilderness. Berserker 30
abilities
✦✦ Stormlander skill: Fighting.
Storm Maiden 50 ✦✦ A Battleborn always succeed in
Warg Beasts of various kinds plague Battleborn 50 situation roll that could get them Fear
the Stormlands, killing both men and Stormhirdsman 20 Points.
herds with no regards to the humans’ Thjulks of Novgalod 20 ✦✦ A Battleborn has a natural protection
vain attempts at spreading civilization Hel Rider 20
of 7 against Fear Points, and thus
into the wilderness. A specialized kind of remain unaffected by Fear Factors
Hel Sister 20
hunter appeared in Stormland to solve the generating 7 or less Fear Points.
farmers’ problem. Warg Hunters never Consequently, only situations that
settle but wander from farm to farm, generate at least 8 Fear Points give the
and village to village, selling their ability Battleborn at least 1 Fear point.
to kill wolves in exchange for food, free Battleborn ✦✦ A Battleborn starts off with +2
shelter or coin. They are not skilful in ✦✦ Cost: 50 creation points in their Charisma trait (the player
treating furs like the trappers, but often, ✦✦ Core skills: Fighting, Knowledge character still can’t go beyond the +4
as parts of the agreements, they keep the ✦✦ Stormlander skill: Care (the Handler limit however)
wolf furs to be sold to traders. A rare discipline and Commander specialty). ✦✦ Anyone who fights besides a
Garm fur, for example can be sold for Battleborn as an ally receives a
decent amount of money in a city, if the War often rage between Jarls or clans. modifier +5 on situation rolls which
hunter also knows how to properly treat Sometimes it happens that a child is may inflict Fear Points on them.
it or has a trapper companion to help him. born in the middle of a battle, since in ✦✦ Anyone that fights besides a
Another reason why warg hunters the Stormlands is not unheard that even Battleborn as an ally receives +3 Free
never settle is that if they fail, or are lazy pregnant women actively fight. Such Combat Points each round.
or coward, the farmers are not tender. a child is considered to be particularly
More than one Warg Hunter has been strong, strengthened and marked by
hung to die on a Stormbarling. the battle. Especially in Wildland and Berserker
Wolf Hunter can work in teams when among the Wildbrons these Battleborn
facing larger packs of warg beasts. children are worshipped as chosen by the ✦✦ Cost: 30 creation points
They are known to use a vast array of gods, and their training in warfare starts ✦✦ Core skills: Fighting, Knowledge.
tactics, from traps to spears and bows. at an early age. ✦✦ Stormlander Skill: Wilderness (the
There are also specialized tools, like the A Battleborn is the Stormlandish Survival discipline and its specialties).
“Wolf Poles” whose blades are made of equivalent of a Mittlander weapon
Wulterfish. Use the weapon statistics master, although the Battleborns are For as long as anyone can remember the
for Hunting Spears and Long Spears to much more brutal and powerful in their Stormlanders have spoken of berserkers
mimic different kinds of wolf poles. fighting technique. To fight next to as mighty warriors who do not know
someone born in the battlefield, hearing what fear is like. In times of peace people
the clash of steel already as an infant, is prefer to ignore these troublesome men,
Power Archetypes considered to be very honourable among but in times of war Jarls and Warlords are
Power Archetypes are archetypes are the Stormlanders. Having a Battleborn in happy summon their berserkers to spread
directly tied to the Stormlander culture your hird also rallies the other warriors terror in the hearts of their enemies.
but choosing them costs an additional and brings terror to the hearts of their The legends surrounding these
amount of creation points to be paid. enemies. fearsome warriors claim that a few of
If the player rolling on the “Special By right of their title a Battleborn also them, known as “shapeshifters”, can
Stormlander Traits and Abilities” table has a place among the high seats in the turn into Battlebears or Garms. In the
(see below) receives a power archetype as court of every Jarl. Battleborns may also old days, it is said, that you could meet
a result, then the power archetype costs choose their share first when plunder is shapeshifters that could turn into falcons
no additional creation points other than divided among warriors and they may or ravens, but this kind of shapeshifter is
the 10 points spent to roll on the table. build their house wall to wall with their has not been seen in ages and is presumed
Just like the Stormlander archetypes Jarl. As Battleborn also has the right to to be extinct.
above, Power Archetypes can have general raise double Stormilogs outside their Berserkers are feared and respected all
Core skills and Stormlander skills. house, for a total of four logs: a right not over the Stormlands, and each country
even shared by the priests of Gerbanis. seem to have its own variety like the

126 | chapter 12. the stormlander


Bearshirts of Wildland or the Ulfheidrs of ✦✦ Not all berserkers are equal some ✦✦ When the berserkergang fury ends
Fynnheim. However, all bersekers are also may have inherited the blood of the the animal form will last for another
considered to be strange and unnatural, ancient shapeshifters. Everytime a PC two hours, before the berserker is
since nobody knows how much the nature or an important NPC (not anonymous transformed back into their human
god Enken has touched their souls, making berserkers) enters Berserkergang roll form.
them more animals than men. There are 1d20. ✦✦ During the fury the Berserker must
widespread superstitions surrounding ✦✦ On a roll of 1-2 the character will enter attack all nearby enemies with melee
the berserkers and it is believed that their a trance and they cannot do anything attacks. Thrown weapons are the
tradition belongs to a bygone age, long else for another three rounds. If they only allowed kinds of ranged attacks.
before the coming of Gerbanis, when the are attacked before these further When all the enemies in range are
worship of bears and wolves was at its rounds expire the berserker activates dead or running away, the Berserker
peak. It is believed, for example, that it is the normal fury and attacks the must follow fugitives or look for other
dangerous to brandish a polished weapon attacker. enemies. If none of these options
in front of a berserker and that their power ✦✦ If these other three rounds pass with are available, the berserker must
is strongest during the full moon. The no problem, the berserker (and all succeed against a Situation Value
superstitions are so widespread in some the items that they are carrying) is of 14 (modified by Psyche) to avoid
areas of the Stormlands, that the berserkers mystically transformed into a beast attacking the nearest friend.
are banished from their homes and villages, form: a Garm or a Battlebear (See ✦✦ When there are no more enemies
and thus forced to make a living in wilds, below for the effects). All nearby nearby or when the berserker is
like the animals they are linked to. enemies suffer an additional 1d10 attacking friends roll 1d6. This is
(OR 7-10) Fear Points for witnessing the number of rounds that must pass
Berserkergang rules this transformation. In the following before the Berserkergang fury ends.
When in battle, the berserker can round (usually the 7th round) the Many berserkers do things which
plunge into the battle frenzy known as transformed berseker can act. they later regret in these situations.
“berserkergang”. To make it happen, the
following rules must be applied.

✦✦ It takes three rounds to awaken the


frenzy. During these rounds the
berserker’ soul is slowly lowering into
a wilder state. Some berserkers bite
their shields, other growls like beasts,
while other remain in silence, focusing
inward. It does not matter what they
seem doing, but the berserker cannot
move or do anything else in these
three rounds. During the 3rd round
the berserkers must succeed against a
Situation Value of 12. If this is failed,
the berseker has wasted time and
another 3 rounds are needed.
✦✦ A success measn that the berseker
enters the “berserkergang” (see
below for the effects). All the
nearby enemies witnessing it
suffer 1d10 (OR 10) fear points.
The berserker can act from the
following round (usually the 4th
round) onwards.
✦✦ If the the berserker is attacked the 3
preparation rounds an immediate roll
against a Situation Value of 6 must be
made. Treat winning and failure as
described above

