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TheofBridge

the
×
Da mned
Sudmark Gazetteer
×

by Thor Olavsrud
Sudmark
Gazett× &eer
×
TheofBridge
the
Damned by
Thor Olavsrud
Credit Due
Torchbearer Concept
Thor Olavsrud

Torchbearer Design
Thor Olavsrud and Luke Crane

Bridge of the Damned Concept Layout


Thor Olavsrud, D. Koch Radek Drozdalski
and Arthur Lahey
Art Direction
Sudmark Gazetteer Concept Luke Crane
Thor Olavsrud
Art
Bridge of the Damned and Kurt Komoda: Cover, frontis piece
Sudmark Gazetteer Design Matt Smith: Banners
Thor Olavsrud Greg Shipp: Maps

Bridge of the Damned Playtesters


Development Connor Bell, Shane King, D. Koch,
Luke Crane, D. Koch, Andreas Daugstad Leonardsen, James
Arthur Lahey and Topi Makkonen H. Miller, Jay Miller, Rich Soto, Sam
Weber, Jonathan White, Jordan Yost
Sudmark Gazetteer Development
D. Koch and Topi Makkonen Editing
James Case and Topi Makkonen

Sudmark and Bridge of the Damned © 2020 Thor Olavsrud.

Published by the Burning Wheel, New York, NY 11102

First Edition | First Printing | Autumn 2020

www.TorchbearerRPG.com | www.burningwheel.com

In Tenebris Lux Extra Rotam Nulla Salus


Table of Contents
Sudmark Gazetteer
Sudmark Map . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Locations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Clans . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
The Saxalings . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Saxatoft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Personalities of Saxatoft. . . . . . . . . . . . . . . . . . . 16
The Runungs. . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Jernkloster . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Innsjøborg. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
The Cult of the Dragonslayer . . . . . . . . . . . . . . . 25

The Bridge of the Damned


Adventure in Middarmark. . . . . . . . . . . . . . . . . . 34
Background for the GM . . . . . . . . . . . . . . . . . . . 34
Weather & Time . . . . . . . . . . . . . . . . . . . . . . . . 38
Twists. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Bridge of the Damned Map. . . . . . . . . . . . . . . . . 40
Map Key . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Where to Go from Here . . . . . . . . . . . . . . . . . . . 59

Monster Appendix
Monsters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60

3
4
Sudmark
Gazetteer
And it came to pass that dell and heath, hill and swift-running stream trembled
with rolling thunder at the passing of Hincmar, chieftain of the House of
Saxa, and his ridders. Their horse-hair plumes streaming and razor-tipped
lances glimmering in the sunlight, they rode unto the very banks of the mighty
Vimurelva, the Runungs fleeing in terror before them.
 — from Saxalingsmal (The Lay of the Saxalings)

S udmark is the name given by the


Gotts1 to the southern stretch of the
Gottmark 2, roughly following the Vimur
boast only middling soil for crops, but
the region provides excellent pasture for
Gott cattle and horses.
River 3 , which flows from the Nidfjoll Of old, the land on both sides of the river
Mountains 4 to the west and empties was held by the Sakki5 people. However,
into the Vargstrondfjord to the east. The they were driven deep into the Ironwold6
Sudmark’s rolling hills and river plains by the Bjorning7 people long ago. The
mounds of their crypts dot the landscape
1 See Gott(s), Middarmark, pages 14,48, 52.
2 Name the Gotts give Vanskrdal. A region in the northeast of the Middarmark. See Vanskrdal,
Middarmark, page 23.
3 T he river that forms the border between the Gottmark and Vargstrond.
4 Mountains that form the northern spine of the Middarmark. See The Nidfjoll, Middarmark,
page 19.
5 See Sakki, Middarmark, pages 49, 53.
6 See Ironwold, Middarmark, page 18.
7 See Bjorning(s), Middarmark, pages 13, 48, 52.
while their fell shrines moulder in hidden the Vimur River, in Vargstrond, the
groves and lost grottoes. It is said their remnants of the free Runung clan clung
shades still haunt the Ironwold and to the lands that remained to them,
monsters frequently emerge from that eventually establishing Brugard as their
forest to raid, slay and devour—guided, clan seat, with Dageid Mjollsdottir as
according to Bjorning folktales, by Sakki their chieftain.
witches. Yet the Jotnarsbru’s breaking had even
Twenty years ago, the Saxaling clan further-reaching consequences. Now,
served as vanguard of the Gott Warhost a terrible curse has fallen like a shroud
in their conquest of the Bjorning jarldom upon the steadings, villages and towns
of Vanskrdal. Riding under the banner of on both banks of the Vimurelva. A
Grev8 Tescelin, one of Warchief Otkell’s potent sorcery was placed on the bridge
five companions, the Saxalings overran at its creation, powered by a river spirit
the holdings of the wealthy Runung clan imprisoned below the bridge. Once, the
of the Bjorning tribe. enchantment lured people from far and
The Gotts were poised to sweep into near to use the bridge and pay the toll to
Vargstrond and perhaps even further do so. Trade flourished. But the bridge’s
south when their advance foundered. breaking warped that enchantment so
Gerd, the Bjorning jarl of Vargstrond, that it casts a pall of despair across the
hired a band of dwarven mercenary entire region, luring people to drown
sappers to sunder the Jotnarsbru: a themselves in the river’s waters and
stone bridge, made in ancient times become sea-draug. The spirits of the
by an unknown people, that spanned dead are likewise drawn by the curse’s
the Vimur River to connect Vanskrdal siren call—they become trapped in the
and Vargstrond. Unable to cross the icy waters, unable to move on. Truly, it
river and hampered by Bjorning naval is the Bridge of the Damned.
power, Otkell and his Gotts were forced
to consolidate what territory they had
already seized.
The Bjorning survivors captured by the
Gott host were forced into thralldom.
Many of them found themselves working
fields they had once called their own,
but now on behalf of new masters. Little
changed for the Bjorning’s cottars 9
and thralls 10 , the Grælings 11, other
than substituting one set of overlords
and masters for another. South of
8 Gott high nobility that serve as companions to the warchief. Equivalent to a jarl.
9 A n impoverished free person that does not own land or stock (cattle, horses or oxen) and so
must live as a tenant and labor for someone else.
10 A slave.
11 See Græling(s), Middarmark, pages 14,48, 53.

6
Runungs, keeps her hall here, though

Locations it is considered shabby and backward by


most visitors from wealthier lands.
Blodferge Dauro
A small outpost and ferry operated by the
A fortified guard tower erected by the
monks of Jernkloster12. The infamous
Saxalings to defend against an incursion
road known as the Blodveien13 begins
from Innsjøborg and monsters from the
at Jernkloster, though its true dangers
Ironwold. Until the recent raid on the
don’t manifest until one enters the
Saxaling village of Saxatoft, Dauro has
Ironwold proper. Since the Jotnarsbru’s
seen little of the former. The Bjorning
destruction, anyone attempting to use the
warrior-monks at Innsjøborg have
Blodveien to travel north must make a
been content to hold to their sacred
detour upstream along the Omveien to
duty to keep the Blodveien open. Most
the outpost. The ferry takes passengers
raiding between the Bjornings and the
north across the lake to Innsjøborg far
Gotts has occurred to the east, across
upstream, where the bridge’s curse
the Vargstrondfjord. Gotts required to
weakens and the sea-draug don’t swarm
serve garrison duty at Dauro generally
in such great numbers. However, the ferry
consider it a punishment posting. In the
doesn’t operate at night, when the dead
wake of the recent raid, Fulk, ridder14 of
are most active. The ferry keepers spend
Saxatoft, is pleading with his chieftain,
their nights behind Innsjøborg’s walls.
Ishildis, to supply more warriors to invest
Brugard Dauro.
A Runung town grown up in the ruins
Eskitoft
of an ancient Sakki ring fort near the
A Runung village on the Blodveien
southern end of the Jotnarsbru. Though
several days north of Jernkloster and
this part of Vargstrond once bustled
south of Brugard. Like many of the
with trade with Vanskrdal, today it is
villages in the north of Vargstrond, it
little traveled, and the town of Brugard
once thrived on the trade that flowed
struggles to sustain itself. It mostly
across the Jotnarsbru to Vanskrdal. With
survives by supplying monks traveling
that trade now cut to a trickle, it has seen
between Jernkloster and Innsjøborg,
better days.
as well as those merchants desperate
e n o u g h to b r av e t h e B l o d v e i e n . Fastan
Little by little, the young people of A Saxaling steading between Saxatoft
Brugard slip south to Bodnyheim or and Kviholl. Like many settlements
Jernkloster seeking better fortunes. on both banks of this stretch of the
Dageid Mjollsdottir, chieftain of the Vimurelva, it suffers under the curse of
the Jotnarsbru.

12 See Jernkloster, Middarmark, page 26, 55.


13 See Blodveien, Middarmark, page 17.
14 A knight. Low Gott nobility.

7
Forlorn Hills deceased relatives, as well as Sigbjorn
A camp established by the escaped the Lord of Victory16, Freydis the Lady
thralls of Saxatoft in the hills just of Reaping17 and Hrym the Lord of
within the Ironwold. The people here Undeath18. It is not unheard of for some
are dirty, hungry and desperate. The among the celebrants to succumb to the
dread of hiding within the Ironwold is curse and throw themselves into the
taking its toll. Some of the refugees no waters. Fewer of the Runungs attend the
longer sleep and others jump at the least ritual with each passing year.
shadow, convinced the trees mean them
harm. Many had to leave their children
Innsjøborg
A small fort maintained by the monks
and elders behind at Saxatoft when they
of Jernkloster on the northern side of
fled. Now the people are divided: some
the lake. Here, the Ironwold encroaches
say they should surrender. Others insist
on the banks of the river. When the
they should mount a raid on Saxatoft
sea-draugs’ numbers grow too great in
to claim their kin. The camp was built
the nearby waters, the monks organize
near an ancient forest shrine to the
sorties to drive them downstream.
Disir15, haunted by Sakki ghosts and
These efforts typically require support
perhaps even older things. Some among
from Jernkloster to bolster the monks’
the refugees have been performing
numbers, but as of late, that support
sacrifices to the Lords of Fate at the
has become harder and harder to come
shrine in hopes that Fate will grant them
by. Grandmaster Ring Boarhound has
deliverance.
been diverting the order’s warriors to
Holvik mercenary work supporting his cousin,
A ruined, haunted steading on the Jarl Una the Cat of Vargstrond, in raids
banks of the Vimur River. Holvik was on the Gotts across the Vargstrondfjord.
abandoned in the wake of the curse While the grandmaster maintains that
of the Jotnarsbru. Having drowned the revenue from these raids is necessary
themselves in the frigid waters of the to keep the order operating, many in the
Vimur and returned as sea-draug, many order, particularly those who serve at
of Holvik’s former residents regularly rise Innsjøborg, believe the mercenary work
from the river to seek their homes and is a betrayal of the order’s purpose. The
families, only to find cold hearths. Once whispers of dissent grow louder. A few
each year, the bravest and most pious of the monks at Innsjøborg are openly
of the Runungs at Brugard make their adherents of the hero cult of Bjorngrim
way to a shrine at the outskirts of Holvik. the Dragonslayer19.
There, they light a great fire to warm
the sea-draug and make offerings to their
15 A collective name for the Lords of Plenty and Want and the Lords of Fate, particularly Sigrun,
Freydis and Ondurdis.
16 T he Bjorning name for the Immortal known as Sigtyr to the Gotts. See Sigtyr, Lord of
Victory, Middarmark, page 37.
17 See Freydis, Lady of Reaping, Middarmark, page 36.
18 See Hrym, Captain of the Dead Ship, Middarmark, page 37.
19 See Bjorngrim the Dragonslayer, Middarmark, pages 36, 77.
8
Jotnarsbru its breaking had terrible effects on the
A n ancient, for tified stone bridge Otherworld nearby. Now, mortals are
that once crossed the Vimur River, lured to drown themselves in the waters
connecting the Jarldom of Vargstrond of the river, and spirits find the waters
on the southern bank with the Gottmark both trap and torment.
on the northern bank. Jotnarsbru was a
marvel of a lost age, made by a forgotten
Kviholl
The hall of Ishildis, chieftain of the
people with knowledge of engineering
Saxalings. Prior to the Gott invasion,
far in excess of any humans in the
Sk yhol l, t he ha l l of Gr i ma—t hen
north today.
chieftain of the Runungs—stood nearby.
Some scholars who consider themselves He and many of his household burned
experts on such things say it was created here while Hincmar and his warriors
by the Ylfarings20, the mysterious First held the doors to keep them from
People. Others say it was the work of escaping. Even 20 years later, nothing
bergrisar, stone giants hailing from the grows in the blasted ring atop the low
Nidfjoll Mountains to the west. Whatever hill where Skyholl stood, and many say
the truth, the stony bones of a giant lie the shades of Grima and his huskarls
half in the icy waters of the Vimur River haunt the place. Ishildis has built a wall
and half on the northern bank, the of stone, iron and salt around it and
skull’s crown forming an island in the established a shrine to Hrym there to
river beneath the bridge. offer propitiatory sacrifice in hopes of
The graceful stone bridge once enabled keeping the ghosts in uneasy slumber.
trade between the jarldoms of Vanskrdal
and Vargstrond. That ended 19 years
Omveien
A byway, little more than a footpath,
ago, when Jarl Gerd of Vargstrond,
along the banks of the Vimur River. On
great-aunt of the present jarl, Una the
the northern side, the Omveien leaves
Cat, paid a band of dwarven mercenary
Innsjøborg and cuts through the Ironwold
sappers to slight the central span
to connect with the Blodveien. That part
rather than allow the Gott Warhost
of the path is particularly dangerous, and
that had invaded Vanskrdal to spill into
most merchants hire additional guards at
Vargstrond. Survivors of the conquest
Innsjøborg to see them along the route.
of Vanskrdal still speak bitterly of the
Those seeking such work must offer a
bridge’s destruction, which trapped
donation to the monks at Innsjøborg
many of the newly conquered people
to be deputized as lay members of the
on the northern side of the river, where
order.
they were forced into thralldom by the
conquering Gotts.
Saxatoft
Jotnarsbru is broken and mortals can A Saxaling village near the Jotnarsbru
no longer pass along its length from on the northern bank of the Vimur
one bank to the other. None alive today River, recently devastated by a Bjorning
know how to repair the bridge, and raid. The manor and several fields have
20 See The First People and The Lost Ages, Middarmark, page 6.