chapter 12 the stormlander | 127


The effects of the Berserkergang For the Garm form use the stats in Storm Maiden
Fury Jorgi’s Bestiary page 33, with average body
points (72) but no wargsickness to spread. ✦✦ Cost: 50 creation points
During the fury the Berserker will For the Battlebear use the Bear stats ✦✦ Core skills: Fighting, Knowledge
receive the following. on the GM Guide page 99 but with the ✦✦ Stormlander Skills: Agility
following changes. (Battle maneuver discipline and its
✦✦ +3 SV on each attack specialties)
✦✦ -1 SV on each parry. Evade cannot be ✦✦ Their Fear Factor is now 1d10 (OR 9-10)
attempted. ✦✦ Their combat points are: Free 12; There is a special kind of shield maiden
✦✦ Higher chance for open rolls when Natural Weapons (Bite 12; Claws 14). that already at birth was promised for a life
dealing damage. The chance for an ✦✦ The Battlebear has Nightsight: can in service to the god Stormi. Such female
open roll increases by one step. For see with a weak light source (stars, warriors are known as “Storm Maidens”
example, OR 10 becomes OR 9-10, moonlight) as if it were day. and great blood gifts are given when
which becomes OR 8-10, etc. ✦✦ The Battlebear has the ”Hug Attack” they are born to make sure that the girl
✦✦ Negative modifiers from injuries are special ability. If the Battlebear hits receives a close contact with Stormi. The
ignored, although the lost body points the same victim with both claws, it girl, in return for the sacrifices, receives
are recorded. can immediately bite the same target divine powers already at a young age,
✦✦ The Berserkergang deletes all the with a free attack at SV 12, without powers that are otherwise only gifted to
Fear Points which the berserkers had spending any CP. The victim cannot Gerbanian dimwalkers. Along with their
before, and no Fear Point can be taken parry this attack, unless he is larger divine abilities, the girls are sent to be
during the fury. than 3t, since the Battlebear’s claws trained in the noble arts of war and the
✦✦ When all body points are exhausted are blocking his arms. Gerbanian clergy invest many resourced
and the berserker is technically to give them the best available education.
dead, he will keep on fighting for When the girls are fourteen-years old
another 3 rounds, sustained by the Stormhirdsman they are initiated as “Storm Maidens” and,
wild spirit of Enken which is in from this day onwards until they have life,
the berserker’ soul. During the 4th ✦✦ Cost: 20 creation points they will serve under Gerbanian priests, as
round his spirit will realize the death ✦✦ Core skills: Fighting, Knowledge. their protectors and armed guards. Only
and the berserker will fall dead on ✦✦ Stormlander Skills: Faith, the richest Gerbanian priests can afford to
the ground. Agility (Horsemanship and related bring a Storm Maiden into their service,
specialties). since the church must pay dearly to the
Beast Forms girl’s family for her to enter their service.
Each berserker feels a special link with The Knights of the Iron Hand have On the other hand, the priest considerably
either wolves or bears. They must choose served the Bryckers of Gerbanis as faithful increases their power and prestige by
the preferred animal during character holy warriors since time when Vrungir having even a single Storm Maiden by
creation or the first time they transform. Redbeard defeated the troll armies in their side.
The choice is definitive for the whole life Fynnheim. They are a common sight in
of the berserker. the fortresses dominated by the Gerbanian Abilities
When the berserker enters into the church, which spends huge sums of money A Storm Maiden gains the following
Beast Form he loses all his previous to train these warriors and to equip them abilities.
stats for the animal stats, including with the best available weapons. The
the current Body Points. No matter Knights of the Iron Hand are usually ✦✦ Every action round the Storm Maiden
which wound they were suffering as expert horsemen, which gives them a huge receives +5 extra combat points
humans, they start with the full Body advantage over common Stormlander locked to a single weapon skill to be
Points of their Beast Form. If they infantrymen. The Stormhirdsmen chosen at character creation.
are killed in Beast Form, they revert are always watchful against trolls and ✦✦ A Storm Maiden gains 5 “Storm
to human form and are dead for real. giants and their fortresses are centres of Maiden Points” or “SMP” that they
If the go back to human form before civilization in otherwise wild lands. can use to purchase divine powers.
getting killed in animal form, they This can only be done once, during
will also get back to their previous Abilities character creation, and cannot be
amounts of body points. The Stormhirdsmen can add half their changed later. A Storm Maiden can
Remember also to apply the level (rounded up) in the Faith skill freely choose powers from all of the
Berserkergang effects also to the Beast (not the discipline or specialties) to all Gerbanis’ Holy Tablets without the
Form. damage rolls made by melee attacks. skill levels, disciplines or specialities

128 | chapter 12. the stormlander


that are usually required. Remember Abilities Abilities
that a “Power” is just a single divine The Thjulks can add half their level ✦✦ Hel Sisters are fearless dimwalkers.
feat, not the whole level of a Holy (rounded up) in the Faith skill (not the They have a protection of 4 against Fear
Tablet. A Storm Maiden can, for discipline or specialties) to all damage Points, which means they do not suffer
example, choose one level 5 power, rolls made by melee attacks. situations dealing 4 or less Fear Points.
or one level 3 power and one level 2 ✦✦ Hel Sisters can try to dominate Dark
power, or three level 1 powers and one Dwellers. They must spend 1 DP per
level 2 power, etc. Hel Rider 20 BP of the dark dweller or fraction
✦✦ Later on, during gameplay, the same of it (e.g. a Dark Dweller with 85 BP
SMP will be used to activate these ✦✦ Cost: 20 creation points costs 5 DP to be dominated) and make
powers. A divine power is activated ✦✦ Core skills: Fighting, Knowledge. a Faith skill roll (with the Invoke
with as many SMP as the level that ✦✦ Stormlander Skill: Shadow Arts. discipline and the Hel Sister specialty).
it belongs to (simply ignore costs in Sum up the total of required DP of all
DP). Levels of power can be activated The secret cult of the Hvergelift or the Dark Dwellers which are present
also with the same SMP and but Chaos Gods plague all the Stormlands and make a single expense and a single
their cost in SMP is equal to half the but Wildland. The males of such cults roll, although with a -1 modifier for
indicated cost in DP (rounded down, are the warriors who haunt the night every dark dweller after the first one.
to a minimum of 1 SMP) . for victims to be brought back to their ✦✦ A single Hel Sister can mentally command
✦✦ To activate a power a Storm Mainden underground lairs and be sacrificed to a maximum number of Dark Dwellers
must succeed on a situation roll against the Dark Gods. Hel Raiders often have equal to their Hel Sister specialty level.
12, negatively modified by the level terrible scars over them, or miss an The Hel Sister communicates with the
of the power. If the situation roll is eye or a finger, since they donate their Dark Dwellers by thoughts and until
successful, the Storm maiden activates sufferings to the Hvergelift when they they are at a maximum of 10 kms from
the divine power and spends the SMP. were initiated into this damned cult. the Hel Sister. The Dark Dwellers will
If the situation roll is unsuccessful obey the Hel Sister for a number of days
then no points are used. Abilities equal to the Hel Sister’s Faith skill, after
✦✦ Used SMP are regenerated after 8 ✦✦ Hel Riders are fearless warriors. They this deadline a new control attempt must
hours of sleep. have a protection of 4 against Fear Points, be made.
which means they are not affected by
situations dealing 4 or less Fear Points. Regarding Holy Powers treat the Hel
Thjulks of Novgalod ✦✦ The cult initiation rituals make them Sisters as a normal dimwalkers with the
connected to the destruction and following differences:
✦✦ Cost: 20 creation points death. Everytime they slay somebody
✦✦ Core skills: Fighting, Knowledge. in melee their dark gods bless them ✦✦ They need the new “Hel Sister”
✦✦ Dwarf of the Stormlands’ Skill: giving them lost strength, making specialty of the Invoke discipline.
Faith. them to recover 1d10 body points. ✦✦ To become a Hel Sister they must have
made a sacrifice (terrible scars, an eye,
The dwarven settlement of Morkdali in a finger, etc..) like for the Gerbanian
the Trollridge mountain is the centre Hel Sisters Stormkjelts.
of a tradition which started in the ✦✦ Darkgifting. The Hel Sisters make
goldern days of the now-lost dwarven ✦✦ Cost: 20 creation points sacrifices to Chaos Gods which give
kingdom of Grunkovorda. The Thjulks ✦✦ Core skills: Faith, Knowledge. the same amount of DP which normal
are revered dwarven warriors who have ✦✦ Stormlander Skill: Shadow Arts. Bloodgifiting give. A darker side is that
dedicated their life to both the veneration often such evil dimwalkers sacrifice
of Borjorn and the defence of their The Hel Sisters are the priestesses and human beings, getting a number of DP
dwarven brothers from external attacks. dimwalkers of the Hvergelift cult. Almost equal to half (rounded down) of the
Their enemies are not just the humans all of them are women, although some victim’s highest stat among Body Points
and trolls who try to plunder the ancient rare male “Hel Brother” has appeared in or Divinity Capacity or ¼ of the Vitner
dwarven treasures, but also the unknown the past. They are the most important Capacity. Furthermore Darkgiftings
mysterious monsters hiding in the depth members of their dreaded communities, always evoke Dark Dwellers. Make a
of the earth. The Thjulks are famous for since they have the duty of performing roll on the Gloomgifting table on the
their faith in Borjorn who chose them for both the Darkgifting, usually drowning Player’s Handbook but the 1-4 results
such a sacred duty, and directly obey the their victims into lakes, wells or ponds will be substituted by the evocation of
Thuuls who lead them in battle. with the help of the Hel Riders. one single Dark Dweller.

chapter 12 the stormlander | 129


✦✦ Helgifting. Powerful Hel Sisters know Special Stormlander If these tables are used, the roll must be
how to make sacrifices to the Death Gods. Traits and Abilities made before any creation point is spent on
These rituals require a victim to gloriously Players choosing to play as a Stormlander traits or skills. Consequently, every bonus
die on the battlefield but, instead of going character can choose to purchase a roll on or penalty, or skill level given for free,
to Stormi, as he deserves, his soul is evoked the tables for “Special Stormlander Traits must be taken into consideration during
to blasphemous undeath either using the and Abilities”. The roll can result in both the following steps of character creation.
“Animate Undead” or “Summon Wight” positive and negative traits and abilities,
by a Vitner Weaver (Dimvitner tablet) however the results do not matter, since ✦✦ A roll on these tables costs 10 creation
or by a Hel Sister using the similar holy your character will certainly feel more points.
tablet known as “Helgardh’s Calling” (see like a Stormlander if this table if used.
below). The victim may even be another You can only buy one roll on these TABLE 1: SPECIAL STORMLANDER
undead who has come into this status tables per player character, although some TRAITS AND ABILITIES
due to other means. The undead must be negative traits and abilities can result in 1d20 Result
ritually sacrificed (a “Control Undead” a new roll on the tables. If a roll would 1-10 Roll on Table 1a
power may be useful) giving 1 DP per 10 result in that a character becomes a power
11-20 Roll on Table 1b
body points or fraction (e.g. an Undead archetype, this will not cost anything
who has 15 BP gives 2 DP). Sacrificing beyond the creation points already spent
more powerful undead like a Barrow to receive the roll in the first place.
Wight or a Draugr add +10 DP.