9
burned and many of its thralls have fled. To thrive, a clan and its ættir requires
The village’s survival now hangs by three things:
a thread. Its ridder, Fulk, has gone to
Y Folk. The larger and more
his chieftain at Kviholl to beg for help, powerful the clan, the stronger
while the village’s lady, Clothildis, seeks its ættir. The smaller the clan, the
to organize the survivors. weaker its ættir.

Ulvestrøm Y Regalia. These clan treasures—


items of significance to the
A stream that feeds the Vimur River
ancestors, like a banner, piece of
b efore it e mpt i e s i nto t he Va r g -
jewelry, weapon, article of clothing
strondfjord. The Ulvestrøm is free of the or relic of some kind—exist in
curse of the Vimurelva. both the physical world and the
Otherworld, forming a bridge of
Vimurelva sorts between the living members
T h e Vi m u r R i v e r, w h i c h d i v i d e s
of the clan and their ancestors.
Vargstrond in the south from the
Gottmark in the north.
Y Devotion. The ancestors and ættir
support and protect the clan. In
turn, the clan must support them

Clans
In the Middarmark, an ætt, or clan, is a
with regular offerings and sacrifice.
The clan must also act in ways
that are familiar and pleasing to
group of people that share a common the ancestors. Altering or breaking
ancestor and who are all bound to a tradition requires the clan
a common ancestral spirit. A clan’s chieftain to convince the ættir,
ancestral spirit is its ættir.21 and the ancestors by proxy, that
the new way is better. This would
The Ættir be required, for instance, before
For all intents and purposes, the ættir a clan could make peace with an
is the clan. As the spirit fares, so does ancient enemy.
the clan, and as the clan fares, so does If any of these three pillars of a clan are
its ættir. The ættir is a minor deity with damaged—folk are slain or betray their
her family serving as her worshipers. kin, regalia is lost or destroyed or devotion
She serves as the conduit between to ancestors and traditions lapses—the
the living members of the clan and the threads that bind the clan and its ættir
ancestor spirits. begin to fray. If the situation becomes
The clan worships both the ættir and dire enough, such as the destruction of all
the ancestors, with the clan’s chieftain clan regalia, the familial bonds will come
making offerings and sacrifices to the undone entirely, the ættir will “die” and
ættir and ancestors at the four great the clan will dissolve.
seasonal blots.22 Such cla nless folk of ten consider
themselves cursed. Other people tend
21 See Ættir, Middarmark, page 91.
22 H oly days and festivals that culminate in one or more sacrifices. See Holy Days of the
Middarmark, Middarmark, pages 37-38.
10
to instinctively distrust them; after all, Y An ættir’s Nature is reduced by
one can’t properly swear an oath without 1 if the clan defies its ancestors
one’s ættir and ancestors to bear witness. or fails to perform the sacrifices
Likewise, if a clanless person commits a during one of the blots. This
crime or other offense, there is no clan lost Nature can be regained by
to sue for redress or seek vengeance making peace with the ancestors
upon. or performing the sacrifices at the
next blot. Otherwise, the losses are
The More You Hurt cumulative—if a clan fails to perform
An ættir’s Nature rating is determined the sacrifices multiple times in a
by the power and prestige of the clan it row, or continually defies the will of
represents, as follows: its ancestors without making things
right, it will quickly tear itself apart.
Clan Size Nature
A single household (3–15
Clan Regalia
3 A clan’s ættir lives in the clan regalia.
people); unimportant
The ættir can communicate directly with
A steading (16–45
4 the bearers of the regalia, and the spirit’s
people); local prominence
existence and power are bound up with
Several steadings (46–
the artifacts.
200 people); regional 5
prominence Clans guard their regalia jealously. One
Multiple steadings and of the more terrible harms one can inflict
villages (201–600 people); on an enemy is to destroy or steal their
6
prominence in a jarldom regalia, for that is an attack on the very
or kingdom bonds that tie a family together.
Many steadings and Any recognized member of a clan—
settlements (601–several
whether by birth, marriage or adoption—
thousand people); a
7 can use a piece of regalia to commune
leading clan in a tribe
(Bjornings, Gotts, with the ættir, which requires an Ob 3
Grælings, etc.) Ritualist test. When in communion, the
ættir can speak through the character’s
While the above ratings represent the
mouth in furtherance of her belief or
ideal, the ættir’s actual Nature rating
instinct. Likewise, she can provide help
can fluctuate if regalia are destroyed or
to characters that have performed the
if devotion is not successfully given.
ritual, so long as they remain in contact
Y An ættir’s maximum Nature is with the regalia. She can help only within
limited by its regalia. The most the context of her Nature descriptors and
powerful clans have at least seven if her belief or instinct apply.
treasures as regalia. The ættir’s
Nature rating is reduced by 1 Joining a Clan
for each treasure that is lost or There are three ways to join a clan: birth,
destroyed. Regalia can be replaced, marriage and adoption.
but doing so is difficult.

11
Birth betrothed accepts the ancestors as their
Being born into a clan is simple enough. own. This adoption through marriage is
One must be born to a member of the not a forfeiture of one’s original clan; the
clan and then presented to its ættir new clan member keeps membership in
and the ancestors for recognition and their original clan as well.
naming. While the presentation is
Adoption
traditionally made within seven days of
This process is quite similar to marriage,
birth, the lays and sagas are rife with
except the new clan member binds
tales of heroes stolen or enslaved before
themselves to parents within the clan
their presentation who return to their kin
rather than a spouse. In at least one
as adults to be embraced by the ættir and
instance, recorded in the Herulingsmal,
ancestors.
a person was adopted by the ancestors
At the presentation, the ættir gives her of a clan that had no living members,
new kin a name. Among some clans, the bringing the clan back to life.
new member receives a tattoo of the clan
mark on the face, hand or breast.
Some clans trace lineage through the
mother and others through the father,
The Saxalings
The Saxalings are a Gott clan that
and no few number trace their lineage owe fealty to Tancred the Fair, greve
through both parents. Regardless, it is not of the Sudmark—the southern march
unusual for people to claim membership of the Gottmark. During the Gott
in both their parents’ clans. conquest 20 years ago, the Saxaling
Chieftain Hincmar and his warriors
Marriage
seized most of the Runung clan lands
Among the folk of the Middarmark,
north of the Jotnarsbru, including
marriage is not simply the binding of two
Kviholl, the personal holding of the
people; it is the binding of two families
Runung chieftains.
and the adoption of ancestors as well as
kin. While it is not unheard of for two The Runung Chieftain Grima and his
people within the same clan to wed, household were caught unaware by
such kinship is considered quite close the rapidity of the Saxaling advance
and is generally frowned upon. Most through their lands. Grima and many of
marriages are therefore between people his huskarls were slain, and much of the
of two different clans. Runung regalia fell into Saxaling hands.
The Saxalings adopted some of those
Marriage is a form of adoption. The
seized treasures as part of their own clan
clan member presents their betrothed
regalia.
to the ættir and ancestors, and the
a nce stors mu st b e conv i nced t he Ishildis, daughter of Hincmar, is now
betrothed is worthy. Before those to be the Saxaling chieftain and rules much
wed exchange their vows, the betrothed, of the land along the northern bank of
the ættir and ancestors must exchange the Vimur River from her hall at Skyholl,
vows of their own, through which the formerly called Kviholl by the Runungs.

12
For nearly two decades, the Bridge of
the Damned’s curse has prevented easy Belief: War is the path to honor and glory
for my Saxalings.
passage across the Vimur River. As
Instinct: Protect my bloodline.
a result, most skirmishes between the Special
Gotts and the Bjornings have taken place
The ættir is the embodiment of her bloodline
at sea, where the Bjornings hold the and can speak in dreams to those who share
advantage, leading the Saxalings to grow her blood. She lives in the clan’s regalia—a
slack in guarding their southern border. banner, piece of jewelry, weapon, article
of clothing or relic of some sort—and can
Recently, Bjorning raiders managed to communicate with the bearer of the regalia
evade the curse and cross the river. They directly.
attacked the nearby village of Saxatoft * Note: Before the loss of the Eagle Buckle,
while its lord, Ridder Fulk, was away Saxa was Nature 5. Her current Nature
4 reflects the loss of regalia. Should the
at Skyholl. The raiders plundered and Saxalings recover the buckle, her Nature
burned Fulk’s manor and stole the Eagle wou l d b e re s tore d, a n d her conf l ic t
Buckle, a precious gold object once part dispositions would increase.
of the Runung regalia, now part of the
The Saxaling Regalia
Saxaling regalia. The theft has damaged
Described below are several representa-
Saxa Horse-Killer, the Saxaling ættir,
tive pieces of the Saxaling clan regalia.
and the Saxalings are desperate to take
back the artifact.
The Eagle Buckle
Saxa Horse-Killer,
Ættir of the Saxalings This gold buckle to a girdle or baldric
Abilities Might: 5 Nature: 4* depicts an eagle in intricate knotwork.
Descriptors: Protecting, Prophesying, It was taken by the Runungs and
Binding and Cursing
Conflict made part of their clan regalia when
they first seized these lands from
Banish: 4
Maneuver: +2D Fed with Regular the Sakki several hundred years
Sacrifice ago. Hincmar took the buckle from
Defend: +2D, Bound to Clan Grima’s hoard and made it part of the
Convince: 5 Saxaling regalia to commemorate the
Attack: +1D, Visions of the Future taking of the Runung lands.
Defend: +2D, Matriarchal
Capture: 6 Effect: Relic for Tongue of the Lord of
Attack: +1D, Visions of the Future Beasts. Birds of prey have a tendency
Maneuver: +2D Fed with Regular to bring gifts to the wearer in the form
Sacrifice
Defend: +2D, Bound to Clan of bloody gobbets of small mammals,
Battle: 9 birds or fish they have hunted. These
Maneuver: +1s P
 rophetic Warnings morsels aren’t usually enough to make
Defend: +2D, Rallying Cry a meal, merely messy tokens of esteem.
Armor: Spiritual Armor (as Chain) Inventory: Belt/worn 1
Type: Relic jewelry