The following Holy Tablets are TABLE 1A


available to Hel Sisters, by changing 1d20 Special Ability
the name of the involved god. Other 1 Power archetype. The player character is born as a Storm Maiden or a Battleborn
tablets are originally Vitner Tablets: (the player chooses which)
just consider costs in DP and not in VP,
2 Power archetype. The player character is a born Berserker
ignoring also vitner types and negations.
3 Child of the Hunt . The player character has grown up with parents who were rangers
or trappers, and he has therefore learned the art of hunting. The player character starts
✦✦ Helfrigg’s Fury. This bleak goddess is
with the Wilderness skill level 5 and Hunting Experience discipline level 1 for free.
the strongest of the Hvergelift, violence
and hatres are her domains. Use the 4 Raised in the Wilds. The player character was raised in the wilderness. They have
never lived in the shelter of a house and has roamed around in the wilds with their family
“Wrath of Tyrd” holy tablet of Gerbanis
that has lived of what nature can provide, rather than of a urban profession or trade.
(Player’s Handbook p. 171-172). The player character starts the Wilderness skill level 5 and the Survival discipline level
✦✦ Draugrim’s Breath. This god breaths 1 for free.
death and decay and by his pot stirring he
5 Hardened to weather and wind. The player character is hardened to weather
persuades the winds be weakened. Use the and wind. All negative modifiers from weather and wind (including temperature,
“Power of Trolls” holy tablet of Haminges precipitation and wind modifiers in GM’s Guide p.30) are halved (rounding down)
(Player’s Handbook p. 223-224). for the character with this ability.
✦✦ Hlook’s whip. This furious god use 6 Heirloom. The player character has inherited an item, an estate, a ship or something
his mighty whip on the slave winds else of great value that has been passed along in the family for many generations.
and they obey his commands. Use the The item is strongly connected to the Stormlander culture. The player may suggest
“Wind Craft” vitner tablet (Player’s what the heirloom could be but is ultimately up to the GM to decide.
Handbook p. 139-143). 7 Target of a sworn avenger. The player character or someone in their family has killed
✦✦ Ilgri’s whispers. She is the goddess someone, the relatives of this person have since sworn to take vengeance upon the player
who knows how to awaken the fury of character. The player character now has a very dangerous enemy somewhere in the
giants and trolls. Use the the “Power Stormlands that is constantly hunting them.
of Thurses” holy Tablet of Haminges Make another roll on table 1.
(Player’s Handbook p. 221-223). 8 Physical Upbringing. Long days of hard labour has given the player character a
✦✦ Helgardh’s Calling. This tablet includes strong physique. They gain 30 extra Creation Points to spend on the Character Traits
the veneration of Bodvildur and all Constitution or Strength (the player still can’t go beyond the +4 limit ).
the Vanerlift of Helgardh. They are 9 Fearless. The player character has lived so close to nature, beasts and strange things
not Chaods Gods, but the Hel Sisters that dwell there that they their minds have become hardened and resistant to all
are among the few who know worship the threats. The player character has a natural protection of 3 against Fear Points.
them. Use the“Dimvitner” vitner tablet Everytime the Fear Points are inflicted, the character can ignore the first 3 points.
(Player’s Handbook p. 105-109).

130 | chapter 12. the stormlander


10 Deep Yellow eyes. The player character has deep yellow eyes which means that troll blood flows strongly in their veins. This may
lead to trouble or straight up fights in many parts of the Stormlands (especially in the countryside, where troll attacks are more
frequent and farmers hate trolls more deeply). In other parts (for example some cities) the player character invokes fear and people
won’t dare even to speak to him. The player character will often be denied lodging at taverns and mead halls. The player character
can’t have more than -1 in the Charisma character trait.
Make another roll on table 1.
11 Manblotir . Due to fanatic religious teachings that he has been exposed to while young, the player character has become a “manblotir” and
must constantly bloodgift human beings in order to appease the wrath of the gods. Or at least this is what the player character thinks. One
human blood gift per quarter of year is the minimum amount that the player character must bloodgift, or else risk the wrath of the Storm
Gods. If the sacrifice is not performed the mental stress will inflict the character a -4 SV on every skill roll until the sacrifice is performed.
It isn´t enough to simply kill someone in battle or something akin to this. The bloodgift must be properly performed in accordance to the
traditions of Gerbanis. The player character starts with Faith skill level 5 and the Invoke discipline level 1 for free.
12 Fear of Vitner. Since adolescence the Player character has been told that vitner weavers are dangerous and terrible men and women who
can turn even the mightiest warrior into a small harmless child. The player character has a natural fear of anything connected to vitner, and
this also applies to magic items. Every time the player character sees a vitner weaver they must make a situation roll with the Situation
Value of 8 (modified by the Psyche trait) in order to not receive 1d10 (OR 10) fear points. The player character would never consider
using a magic item themselves and furthermore will strongly object if anyone close to them considers is using one.
Make another roll on table 1.
13 Troll hater. The player character has grown up with trolls living nearby and has seen many of their friends fall prey to their cruelty. The
player character is a dedicated troll hater and finds it difficult to take on other tasks if there are trolls to be slayed nearby. Wherever the player
character finds themselves, they will go out of their way to find the trolls and slay them. If one wants to resist such an urge the player must
roll against a Situation Value of 10, modified by the Psyche trait. While attacking trolls the character is possessed by such a frenzy that each
one of his attacks receive a +3 SV bonus against trolls.
14 Dimwit. No one in the player character’s family has ever been able to read or write. The family is absolutely unskilled in this field and
the player character can basically never learn to read or write, therefore no Reading & Writing specialty can be bought. Furthermore, the
player character can’t have more than -1 in the character’s Intelligence trait. The reason for these limitations is the troll blood which
runs in the family. The character may not have any clear, troll-like physical feature, but the mind is nonetheless tainted by such a
heritage. Make another roll on table 1.
15 Wolf Child. The player character has survived their wolf night. What this survival has meant for the player characters life is up to the
Game Master to decide. Perhaps the player character has been given expensive training in a warrior lodge, or perhaps they’ve been married
into a rich family and so on. A suggestion is that the player character receives an additional 21 Creation Points to spend on certain skills
that the Game Master deems fitting.
16 Mead drinker. The player character loves mead and can drink huge amounts of it and continuing much longer than most people. The problem
is that they have become somewhat of an alcoholic and needs to drink at least one flagon (preferably more however) each day. For every day that
the player character goes without mead results in them receiving -1 per day on anything they try to do. The negative modifiers won’t go away
until the player character has gotten themselves heavily intoxicated.
Make another roll on table 1.
17 Dirtbag. The player character seldom washes themselves and thus (like many others in the Stormlands) smells worse than a pig.
Sometimes they will be denied entry to some taverns and mead halls unless they wash themselves first, something that the player
character would rather not do since they believe that it is dangerous to clean yourself. As long as the character remains unwashed
the environment will behave as if the character had Charisma -1. If the Charisma is already -1 or less, they will suffer a -1 penalty to
be summed up to the normal Charisma penalty.
Make another roll on table 1.
18 Scavenger. The player character has lived a life of poverty and hunger and, therefore, as a consequence their body has learned to eat rotting
food, like carcasses and old vegetables. The player character can eat food that many others would consider disgusting or foul without any
physical consequence. Consequently, if such rotten food is available, the character will resist more days than others in difficult conditions.
19 Famous Ancestor. One of the player character’s ancestors was one of the great and ancient heroes whose names are told in sagas
all over the Stormlands. This means that the player character often is received with great hospitality and good will anywhere in the
Stormlands, if they mention their name. This means that in specific situations they will be treated as having a Charisma trait one step
higher than what it is. If the Charisma is already +4, a +1 special modifier will be nonetheless applied. In any case, to have such a
blood can be a disadvantage in some situations, if the player character meets people that have differing opinions about their ancestor.
Remember that legends can be turned and modified in oral traditions: one clan’s hero may be another clan’s main villain.
20 Retiring. The player character has lived for so long in the countryside or in the wilderness that they finds it difficult to reside in
cities or with large amounts of people. The player character has never sat their foot in a larger town and would never consider doing
it either. Forcing oneself into a crowded city means that the player character receives -5 on anything they try to do while in the city.
Make another roll on table 1.