13
as a settlement. Most of the people of
Serpent Knife Saxatoft are Bjorning and Græling
thralls owned by several Gott peasant
A broad, heavy, single-bladed knife families, all overseen by Gott nobles of
with a hilt of horn and serpents
Fulk’s family.
engraved along the blade. The blade,
nearly a sword’s length, belonged to
Life in a Ruined Village
Saxa in life and is traditionally worn
At the start of the adventure, Saxatoft
by the chieftain, or given temporarily
to messengers to show they speak is not a functioning settlement. The
in the chieftain’s name. Such an Bjor ni ng ra id t hat k icked of f t he
appointment is considered a high adventure was effectively a disaster,
honor among the Gotts. preventing the village from being used
for a town phase. Ridder Fulk and Lady
Effect: Relic for Evocation of the Clothildis, who hold Saxatoft in fief, are
Lords of Battle. Once per conflict the doing their best to keep their people
Serpent Knife can bypass leather or alive and rebuild the village, but they
chain armor. could use help!
Inventory: Belt/worn 1 or Hand/
Though Saxatoft can’t currently be used
carried 1
for the town phase, it can be used as a
Type: Magical relic weapon
camp location.
Auda’s Horse Blanket Persistent Results
Some of these results are persistent. If
A finely woven saddle cloth of scarlet
a building collapses, there will be no
with white knotwork swans and a
yellow fringe. The blanket was a prize shelter until it is rebuilt. If the well is
taken by the Saxaling hero Auda fouled, the water will remain poisonous
Herlevasdottir from the hoard of the until action is taken to remedy the
Wyrm of Tannborg in Gottland. situation. If the same result is rolled again
on a subsequent visit, things should get
Effect: Relic for Loom of the Disir. even worse.
Grants +1D to Rider in armed conflicts.
Inventory: Pack 6 (or worn by horse) We Can Rebuild It
Type: Magical relic equipment W hen t he players first encou nter
Saxatoft, the village is still reeling from

Saxatoft
This once-bucolic holding is currently
the raid. As a result, all camp event rolls
are at -1.
Getting Saxatoft back on its feet requires
a battle-scarred mess in the wake of a
three things:
recent Bjorning raid. The manor has
burned along with some of the fields, Y The manor and outbuildings must
many of the stock animals have been be repaired (skills like Carpenter,
Laborer and Stonemason may
driven off or slain and numerous thralls
come into play; Steward might be
have taken to the hills. The holding must
used to organize work parties).
be set to rights before it can be used

14
Ruined Village Camp Events—Saxatoft
Roll 3d6
Abandoned. The conditions in the village are too miserable. The survivors quietly
2
slip away in the night, abandoning the town to ruin.
Collapse. The flame-licked structure you’re squatting in comes down on your head
with a relieved groan. Camp ends and remaining checks lost; structure destroyed
3
and cannot be used further as a camp. All must choose: Make a Dungeoneer test
to get to safety or Laborer tests to save packs and gear.
Terror. This place is haunted by those recently slain by violence. They emerge
4 howling from your nightmares. Camp ends and all remaining checks are lost. Test
Will to remain resolute. Suggested failure result: afraid condition.
The recent death and misery in the village has lured corpse-eaters into your midst.
1d2+1 ghouls investigate the pyres to see if any meat escaped the flame; finding
5 none, they look for fresher flesh. Spend a check to make a test or engage in a
conflict to avert the disaster. If failed, in addition to the resulting twist or condition,
camp ends and all remaining checks are lost. If successful, camp continues.
Raid! 2d6 bandits (the village’s escaped Bjorning and Græling thralls) fall on the
camp to take supplies and the children they had to leave behind when they fled.
6 You can spend a check to make a test or engage in a conflict to drive off or capture
the thralls and avert the disaster. Otherwise, camp ends and all remaining checks
are lost.
Fouled well. The corpses of humans or animals were dropped into the well during
7 the raid, fouling the water. The well water is undrinkable (anyone who drinks it is
automatically made sick).
Barren lands. The game in this area has been driven off by the fires and the land
8-9 has been foraged clean by the survivors and escaping thralls. There’s nothing edible
to be had for miles. No Hunter or Scavenger tests possible in camp.
Smoking pyres. This place is full of ghosts. Recovering spells and purification in
10
camp is impossible.
Leaky roof or flooded room. It begins to rain if it is not raining already. Water
11
seeps into your gear ruining: 1–3 torches (d3), 4–6 rations (d3).
12 Safe camp!
13 Midden. +1D to Scavenge for town items in this place.
14 Sympathetic children. The local village kids bring you rations of food and wine.
15 Fell off the wagon. Roll once on the Gear loot table.
Overhear a whispered conversation about: 1–2 a cult, 3–4 a local secret or 5–6
16
a political matter.
Fruit-bearing trees. The orchard or briar has fruited. Collect 2d6 portions
17
of forage.
Something valuable buried beneath the floorboards or flagstones of the structure
18 you’re squatting in. Roll once on the Treasure and Valuables loot subtable
(page 145).
Volunteers! Neighbors hear about the dire straits of Saxatoft and come to
19 volunteer help. Roll 1d6: 1–2 laborers, 3–4 craftsfolk or artisans, 5–6 A ridder
and their retinue.
15
Y The village must be repopulated Available Locations
(either the thralls that escaped to F l op ho u s e, Ho m e (e q u iv a l e nt to
the hills in the raid must be found Flophouse), Inn, Market, Manor (burned),
and recaptured or the adventurers Shrine, Stables, Street, Tavern
might convince people from other
settlements to move to Saxatoft). Saxatoft Laws
Y The village’s stock animals must Y Frightening a mare that is with
be replenished (perhaps by foal is a criminal act. Punishable
raiding other nearby settlements by whipping and a fine (Ob 2
and herding the animals back Resources test).
to Saxatoft or by purchasing Y Defamation of the Gott overlords
some breeding pairs from is a criminal act. Punishable
other settlements). by whipping and three days in
If the adventurers successfully perform the stocks.
one of the above actions, they eliminate
the -1 to the camp events roll. If they
Personalities
successfully perform two of the above
act ions, t hey receive a +1 to t he
camp events roll. If they perform all
of Saxatoft
three, Saxatoft once again becomes a Ridder Fulk
functioning settlement that can be used Fulk Fridwaldsson is a Gott ridder and
for the town phase. hereditary lord of Saxatoft. He is in
the service of Ishildis, chieftain of the
Each time the players make an
Saxalings. A proud man, he strives
expedition away from Saxatoft and
to be a good lord in the Gott fashion.
return, there is a small chance that
While not particularly cruel, he does
Clothildis and the survivors she leads
not think overmuch of the plight of his
will have performed one of the actions
thralls and cottars. In his view, Fate has
themselves. Roll 1d6. On a result of 1,
decreed they were born to serve and he
they have taken action to get Saxatoft
was born to be served. He will defend
back on its feet.
them against raiders and monsters
Town Rules because that is his duty, but will swiftly
If Saxatoft is rebuilt and once again and severely punish even the hint of
becomes a functioning village, use the disrespect or slothfulness. Adventurers
following: confuse him because they do not fit
neatly into his structured world. In status,
Type: Remote Village
they are little better than thralls, but he
Skills: Peasant, Rider, Steward
suddenly finds that he has need of brave,
Traits: Pragmatic, Proud
capable people.
Haggling: Ob 3
Telling Tales: Ob 3

16
Gott Ridder Notker
Stock: Human (Gott) Class: Warrior Notker Wisigardsson is Fulk’s cousin and
Raw Abilities Town Abilities huntsman. While loyal to his cousin, he
Nature: 4 Resources: 3 is a kind-hearted soul who hates to see
Will: 4 Circles: 3 others suffer. He is well aware of the
Health: 5 Might: 3 thralls’ camp in the Forlorn Hills, as
Descriptors: Boasting, Demanding, Riding the tracks left by their flight were not
Fylgja: Swan (Preening, Flying, Swimming) hard to follow. He has said nothing of
Skills: Fighter 5, Rider 4, Hunter this to Lady Clothildis and has secretly
3, Scout 3, Commander 2, left game where the refugees would
Steward 2
find it while ostensibly searching for
Wises: Horse-wise, Lance Charge-wise
Traits: Elegant (1), Heart of Battle (2), their whereabouts. He grows ever more
Proud (1) conflicted between his desire to help the
Armor: Chain, Helmet refugees and his loyalty to his cousin and
Weapons: Spear, Sword, Shield lady, who is growing more desperate to
retrieve the thralls to save Saxatoft.
Lady Clothildis
Clothildis Odalricsdottir is a Gott ridder Gott Huntsman
and the niece of Chieftain Ishildis. She Stock: Human (Gott)
is a stern and handsome woman who Raw Abilities Town Abilities
considers rule her due. Still, she has Nature: 5 Resources: 2
a lighter hand with the servants and Will: 3 Circles: 3
thralls than her husband and many Health: 6 Might: 2
love her. She is a valiant warrior but a Descriptors: Boasting, Demanding, Riding
better administrator. Much of the day-to- Fylgja: Ox (Hauling, Grazing, Herding))
day operation of Saxatoft is due to her Skills: Hunter 5, Scout 4, Fighter 3,
able stewardship. Rider 3, Persuader 2
Wises: Game-wise, Trail-wise
Gott Lady Traits: Kind (2), Pragmatic (1),
Stock: Human (Gott) Steadfast (1)

Raw Abilities Town Abilities Armor: Leather


Weapons: Bow, Knife
Nature: 4 Resources: 3
Will: 5 Circles: 3
Health: 5 Might: 2
Descriptors: Boasting, Demanding, Riding
Fylgja: Fox (Tricking, Learning, Stalking)
The Runungs
The Runungs are a once-prosperous
Skills: Steward 5, Fighter 4, Rider Bj or n i n g cla n who s e we a lt h a n d
4, Hunter 3, Persuader 3,
Commander 2 influence has waned considerably since
Wises: Fief-wise, Horse-wise the destruction of the bridge and the loss
Traits: Brave (1), Generous (1), Sly (2) of Vanskrdal.
Armor: Leather, Helmet
Prior to the Gott invasion of Vanskrdal,
Weapons: Spear, Shield
the Runungs lived in steadings and
villages on both sides of the Jotnarsbru