chapter 12 the stormlander | 131


TABLE 1B
1d20 Special Ability
1 Contact in the Storm Hansa. Someone in the character’s family has strong ties with the Storm Hansa. The character can buy goods
at a 20% discount when the relative’s name is mentioned.
2 Cave Experience. The character is raised not far from an entrance to a mine or a cave complex. Since he was a child the character has
spent a lot of time in the caves and therefore learned to navigate underground. The Character therefore gets +3 in SV for skill checks
or situation rolls that have something with navigating underground.
3 God-Touched. The character has been touched by a god (choose any god of the Stormlanders). The god has taken the charactert
under his/her protection and given it a godly power. The character may choose 1 single power from the first level of a holy tablet
attached to the god in question. The ability can be activated 1d3 times a week (roll the first time the power is used in a week) and
activated by a successful situation roll with situation value 8 (modified by the Charisma trait).
4 Bastjumal Speaker. The character has lived near the trolls and therefore learned to understand and speak the troll’s guttural language.
Due to this, the character starts with Knowledge 7, Language discipline 2, Foreign Tongue: Bastjumal 1. Note: the Language 2
discipline substitutes the Language 1 given for free at character creation.
5 Mountain Foot. The charactert is raised at the foot of one of the steep mountains of the Stormlands. Growing up has given the
character the ability to move in mountainous areas like a mountain goat. The character has +3 on all skill- and situation rolls that
have something to do with moving on foot in the mountains (also applies to climbing in mountains).
6 Dwarven Friend. A dwarf that has choosen to live in your village or city and you learned his language from him. You start the game with
Knowledge 5 and Foreign Language: Futhark 1. Note the require Language 1 discipline is already given for free during character creation.
7 Troll Drum. The character has inherited a portable troll drum and, since he has learned to play it, he starts the game with Entertainment
4 (Music and Dancing 1). The drum also gives +5 modifier to Entertainment rolls and, when played, it makes the trolls listening to it
weary and become confused. To play you must make an Entertainment roll and you cannot do anything else exept playing it and, at
most, moving. As long as the drum is played all the trolls who hear the sound get a -2 modifier to every skill- and situation roll they do.
8 Well-Read. The character has grown up in one of the few places where there are books. Due to this, you can start the game with Knowledge
5 and the Read & Write: Vrok specialty 1. Note the required Language 1 discipline is already given for free during character creation.
9 Seaman. The character has grown up at the coast in a small fishing village and he is used go out sailing. Due to this, the character
starts with Wilderness 4, Seafarer discipline 1 and Seaman specialty 1.
10 Shadow World. The character has since childhood belonged to a party of rogues. Due to this, the character starts with Shadow Arts
4, the Thievery discipline 1 and the Shadow World specialty 1.
11 Troll Eyes. The character has troll blood running through his veins. This has made his eyes turned strongly yellow but he has also
got Night’ Sight of Trolls. The character can see with a weak light source (stars, moonlight, torchlight, and so on) as if it were day.
12 Swim Like a Seal. The character has grown up on the coast where he has enjoyed swimming since he was a child. Due to this, the
character starts with Agility 4, the Body Control discipline 1 and the Swimming specialty 1.
13 Religious. The character has been raised in a religious home and, when he was younger, he has been a Blue Bloter, the assistant of
the Stormkelt during blood gifting. He has received the basics of a Gerbanian Dimwalker education, and now it is up to him whether
to continue on this path or not. The character starts the game with Faith 4, the Invoke discipline 1 and the Stormkelt specialty 1.
14 Fighter. The character has helped keeping watch over a village or taking turns as a sentry atop the ring wall protecting a city. The
character has learned how to fight and has experience in keeping a settlement safe from rampaging trolls. The character starts the
game with Fighting 4, the Armed Fighting discipline 1 and one weapon specialty at level 1.
15 Pit Brawler. The character has made a name of name for himself/herself as a pit brawler. The character is maybe a Sormmen or a
Fyrdrincsmann or just an occasional pit fighter who enjoyed the local brawling pit during the youth. The character starts the game
with Fighting 4, the Unarmed Fighting discipline 1 and the Brawling specialty 1.
16 Dog Handler. The character has raised one large dog and cannot be separated from each other. Due to this the character starts the game
with Wilderness 4, the Nature Knowledge discipline 1 and the Animal Friend specialty 1. He also gets a large Wolfhound (use “Small
Wolfkin” stats, e GM Guide p.111) with two levels of training in a single area or one level of training in two areas (GM Guide p.86).
17 Man of the Wilderness. The character has been raised somewhere in wilderness, long way from nearest village or the influence of
civilization. Due to this the character starts the game with Wilderness 1 and the Survival discipline 1. Furthermore, the number of
days of persistence in the wild that must pass before making a situation roll is always augmented by +2.
18 Cold Resistant. The character has spent long time high up in the mountains, getting used to its cold. All negative modifiers from
low temperature (GM’s Guide p.30) are halved (rounding down) for the character with this ability. Furthermore, the character gets
+4 to all skill and situation rolls that have something to do with resisting natural cold, and +2 to resisting hrim- or unnatural cold.
19 Traveller. The character has been raised in a traveling family, usually helping merchants crossing the wilderness. Due to this the
character starts the game with Wilderness 4, the Survival discipline 1 and the Camper specialty 1.
20 Power Archetype. The player character has been trained as a Stormhirdsman. He is now one of the Knights of the Iron Hand.

132 | chapter 12. the stormlander


Stormlander Regional does not exclude the other, as far as one common in isolated, rural communities
Traits pays the costs of both. It may happen where occasional episodes of troll
Regional Traits are special mechanics that some regional traits give free levels violence are more frequent.
linked to specific places or cultures in the to the same skills which are given free The GM can allow also to use these
Stormlands. They are not requirements levels also by the Special Stormlander tables for the incredibly rare half-elves
for belonging to such places or cultures, Traits tables. In these cases, reroll or raised in Stormlander communities. All
and in fact not all natives to those places choose another trait of them are of the Barkbrule variety and
have these traits. Nevertheless, buying Bonus skills are indicated as follows: they are found not far from the very few
such a trait during character creation skill name (discipline name - specialty elven communities: e.g. the Wildbrons in
means that characters have a special link name). the Copperwoods of Edjland.
to their homeland’s culture. Regional Traits are divided in three Choose or Roll 1d10 on the following
One cannot have more than one groups according to the player race: for table, then choose or roll 1d10 in the
Regional Trait. The player can roll on human Stormlanders (including half- suggested sub-tables.
the following tables or freely choose elves and half-trolls raised by humans),
one single entry from them. The lists for dwarves (including the Zvorda) and HOMELAND
are not comprehensive, and the GM is for the few elves (including half-elves 1d20 Homeland
encouraged to create more of them, if raised by elves) living in the Stormlands. 1 Daalheim
he wants to better characterize specific
2 Dain
places or cultures. ✦✦ A Regional Trait costs roll on the
One Stormlander Regional Trait costs table costs 20 creation points. 3 Djunghart
20 creation points. A Regional Trait 4 Edjland
must be bought before any creation point 5 Fynnheim
is spent on traits or skills. Consequently, Regional traits for human 6 Nojd
every bonus or skill level given for free, Stormlanders 7 Vortland
must be taken into consideration during
the following steps of character creation. These tables are for humans, but 8 Wildland
One can have both a Regional Trait they can be used also half-trolls 9-10 Half-troll: roll on Mountains traits.
and also roll on the “Special Stormlander raised in Stormlanders’ communities. Human or Half-Elf: re-roll on this
Traits and Abilities” table. One thing Remember that half-trolls are more table.

DAALHEIM REGIONAL TRAITS


1d10 Trait
1-2 Daalheimer Sailor. Your ancestors came to this island only due to their sailing skills and you embrace this tradition. You start with
Wilderness 6 (Seafarer 1 – Navigation 1).
3-4 Fyndrincsmann. You are one of the best warriors of your village, but you are also a slave, hoping one day to win your freedom with
your deeds. You start with Fighting 6 (Battle Experience 1 – Fighter 1).
5-6 Hvergil Native. You have grown up in the same place where Rauk Gollstone firstly set his foot in Daalheim, listening to the stories
that the bards have told about your people. You start with Knowledge 6 and Lore & Legends: Stormlanders specialty 1. NOTE: the
required “Culture Knowledge 1 Discipline” is already given for free to all characters.
7-8 Jornastrandr Native. Your town is the place where more Daalheimers warriors are clustered, therefore you grew up with a certain
experience about warfare. You start with Fighting 6 (Armed Fighting 1 – One weapon specialty 1).
9-10 Curious About the Elves. You knew the elves lived in this island long time before your ancestors came here. You have an interest
in discovering their mysteries and quite often you have spoken with elves from Soj, in order to get some insight. You start with
Knowledge 6 (Culture Knowledge: Elves 1 and Foreign Tongue: Eika specialty 1). NOTE: the required “Language” Discipline is
already given for free to all characters.

chapter 12 the stormlander | 133


DAIN REGIONAL TRAITS
1d10 Trait
1-2 Joaring Craftsman. You come from a Joaring family with a tradition of refined craftsmanship using tin, bronze, gold and gems,
making objects appreciated by foreigners. You start with Care 6 (Handicraft 1 – Hard Materials 1).
3-4 Joaring Hunter. Your tribe has trained you in the ancient methods for surviving in the ravaged volcanic landscapes of Dain. You start
with Wilderness 6 (Hunting Experience 1 – Tracker 1).
5-6 Joaring Intrigue Master. You are accustomed to the continuous states of conflict, betrayal and intrigue which characterizes the
relationships between Joaring villages. You gain 45 extra Creation Points to spend on the Perception and Intelligence traits (they
cannot go beyond the +4 limit ).
7-8 Julgavaad Native. You have grown up in this small village whose importance lies in the Ebensbridge, which is the only way to cross
the Hrimfors’ canyon for Djunghart. Even if the rough wilderness of Dain still surrorunds Julgavaad, you have more contact with
strangers than most inhabitants of Dain. You start with Wilderness 3, Knowledge 6 and the Silver Tongue specialty 1. NOTE: the
required “Languages 1 Discipline” is already given for free to all characters.
9-10 Stormlander Coastal Inhabitant. You are one of the few Stormlanders inhabiting the wild coast of Dain, maybe in a small village
or in an isolated, fortified farm. You hate the Joarings but you must have constant dealings with them in order to survive. You start
with Knowledge 6 (Culture Knowledge: Joaring and the Foreign Tongue: Joaring 1 specialty). NOTE: the required “Languages 1
Discipline” is already given for free to all characters.
NOTE: Joarings have a different culture from Stormlanders and regarding the bonus skills gained during character creation (Player’s Guide
page 17) they have not Stormlander skills but Culture Knowledge: Joaring and Mother Tongue: Joaring.