17
and their chieftains were welcomed
Armor: Spiritual Armor (as Chain)
in the halls of the jarls of both lands.
Belief: The Runungs will rise to greatness
It was Runung warriors that held the
once more!
fortifications of the bridge and collected Instinct: Protect my bloodline.
tolls from those who would cross. Special
That all ended with the arrival of the The ættir is the embodiment of her bloodline
Gott Warhost. Many of the Runungs in and can speak to those who share her blood
in dreams. She lives in the clan’s regalia—a
Vanskrdal were caught unaware by the
banner, piece of jewelry, weapon, article
rapid conquest, and many others were of clothing or relic of some sort—and
trapped on the northern bank by the can communicate with the bearer of the
destruction of the bridge. Those that regalia directly.
managed the crossing occupied the old * Note: When the Runungs were mighty and
influential, Runa was Nature 6. Her current
ring fort of Brugard on the southern
Nature 2 reflects the diminished state of the
bank and were given succor by those Runungs, with many clan members slain
clan members already living on that side and much clan regalia lost or destroyed.
of the river. Should the Runungs once again grow
to prominence, her Nat ure would be
Runa has told her descendants in restored and her conflict dispositions
Brugard that many of their relatives would increase.
survive as thralls in the north, in most
The Runung Regalia
cases tending lands they once called
Much of the Runung clan regalia was
their own for their new masters.
lost when the Gotts overran Kviholl, the
Runa the Battle-Wise, hall of the Runung Chieftain Grima. The
Ættir of the Runungs only pieces that were saved are a chariot
Abilities Might: 5 Nature (Spirit): 2* used to drive idols of the Immortal Lords
Descriptors: Protecting, Prophesying, during ceremonial processions, a silver-
Binding and Cursing
Conflict chased drinking horn, the Golden Fiddle
Banish: 3 of Vimur (which was recently stolen)
Maneuver: +2D Fed with Regular and a fraying tapestry that depicts the
Sacrifice
Defend: +2D, Bound to Clan
conquest of Rimholm.

Convince: 4 Those Runungs trapped in the Gottmark


Attack: +1D, Visions of the Future and forced into serfdom managed to
Defend: +2D, Matriarchal
hide one piece of their clan regalia: a
Capture: 5 mangle board that once belonged to clan
Attack: +1D, Visions of the Future
Maneuver: +2D Fed with Regular ancestor and ættir Runa the Battle-Wise.
Sacrifice They guard the secret of its existence, for
Defend: +2D, Bound to Clan they can use it to commune with Runa.
Battle: 7
Maneuver: +1s P
 rophetic Warnings
Defend: +2D, Rallying Cry

18
sus test are drawn to the music for one
Chariot of the Lords turn. Additional successes increase
the duration so long as the musician
A wooden chariot with brass fittings keeps playing.
and a fine oxhide cover painted
Inventory: Hand/carried 2 or Pack 3
with an image of Yngve the Lord
Type: Magical relic equipment
of Sowing23. This chariot is used to
promenade the wooden idols from
the shrines of the Lords of Plenty and
Horn of Kare
Want on their holy days. It is kept and
maintained by the folk of Eskitoft. A silver-chased drinking horn given to
The Runungs seized the chariot in the the Runung hero Kare Arngrimsson
early days of the Bjorning conquest by High Queen Sigrun herself after
from a Græling clan far to the south the Battle of the Gull Pass long ago.
known as the Hennings.
Effect: Relic for Gift of Hospitality.
Effect: Relic for Reaper’s Round and Inventory: Pack 1
Plow Blessing. Type: Relic container (1 draught
Inventory: N/A of liquid)
Type: Relic vehicle
Skyholl Tapestry
Golden Fiddle of Vimur
This fraying and singed tapestry was
This nine-stringed fiddle is made of saved from the flames of Grima’s hall
black alder, with a fingerboard and when a nameless Saxaling warrior
tailpiece faced with horn and inlaid a l lowed B eiga n, t he chief ta i n’s
with bone, gold and mother of pearl. nephew, to flee despite orders to
The scroll at the top of the pegbox is spa re no one. T he you ng b oy,
carved in the shape of a dragon. The wearing only his nightclothes and the
Runungs seized the Golden Fiddle tapestry placed upon his shoulders
from the Sakki that inhabited these as his mother’s final act, was the
lands when they conquered it. They last person to stumble across the
believe the fiddle once belonged to Jotnarsbru before its destruction,
Vimur, spirit of the Vimurelva. though he was badly burned in the
fire. The tapestry was woven in High
Effect: Relic for Balm of the Lords of King Bjorn’s time and depicts the
conquest of Rimholm.
Serenity and Chant of the Lords of
Valor. Spirits and animals that hear
Effect: Relic for Breath of the Burning
music played on this fiddle are mes-
Lord and Hallraiser’s Call.
merized. Those entranced by the
Inventory: Pack 6
sound will seek out its source and lis-
Type: Relic treasure
ten until the song ends. Test Peasant
vs. Will or Nature of the targets (if the
target’s Might is higher than the play-
er’s, the player suffers -1s per point of
difference). Victims who lose the ver-
23 See Yngve, Lord of Sowing, Middarmark, page 37.
19
Town Rules
Runa’s Mangle Board Type: Walled Town
Skills: Carpenter, Peasant, Weaver
This marvelous walnut mangle board Traits: Hungry, Conservative
for pressing linen on a roller features
Haggling: Ob 3
intricately twined acanthus leaves in
high relief and a handle in the shape
Telling Tales: Ob 3
of a mermaid. Made by the master Available Locations
woodcarver Sæunn Helgasdottir of F l op ho u s e, H o m e (e q u i v a l e nt to
Rimholm, it was given to Runa as Flophouse), Inn, Market, Runung Hall,
a bride gift by her husband, Mani
Shrine, Stables, Street, Tavern
Bardsson. The mangle board was
stored in the loom house at Skyholl Brugard Laws
and so spared the flames. Mæva, one
Y Brawling is a criminal act.
of the young Runung girls of Skyholl,
Punishable by public humiliation.
managed to hide the treasure from
the conquerors before being taken as Y A tax (1D of cash per person)
a thrall. She and her fellow Runung must be paid to support the needy
t hra lls keep it hidden from t he and unfortunate when visiting the
Saxalings to this day. market. Those who can’t or won’t
pay may not enter the market.
Effect: Relic for Hearth Rune and
Personalities of Brugard
Wisdom of the Mother. Adds 1 to
Precedence when in the possession Chieftain Dageid
of a recognized leader of a steading Dageid Mjollsdottir is a woman watching
or settlement. her clan slowly disintegrate before her
Inventory: Pack 3 eyes. Although one of Grima’s huskarls,
Type: Magical relic equipment she was patrolling the chieftain’s lands
on the night of the Saxaling attack and
Brugard so did not die in the burning hall. She
The lonely town of Brugard has grown managed to get several survivors to
up in the ruins of an ancient Sakki the bridge and held the line while the
ring fort near the southern end of dwarven sappers completed their work.
Jotnarsbru. This part of Vargstrond
She was acclaimed chieftain by the clan
once bustled with trade, but today it is
as the result of her heroism. But the years
little traveled, and the town of Brugard
since have not been kind. Her feelings
struggles to sustain itself. Little by little,
of helplessness grow as she watches the
the young people of Brugard slip south
clan’s young people either succumb to the
to Bodnyheim or Jernkloster seeking
curse or flee it by slipping south in search
better fortunes. Chieftain Dageid of the
of hope and opportunity. The theft of the
Runungs keeps her hall here.
Golden Fiddle of Vimur has left her in
despair, as she fears its loss will be the
clan’s end.