DJUNGHART REGIONAL TRAITS


1d10 Trait
1 Djunghartian Brute. Like many of your people you are heavily built and prone to violence. You may or may not have yellow eyes, but
strangers suspect you have trolls among your ancestors. You gain 45 extra Creation Points to spend on the Strength and Constitution
traits (they cannot go beyond the +4 limit ).
2 Member of the Great Lineage. Your name is recorded somewhere in the rod records of Redborg. You have the blood of the Drotts
and been raised to lead. You start the game with Care 6 (Handler 1). Furthermore, you receive a bonus of +2 SV on any skill roll on
social situations with fellow Djughartians who about know your lineage.
3 Djughartian Vitner Hater. The Djunghartian disdain for magic and elves is well-known but, in your case, your hate is enormous.
When attacking vitner weavers or elves you get +5 SV on your attacks. However, you will refuse any use of magic over you, even if
beneficial. To overcome such a limitation, you should succeed against a Situation value of 8 modified by your psyche.
4 Djughartian Sea Plunderer. You have been raised as one of those sea raiders whose nimble warships are feared in Mittland and Nojd.
You start with Fighting 4 (Armed Fighting 1), Wilderness 4 (Seafarer 1).
5 Sea Wolf of the Hartpikes Islands. You are not a Djunghartian but a fierce pirate of the islands, living of the sea and the profits of
your raids. You start with Fighting 4, Wilderness 4 (Seafarer 1 - Seaman 1).
6 Kaldershem Native. Maybe your city is no more the small village of rangers that it once was but this is still the best place in
Djunghart where you can find expert hunters. You start the game with 34 creation points which can be spent only in the Wilderness
skill, including its disciplines and specialties.
7 Clawcastle Native. Your town is the only major settlement in Djunghart where Gerbanis is enthusiastically embraced. You start the
game with Knowledge 7 and the Religion: Gerbanis specialty 1. NOTE: the required “Culture Knowledge 1 Discipline” is already
given for free to all characters.
8 Redborg Native. You grew up in the largest city of Djughart, where merchants rule both the central market and the “Offal Pit” where
illegal goods are traded. This is also the only place in Djunghart where you can feel influences influences from all over Trudvang. You
have 34 bonus creation points which can be spent in the Care and Knowledge skills and their disciplines and specialties.
9 Tuvoldcastle Native. The presence of so many scholars in your homeland has brought a certain education to you. You start the
game with Knowledge 6, Culture Knowledge: Stormlander discipline 1 and the Read & Write (Vrok) specialty 1. NOTE: the required
“Languages 1 Discipline” is already given for free to all characters.
10 Scholar of the Ancient Troll Culture. You are a rarity, an educated person from the few civilized Djughartian cities, like Redborg
or Tuvoldcastle, but you are obsessed with something most Djughartians avoid: the ruins of the ancient troll civilization and the
comparison with modern, primitive trolls. You start with Knowledge 6 (Race Knowledge 1 - Monster Knowledge 1).

134 | chapter 12. the stormlander


EDJLAND REGIONAL TRAITS
1d10 Trait
1 Wildbron blood. You have the blood of the Wildbrons, known for their ferocity in battle. You start the game with Fighting 5. All the
damage you deal with melee attacks is raised by +2.
2 Kremor Blood. Unlike most modern Stormlanders, the ancient Kremors were skilful horse riders and you bear their blood in you
veins. Even if you are not a trained horseman, the horses feel the ancient pacts which your ancestors made with their race. You benefit
from a +4 SV to all Agility and Wilderness skills related to horses. Furthermore, when you are mounted, your horse is considered to
be trained at one level higher in the following areas: combat, jump, sprint (GM Guide page 86).
3 Broth Blood. Your ancestors, the Broths of old times, came by sea from unknown lands, bearing a veneration of both death and fertility.
You know nothing of such a cult, but the blood in your veins make you feel its call sometimes. Whenever you kill an enemy in melee you
lose 1d10 (OP 10) Fear points.
4 Grim Village Native. The docks of your town are the busiest in Edjland and sea and trade are both parts of your culture. You start
the game with Wilderness 4 (Seafarer 1) and Care 4 (Tradesman 1).
5 Klipp Native. Your town is the main settlement of the Outwind island, where fishing in the Grim Sea flourishes. You start the game
with Wilderness 6 (Seafarer 1, Survival 1).
6 Kraav Native. You have grown up in Kraav, where only the strong survive, and both religion and magic are disdained. You do not
trust neither vitner weavers, nor the dimwalkers, and any of your attacks against them benefit from a +4 SV. On the other hand, you
will always refuse even to receive beneficial spells or power, unless you pass a Situation Roll of 8, modified by your Psyche.
7 Rimcoast Native. Shipwrithing is an honoured tradition in your town and you learned this art when you were young. You start the
game with Care 6 (Handicraft 1 – Hard Materials 1).
8 Saaga Native. You are a proud son of the largest city in Edjland. During your youth you had opportunities of learning unknown to
those born in the countryside. You receive 34 creation points to spend as you wish.
9 Stigor Native. You have grown up in Stigor, which continuously faced the threats of the Jotunheid plains. Your hate for trolls gives
strength and accuracy to your blows: you get +3 to the the damage of all your melee and ranged attacks against them.
10 Trollmark Castle Native. You were born as a subject of the Entloft jarl, who often leads his men to raids against trolls and other
beasts. You start with Fighting 6 (Armed Fighting 1 – One weapon specialty 1).
FYNNHEIM REGIONAL TRAITS
1d10 Trait
1 Broth Blood. Your ancestors, the Broths of old times, came by sea from unknown lands, bearing a veneration of both death and
fertility. You know nothing of such a cult, but the blood in your veins make you feel its call sometimes. Whenever you kill an enemy
in melee you lose 1d10 (OR 10) Fear points.
2 Forvagra Clansman. Yours is the clan who organized the Fynn Hird and who holds the fortess of Sasrum. You have been trained to
warfare since you were a child. You start with Fighting 6 (Armed Fighting 1 – One weapon specialty 1).
3 Eskla Clansman. Your clan has important links with the Storm Hansa, and all important trade is controlled by your lords. You start
with Care 6 (Tradesman 1 – Trader 1).
4 Njal Clansman. With their power over Magnerym, your clan has more knowledge about religion than any other in the whole
Fynnheim. You start the game with Knowledge 7 and the Religion: Gerbanis specialty 1. NOTE: the required “Culture Knowledge 1
Discipline” is already given for free to all characters.
5 Eiglast Native. You have grown up in a maritime small town whose harbour is frequented by many strangers, including traders
from the West. You start the game with Knowledge 6 and Foreign Tongue (Rona) 2. NOTE: the required “Languages 1 Discipline”
is already given for free to all characters.
6 Saukamark Native. You have grown up in the northernmost, more desolated part of Fynnheim, rich in elks and deer, but also plagued
by trolls and the outlaws. To survive in this hard land you have developed keen eyes and a strong will. You gain 45 extra Creation
Points to spend on the Perception and Psyche traits (they cannot go beyond the +4 limit ).
7 Styckmark Native. You have grown up in the most densely inhabited part of Fynnheim and finding a job as an apprentice, when you
were young, was easy. You start with Care 6 (one discipline at level 1 – one specialty at level 1).
8 Vestmamark Native. The fertile lands of your homelands are plagued by both trolls and giants; therefore, you have been wielding a sword
since the age of ten. You start the game with Fighting 3. Furthermore, every time you fight a troll or a giant your attacks get a +3 SV bonus.
9 Hoglamark Native. Your homeland is the most barren part of Fynnheim where only the best rangers can survive. You start the game
with Wilderness 6 (Hunting Experience 1, Survival 1).
10 Fynnheim Boatman. Your country’s morphology is shaped by the large rivers flowing to the Grim Sea. You start the game with
Wilderness 6 (Seafarer 1, Survival 1).

chapter 12 the stormlander | 135


NOJD REGIONAL TRAITS
1d10 Trait
1 Children of Broin. You belong to the wilder type of Nojdans, used to live in the wilderness, isolated from Stormlander civilization.
You have a talent for disappearing, as well as for living of what nature offers. You start with Wilderness 4, Shadow Arts 4 (Shadowing
1 – Walking in Shadows 1).
2 Regen Native. Caught between the continuous Troll attacks and the rivalry between the Chieftain and the Gerbanian Church, those
born in the civilized Regen tribe have developed a talent for spotting both physical and social threats. You start with Perception Trait
+1, Shadow Arts 6 (Shadowing 1).
3 Fengsale Native. Like many other people of the civilized Faneng tribe you met many Mittlanders, visiting the harbour of your city and
you also have some experience with the Oster Ocean. You start with Knowledge 6 (Culture Knowledge: Mittlander 1) and Wilderness 3.
4 VaneheimNative. The civilized members of the Vanej tribe have developed an experience in fighting trolls to defend their city. You
receive a bonus of +3 SV to each (melee or ranged) attack and to each parry made while fighting trolls.
5 Gormi Tribesman. You are part of a tribe known for both its odd familiar structure and the fury that the warriors display on the
battlefield. You start the game with Fighting 5 (Armed Fighting 1) and all the damage you deal with melee attacks is raised by +1.
6 Ylfing Tribesman. Members of the Ylfing tribe are known to be wilderness, as well as the importance of the Winter Market which
is held not far from Ylfingstone. You start with Wilderness 4 (Hunting Experience 1) and Care 4 (Tradesman 1).
7 Ruggi Stones Native. You are born in the large community of Gerbanians whose settlement has overcome the old, pre-Gerbanian
character of the Ruggi Stones. You start the game with Knowledge 7 and the Religion: Gerbanis specialty 1. NOTE: the required
“Culture Knowledge 1 Discipline” is already given for free to all characters.
8 Snake People. Your tribe lives along the Still River and it has a strong relationship with snakes, which your ancestors venerated since the
times when the world was young. Unless you attack them, all the snakes (of any size or type) will avoid attacking you, if they have other preys.
Furthermore, you get a +5 SV bonus to Wilderness skill rolls related to related to (finding, knowing, taming, training etc.) all kinds of snakes.
9 Vurdviik Tribesman. Your tribe has a special relationship with the Stillwaterfalls and the Wargriver where many tribal rituals are
performed. You start with Agility 6 (Body Control 1 – Swimming 1).
10 Vaskheim. The inhabitants of Vaskheim are masters of the Wolfpeaks, knowing how to make a living from such a rough environment.
You start with Wilderness 6 (Survival 1 -Terrain Experiece: Mountain).
VORTLAND REGIONAL TRAITS
1d10 Trait
1 Vortlander Gerbanian. Raised in the lands ruled by the Paater, your education was very focused on religion. You start the game with Knowledge
7 and the Religion: Gerbanis specialty 1. NOTE: the required “Culture Knowledge 1 Discipline” is already given for free to all characters.
2 Vortlander Holy Warrior. You have been raised with the conscience that Gerbanis must be defended by the sword. Every time you fight
for defending a Gerbanian dimwalker, holy site or stave church, and every time you fight self-declared enemies of your faith (e.g. fanatics of
the Tenet of Nid, Hel Raiders, etc..) you get a +4 to every damage roll you make (either from melee, ranged weapons, holy powers or spells).
3 Kremor Blood. Unlike most modern Stormlanders, the ancient Kremors were skilful horse riders and you bear their blood in you
veins. Even if you are not a trained horseman, the horses feel the ancient pacts which your ancestors made with their race. You benefit
from a +4 SV to all Agility and Wilderness skills related to horses. Furthermore, when you are mounted, your horse is considered to
be trained at one level higher in the following areas: combat, jump, sprint (GM Guide page 86).
4 Driik Native. Your city thrives between the glorious memories of the past and the fervent activities of the merchant families. You
start the game with Knowledge 4 and Care 4 (Tradesman 1 – Trader 1).
5 Oakhall Native. War and hardness are parts of the soul of those born here. You start with Fighting 6 (Armed Fighting 1 – One weapon specialty 1).
6 Hawen Native. Since you were raised so close to the Jotuncratir and with so many vitner weavers studying the runes on the bones,
you were exposed to some of this knowledge. You start with Vitner Craft 6 (Vitner Shaping 1 – Vitner Runes 1).
7 Jornhelm Native. You have born in the main trading town of South-Western Vortland. You start the game with Care 6 (Tradesman 1 – Trader 1).
8 Jornwind Native. Your education has been marked by a focus on religion and fighting. You start the game with Fighting 4, Knowledge 5
(Religion: Gerbanis specialty 1). NOTE: the required “Culture Knowledge 1 Discipline” is already given for free to all characters.
9 Stormrock Native. You were born in the heart of Gerbanis in Vortland, as well as an important commercial centre. You start the
game with Care 4 (Tradesman 1) and Knowledge 4 (Religion 1 specialty). NOTE: the required “Culture Knowledge: Stormlands 1
Discipline” is already given for free to all characters.
10 Windiborn Native. You were raised in a town characterized by the strong presence of the Skrajtagers and their knowledge. You start with
Knowledge 6 and Read and Write: Vrok 2. NOTE: the required “Languages 1 Discipline” is already given for free to all characters.

136 | chapter 12. the stormlander


WILDLAND REGIONAL TRAITS
1d10 Trait
1 Agroth Blood. Your family is of pure Agroth ancestry and fear no man or beast. When you are inflicted Fear Points you can subtract
4 from the total.
2 Wildbron Blood. You have the blood of the Wildbrons, known for their ferocity in battle. You start the game with Fighting 5. All the
damage you deal with melee attacks is raised by +2.
3 Uvail Subject. Your upbringing included both fierce fighting techniques of Agrothian tradition and a habit of hunting seal and
wulterfish. You start the game with Fighting 3, Wilderness 4 (Hunting Experience 1 – Hunting & Fishing 1).
4 Saatigia Subject. Your lords rule over the largest army in Wilderland and all their subjects are expected to defend themselves. You
start with Fighting 6 (Armed Fighting 1 – One weapon specialty 1).
5 Blueax Subject. Those living in the northermost port of Hrefing have been raised among the best fishermen in Wildland. You start
with Wilderness 6 (Seafarer 1, Hunting Experience 1).
6 Bhalgor Subject. You have been raised under the protection of the mighty Brycker of Wildland, properly educated in the Gerbanis
faith. You start the game with Knowledge 7 and the Religion: Gerbanis specialty 1. NOTE: the required “Culture Knowledge 1
Discipline” is already given for free to all characters.
7 Oungair Sea Wolf. You are a sea raider and, as far as the Wulfr lords get their share, you are used to plunder as you like, roaming the
sea in search of prey. You start with Fighting 4, Wilderness 4 (Seafarer 1 - Seaman 1).
8 Storhavn Native. Your homeland is the harbour of Stormlanders most visited by foreigners. Trade and barganining are a second
nature for you. You get a +5 SV on Care and Knowledge rolls related to trading and bribery. You also start the game with Care 3.
9 Wulfr Subject. Your life is incredibly wild, compared to that of most Wildlanders. Your ancestors made pacts with the Warg Beasts
and you have a peculiar affinity with them. Unless you attack them, all the Warg Beasts will avoid attacking you, if they have other
preys. Furthermore, you get a +5 SV bonus to Wilderness skill rolls related to (finding, knowing, taming, training etc.) Warg Beasts.
10 Hagtorn Subject. The lords of Vretgaard had lost power and wealth, but the copper-smithing and the herding of the mighty Hagtorn
Bulls still make the Hagtorn lords surviving somehow. You start the game with Wilderness 4, Care 4 (Handicraft 1 – Hard Materials 1).

Mountain Traits
The following traits are usually reserved prisoners. Remember that the bonus skills Only the Gruths’ entry is usually for
only to half-trolls raised among trolls, unless of these half-trolls (Player’s guide page 17) humans, but also for half-trolls raised
the GM decides otherwise. Humans tend to are Culture Knowledge: Troll and Mother by the Gruths (which have Culture
avoid the two mountain ranges and half- Tongue: Bastjumal (taken for free without Knowledge: Gruths and Mother Tongue:
trolls are usually the offspring of human the usual Languages 2 prerequisite). Gruth as bonus skills).

MOUNTAIN TRAITS
1d10 Trait
1-2 Icepeak Mountains – Bjarnwood inhabitant. You belong to a troll tribe living in the darkness of this forest infested by Skjulds and
Spiders. You start the game with Wildenerss 6 (Survival 1 – Terrain Experience: forest 1).
3-4 Icepeak Mountains – Gruth of the Icefjell. You belong to one of the few nomadic tribes which roam the Icefjell herding mountain
oxen. You start the game with Wildenerss 6 (Nature Knowledge 1 – Animal Friend 1).
5-6 Trollridge Mountains - Trollborg. You are a despised half-troll who managed to grow up in this den of conflict and continuous
intrigue among different troll factions. You have definitively developed an ability to foresee trouble and resist hardships. You gain 45
extra Creation Points to spend on the Perception and Psyche traits (they cannot go beyond the +4 limit ).
7-8 Trollridge Mountains – Mine Explorer. Even if you are a half-troll your troll tribe consider you useful due to your ability of exploring
abandoned mines, discovering troubles and possibilities. You start the game with Shadow Arts 6 (Shadowing 1 – Finding & Spotting 1).
9-10 Trollridge Mountains – Ensorcelled by the Klipperlake. Yout tribe wanted to kill you, not just because you are a lowly half-human,
but also because you are spending too much time contemplating the cursed Klipperlake. However, the Shaman stopped them since he
got visions about the future power that you can potentially develop. It look like the Lake was silently transferring knowledge to you...
You start the game with Vitner Craft 6 (Call of Vitner 1 – one of the three related specialties 1).

chapter 12 the stormlander | 137


Regional traits for dwarves in the Stormlands Regional traits for elves in the Stormlands
All the dwarves in the Stormlands are Borjornikka, with a few Zvorda, During the Age of Dreams there were numerous elvish
especially among the communities of the Trollridge Mountains, once settlements in the region today known as “Stormlands”.
parts of the Grunkovorda Kingdom. However nowadays the elves have almost disappeared. No
Ilmalaini elf or Dyfir half-elf exists in the Stormlands. The
REGIONAL TRAITS FOR DWARVES IN THE STORMLANDS few elves are all Korpikalli who chose to abandon the old
1d10 Homeland civilization to live a wild life in the woods.
1-2 Trollridge – Graystone inhabitant. You are one of
Use the following table also for the Barkbrule half-elves
the dwarves of Yugglovorka, whose knowledge of raised by the elves but remember that they are also incredibly
stone is legendary. You start with Care 4 (Handicraft 1). rare, since the Korpikalli try to avoid or even fight the
Furthermore, you have a +5 SV to all skill rolls related Stormlanders.
to the knowledge of stone (like for example to spot stone
which is about to fall or to find a way through underground REGIONAL TRAITS FOR ELVES IN THE STORMLANDS
tunnels dug in the rock).
1d10 Homeland
3-4 Trollridge – Morkdali inhabitant. The dwarves of
1-7 Edjland – Copperwood elf. You belong to the largest elvish
Novgalod benefit from the presence of the mighty Thjulks
community remaining in the Stormlands. The Korpikalli of
since, even if you are not a warrior, you are constantly
the Copperwoods are masters of the wilderness and fight
exposed to knowledge of warfare. You start with Fighting 6
for keeping humans and trolls out of their domain. You
(Armed Fighting 1 – One weapon specialty 1).
start the game with Wilderness 6 (Hunting Experience 1,
5-6 Trollridge – Grimgnistur inhabitant. The Ironsmiths of Survival 1).
Olgisiljev produce metal whose quality is praised all around
8-9 Nojd – Elf of the Frostholt forest. The elves of this forest
Trudvang. You start with Care 6 (Handicraft 1 – Hard
are Korpikalli whose ancestors came from the Great Ice
Materials 1).
Plain, possibly belonging to the noble Norim lineage. You
7-8 Trollridge – Dustwall inhabitant. The legendary can spend 45 bonus creation points on traits.
Thorgagin Dragonslayer rules over the dwarves of Ivonda,
10 Djunghart – Elf of the Sisterskimmer Forest. The elves
forcing them to be always watchful for possible fugitives
of this community are so isolationistic that nobody has
from Wondraskjalf and for those who try to sneak into the
seen one of them in centuries, although the Djughartians
famous mines without permission. You start the game with
fearfully tell stories about them. You start the game with
Shadow Arts 6 (Shadowing 1 – Finding & Spotting 1).
Shadow Arts 6 (Shadowing 1 – Camouflage & Hiding 1).
9 Trollridge – Wondraskjalf inhabitant. It does not matter
whether you were innocent or not, but you have been
accused of murder and banished to Rorstrai. You are now
a “slayer”, bearing a mystic mark on your forehead, giving
permission to any dwarf to kill you on sight. On the other
hand, the hard life in this settlement of outcasts taught you
some proficiencies necessary to survive in Rorstrai. You
start the game with Fighting 4, Shadow Arts 4 (Shadowing
1, Thieving 1).
10 Dain – Hillinge Woods inhabitant.You are among the
outcast dwarves who live under Sergin Greathold. Your
life in the woods made you developing skills that not many
other dwarves have. You start the game with Wilderness 6
(Survival 1 – Terrain Experience: forest 1).

138 | chapter 12. the stormlander


Update on old skills ✦✦ Update on the Invoke discipline
The following mechanics update some (Player’s Handbook page 56)
skills linked to new cultures. They
mainly refer to relics of old cultures INVOKE DISCIPLINE
which pre-date the coming of the Specialty Religion Power Bonuses to
Stormlanders’ ancestors. Mopor Joaring Faith Invoking the Joaring Gods Bloodgifting
Hel Sister Hell Cult Invoking the Hvergelift Bloodgifting
✦✦ Update on the languages table
(Player’s Handbook p 63)
New Material for
LANGUAGES Weapons: Bronze
Language Spoken by The following rules are made to represent suffer 2d10 (OR 6-10) Fear Points, as if
Fjettirspá Advanced, poetic language
bronze weapons, as used for example by they are really facing a mighty dragon.
known by the high priests the Joarings of Dain, but also sometimes
of Gerbanis. It is the by other people. Bronze is an alloy of
complicated language in copper and tin, it shines like dark gold and New Combat Maneuvers
which the Applamaals and it’s malleable to craft. It tend to be heavier The following mechanics mimic military
the Fjettir are written. and harder than iron, although not at the strategies known by most Stormlanders.
Its written form uses levels of steel. Furthermore many bronze
Vrok runes, therefore one blades tend to lose their edges if not
must known Reading and Skjoldborg
properly treated. Bludgeoning weapons in
Writing: Vrok specialty at
level 1, although the Foreign bronze have the same stats of steel ones, ✦✦ Requirements
Language: Fjettirspá skill however the stats may change for bladed
must be rolled for proper weapons. In this case, even if there are There are a few requirements to perform
comprehension. many varieties of bronze, for the sake of a Shield Wall or “Skjoldborg” in Vrok.
Joaring Joarings of Dain simplicity, only two kinds of bronze are
here treated, with modifiers to be applied ✦✦ Each participant must spend 10 CP
Gruth Gruths of the Icefijell
before the Quality modifiers. per round.
✦✦ There must be a minimum of three
✦✦ Update on Culture Knowledge and related ✦✦ Superior Bronze: identical to steel/ combatants, each one must use
specialties (Player’s Handbook p 62) iron weapons but value x 2. medium or large shields and use only
✦✦ Normal bronze: IM -1 (to be added to one-handed weapons.
This discipline and these specialties now the basic IM). ✦✦ Each participant must have at least
have varieties for: the Joarings, the Gruths the Shield Bearer specialty at level
and the Trolls. This latest entry is equal to 1, otherwise they do not count in
a deeper knowledge compared to what is New items: Wildhorns the minimum of three shields. Those
offered by the Monster Lore specialty. The and D ragonhorns who do not have the Shield Bearer
trolls in the Stormlands are so numerous, The bronze Wildhorns are played by specialty can still be part of the Shield
especially in the Trollridge mountains, that Stormlanders during the battles. Normal Wall and get its benefits, as far as they
they have elaborated complex cultures, not wildhorns are reputed to instill fear into have shields and there is at least one
unlike those of humans. the enemy and courage to the allies, but warrior with Shield Bearer per person
these bonuses are not magical and totally who has not this specialty.
✦✦ Update on Reading and Writing up to the GM. ✦✦ There must be a leader who, during
specialty (Player’s Handbook p 62-63) There are also the ”Dragon Horns”, his round make a Care skill roll
enormous magical versions of the with the Handler discipline and the
READING AND WRITING Wildhorns which need two people to Commander specialty. If he fails, the
System Note be brought. Nowadays there are only 4 Shield Wall is broken.
Mopor Rods This includes the
examples of them. Legends say that they
complicated system of bones are magical and the GM is encouraged to The maximum number of warriors in
rods carved with mysterious create specific effects for them. However a shield wall is up to the GM, although
signs, as used by the Joarings all fo the should instill fear in to the common sense must be applied.
of Dain to help memorizing enemy. If the player succeed in the proper
the oral knowledge. Entertainment skill roll and sacrifice 10 ✦✦ Effects of the Shield Wall
BP (or DP or VP) all his enemies will ✦✦ Each member of the shield wall

chapter 12 the stormlander | 139


suffers a -5 SV on each attack, due to leader recovers the position by the round they do not count in the minimum of
the fact of being constricted into the following the Leader’s fall the Shield 5 combatants. Those who do not have
formation. Wall is broken. the Fighter specialty can still be part
✦✦ Each participant to the shield wall will of the Wildfylking and get its benefits,
get 20 CP per round to be used only Shield Confrontation as far as there is at least one warrior
for parries against both melee and When two shield walls face each other, with Fighter specialty per person who
ranged attacks. a shield confrontation is inevitable. Each has not this specialty.
✦✦ Usually attacks from the rear cannot Shield Wall will try to push the enemy’s ✦✦ There must be a leader who, during
be parried with these points but the wall to his maximum movement of 5 m. his round make a Care skill roll
GM can make ad-hoc judgements for If so, consider the following to happen: with the Handler discipline and the
side attacks, according to the situation. Commander specialty. If he fails, the
E.g. a non-moving shield wall with a ✦✦ The men of the first line can use Wildfylking is broken.
slightly curved shape may use the 20 only light one-handed weapons since
CP even against side attacks. the space is too tight. However, men The maximum number of warriors in
from the second line may use longer a Wildfylking is up to the GM, although
Actions and Movement piercing weapons like spears. common sense must be applied.
Warriors in the shield wall do their own ✦✦ At the beginning of the round
actions, although they break the shield compare the two shield walls. If the ✦✦ Effects of the Wildfylking
wall if they move out of the shield line larger shield wall has more than three ✦✦ Only those in the tip of the Wildfylking
in their round. times the number of men, the smaller are considered to fight, while the other
The Shield Wall can move only during shield wall is automatically broken. If just push the formation. Also those at
the Leader’s turn, with all members the superiority is less significant the the edges of the wedge are considered
moving up to 5 m. No further CP must loser will be pushed backwards and to fight, but it’s up to the GM to
be spent by the shield wall members (the their leader will suffer a penalty of -5 establish how many persons are really
movement is supposed to be included in to their next Care skill roll to keep the fighting in a certain situation. For
the 10 CP paid each round). Shield Wall working. example in a small Wildfylking of 5
✦✦ If the two shield walls have roughly persons only 3 persons fight (leader +
Breaking the Shield Wall the same number of men, consider the 2 edges), while in a large Wildfylking
When one member of the shield wall average Strength Traits of the men of of 50 persons only the tip (about 5-6
is killed the wall is broken, and the both walls. To this number add also persons) may fight in the first round
enemy can overcome the wall, going the minimum Shield Bearer and Battle or up to 30 persons when the wedge
through the place of the fallen shield Experience levels of the average person is finally penetrated into the enemy’s
man, in order to attack the others in the in this shield wall. If the difference formation.
rear ranks. The other shield men who between the two is of 1-5 m, that’s ✦✦ All those who fight (except the Leader)
are not in a line of at least 5 shields stop is the number of metres the losing get 20 CP to be used only for melee
to get their benefit. If the position is not Shield Wall retreats, and also the -1 to attacks, while the also get a -5 SV on
recovered in the next round the shield -5 penalty for the leader’s roll. If the all their parries. Their companions are
wall is permanently broken, unless the difference is greater, the losing shield pushing them, so it’s easier for them
GM rules otherwise. wall is automatically broken. to charge than to defend themselves.
✦✦ The Leader which is at the tip of the
Recovering the Shield Wall wedge will get 30 CP to be used only
To close the break in the wall somebody Wildfylking for melee attacks but also -10 SV to all
from a rear line must step in the fallen ✦✦ Requirements his parries.
man or the companions must step and get ✦✦ Attacks from the rear can be dangerous
a tighter wall. In both cases at least one There are a few requirements to perform for the Wildfylking since its members
man must spend 5 CP and succeed in a the Wildfylking. are all tight and cannot move. Unless
Fighting skill roll with Armed Fighting the GM decides otherwise, such attacks
discipline with the Shield Bearer specialty. ✦✦ Each participant must spend 10 CP get a +5 SV bonus on their attacks.
per round.
Fallen leaders ✦✦ There must be a minimum of five Actions and Movement
If the leader die there should be a combatants in a wedge-like formation Warriors in the Wildfylking do their
secondary leader, making a successful with the leader at the tip of the wedge. own actions, although they break the
Care skill roll with the Handler discipline ✦✦ Each participant must have at least the Wildfylking if they move out of their
and the Commander specialty. If no Fighter specialty at level 1, otherwise positions.

140 | chapter 12. the stormlander


The Wildfylking can move only Trollridge Mountain However sometimes one may feel the
during the Leader’s turn, with all Trolls urge of replicating the unpredictability
members moving up to 5 m. No further It is well-known that there are so many of troll breeding. The quicker and easier
CP must be spent by the Wildfylking’s varieties of trolls that not even the famous way may be to take a basic type and to
members (the movement is supposed Westmarkian scholar Jorgi was able to do remove, add or change a feat or special
to be included in the 10 CP paid each more than a very generic classification. ability. In alternative the following
round). The reason for this is that Trolls of system may be used.
different sizes and types tend to breed
Breaking the Wildfylking with each other, as long as it is physically
When one member of the Wildfylking possible. This is especially true in places Step 1: Troll Size
is slain the enemy can overcome the like the Trollridge Mountains, where the Choose or roll on the following table.
position and attack those who are number and variety of trolls is impressive Use the comparisons for stats in the
behind. If he is not slain or the position and new species seem to always appear. published books but ignoring feats
is recovered in the following round, the The troll types in the GM Guide and in and special abilities. When the size is
Wildfylking is broken, unless the GM the Jorgi’s Bestiary can be used for most changed from the basic comparisons,
rules otherwise. of the trolls, since maybe many trolls are remember to check GM Guide page
just varieties of those types, which have 95-98 for changes in speed, damage,
Recovering the Wildfylking clear physical differences but with no armor and number of rounds to spread
To close the break somebody from a rear consequence in terms of mechanics. combat points.
line must step in the fallen man or the
companions must step and get tighter. In
both cases at least one man must spend
5 CP and succeed in a Fighting skill roll TROLL SIZE
with the Battle Experience discipline 1d20 Size Stats
with the Fighter specialty. 1-5 Small (1/2t) Use Small Troll (GM Guide p.108)

Fallen leaders 6-8 Medium (1t) Use Small Troll (GM Guide p.108) but
Body Points: 20-30
If the leader die there should be a Fear Factor: 1d6
secondary leader, stepping into the
9-14 Large (1,5t) Use Large Troll (GM Guide p.108).
leader’s fallen position. This will cost
enough CP to reach the position and 15-16 Very Large (2t) Use Ogre (Jorgi’s Bestiary p.167).
a successful Care skill roll with the 17 Huge (3t) Roll 1d6:
Handler discipline and the Commander 1-3 Use Young Hrim Troll (Jorgi’s Bestiary p.161).
specialty. Remember that fighters in the 4-6 Use King Troll (Jorgi’s Bestiary p.165).
Fylking are very tight, therefore the best 18 Enormous (4t) Use Young Hrim Troll (Jorgi’s Bestiary p.161) but
thing is to have prospective secondary Body Points: 90-105
leaders to be just at the back of the main Dexterity -2.
leader. 19 Mastodontic (5t) Use Old Hrim Troll (Jorgi’s Bestiary p.161) but
If no leader recovers the position by Body Points: 100-110
the round following the Leader’s fall the Dexterity -4.
Wildfylking is broken. 20 Almost Giant (6t) Use Old Hrim Troll (Jorgi’s Bestiary p.161).

Wildfylking against shieldwalls


The Wildfylking seems perfect to break
shield walls but this is also a risky
maneuver. Warriors from the sides of
the shield wall can leave the wall to
make a pincer maneuver and attack the
Wildfylking’s vulnerable rear or sides.
This maneuver is a bet against odds: it
either work or it can be total failure.

chapter 12 the stormlander | 141


Step 2: Troll Feats TROLL FEATS
All trolls start with the Night’s Sight 1d20 Feat Reference in Jorgi’s Bestiary
feat (GM Guide page 107) for free. 1-5 Fearless 149
Choose a number or Roll 1d10 to get
6-9 Camouflage or Mud Camouflage 149, 152
the number of Feats that a single Troll
owns, beyond Night’s Sight. 10 Spiderlegs (reroll if the size is larger than 152
1,5 t)
NUMBER OF FEATS 11-15 Plaguebearer 154-156
1d10 Number of Feats 16 Fear of Magic 159
1-4 1 17 Frenzy 159
5-7 2 18 Mock Guidance 165
8-9 3 19 Mood 167
10 4 20 Roll on the following table for exceptional -
feats
For Each Feat roll 1d20 on the Feats
table, re-roll if you get something you
already have.

EXCEPTIONAL TROLL FEATS


1d20 Exceptional Feat Description and/or Reference in Jorgi’s Bestiary
1-3 Large Claws This troll does not use weapons since his claws are so big to be considered 1-handed light
weapons.
4-6 Large Fangs This troll’s mouth is over-sized since it bears fangs so big that they are considered 1-handed
heavy weapons. This troll probably walk on four, like an animal, bearing its weight on the
knuckles.
7-9 Thick-skinned The troll has double the amount of natural Armor.
10-11 Horns This troll possibly have demon ancestors since he bears bull horns. He gets the Charge feat
(p.28) but the damage done is equale to the ”bite” column related to the troll’s size (p.9).
12 Tusk throw The troll has some Hrim Troll ancestor, therefore he got impressive tusks on his jaw.(p.159).
(reroll if the size is smaller 3t)
13 Hrim Body The troll has some Hrim Troll ancestor from whom he inherited this unnatural ability
(p.159).
14 Two Heads This incredibly rare mutation means that the troll has a Perception of +4, but its intelligence
is -2, since he cannot cohordinate the two heads.
15 Resilient Maybe it’s magic or some unknwon connection to Dimhall but the troll ignores the penatlies
inflicted by damage levels.
16 Deathly Howl This troll has an odd connection with dimhall. He can spend a whole action round howling
like a Warg Beast, provoking 1d10 (OR 10) Fear Points in addition to the Fear he should
normally inflict.
17 Illusion Trick King Trolls’ blood is in the Troll’s veins (p.165).
18 Persuade King Trolls’ blood is in the Troll’s veins (p.165).
19 Regeneration This troll has some demonic blood in his vein. Each round the troll regenerates 1d6 body
points. No CP are spent for this ability.
20 Change Shape The troll has some very rare Fjol blood and he is possibly even more good-mooded than most
trolls are (p.148).

142 | chapter 12. the stormlander

You might also like