20
Bjorning Chieftan task. The sortjern trees native to the
Stock: Human (Bjorning) Class: Warrior Ironwold, hard enough to blunt axes and
Raw Abilities Town Abilities stubbornly resistant to flame, made the
Nature: 4 Resources: 4 task extremely difficult. The trolls, goblins
Will: 5 Circles: 3 and other monsters and spirits that lurk in
Health: 5 Might: 3 the wood made the task extremely deadly.
Descriptors: Boasting, Demanding, Sailing It took Haakon’s warriors 15 years
Fylgja: Sigrun, Lady of Battles and rivers of blood to complete the
(Conquering, Marching, Inspiring)
road, called the Blodveien. By the end,
Skills: Fighter 5, Hunter 4, Scout 4, Haakon’s grandson, Stein Sigurdsson,
Persuader 3, Steward 3,
Rider 2 had been elected high king. To honor
Wises: Clan-wise, Shield Wall-wise his grandfather and the sacrifices of the
Traits: Brave (1), Champion (1), warriors that carved the road through
Tough (2), Heart of Battle (2)
the dread forest, High King Stein estab-
Armor: Chain, Helmet lished a great fortified temple complex
Weapons: Battle Axe, Spear
in Vargstrond, called Jernkloster, as an

Jernkloster
The temple-fortress of Jernkloster sits
ossuary and mausoleum where those
who gave their lives to the effort would
be honored like the heroic ancestors
they were. The high king vowed that
squarely in Vargstrond, not Sudmark, yet
the survivors, too, would have a place in
its ties to Sudmark remain deep.
the catacombs beneath the temple when
About 70 years ago, the Bjorning High their time came.
King Haakon Haraldsson wanted to
The high king founded a fighting order of
expand trade with the dwarves of Frost-
warrior-monks called the Order of Kara
fast Hall24. The dread and impenetrable
to perform sacrifices for the honored
Ironwold forest lay between Rimholm25
dead and charged them with a holy
and Frostfast Hall. The only real option
mission: To keep the Blodveien free of
merchants had was to take a ship to the
monsters and spirits and to defend the
port city of Høytvann in Vanskrdal and
people of the Middarmark from them.
follow the Vanskr River west into the
mountains. The journey was long and High King Haakon’s dream was never
the many waterfalls and rapids along the fully realized. Even with the order
Vanskr’s length meant a great deal of regularly patrolling the Blodveien, it
portaging. remained a dangerous road. Trade
through the road was wildly lucrative,
High King Haakon was determined
but only the bravest and most foolish
to cut a road through the Ironwold to
merchants were willing to risk it over
make a direct connection with Frostfast
t he slower, more lab or iou s route
Hall. It was a time of relative peace in
through Høytvann.
the Middarmark, and the high king set
his warriors and their retinues to the
24 See Frostfast Hall, Middarmark, pages 26, 55.
25 See Rimholm, Middarmark, pages 27, 56.

21
The Blodveien and Adventurers and mercenaries looking for
the Jotnarsbru such work must make a donation to the
Jernkloster sits on the southern terminus order to be deputized as lay members.
of the Blodveien in the foothills of the
Nidfjoll Mountains. In Vargstrond, the
The Order of Kara
Blodveien mostly skirts the outer edges
(Karalings)
The order is named for its ættir, Kara
of the forest, following the path of the
Storm-caller, a great hero of the early
older Post Road, which crosses the
battles to lay the Blodveien. Members
Vimur River at the Jotnarsbru and then
of the order are often referred to as
cuts east along the river and around
Karalings. The order is a special sort of
the forest before turning north through
clan; traditionally, one joins the Karalings
the grasslands to Høytvann. On the
through adoption, with the honored dead
northern side of the Jotnarsbru, the
of the Blodveiensaga becoming one’s
Blodveien splits from the Post Road,
ancestors. This does not negate one’s
heading northwest through the depths
previous clan ties. The Karalings do not
of the Ironwold.
have any particular vows of chastity or
When the Jotnarsbru was broken to celibacy, so some are born into the order
stop the Gott invasion, it seemed at first as in other clans.
that trade with Frostfast Hall was lost
The order has been in continuous decline
for good. Høytvann had fallen to the
since its founding slightly over 50 years
Gotts and the bridge the Blodveien used
ago. While High King Stein was devoted
to cross the river was lost. Faced with
to its cause, his successors have seen less
the loss of their mission, the warrior-
value in it. The order has mostly survived
monks of Jernkloster acted quickly. They
on tithes paid by the merchants who brave
determined the Vimurelva’s curse was
the Blodveien. However, its fortunes
weaker at the lake to the west and placed
have taken a slight turn in recent years.
the Blodferge ferry and Innsjøborg fort
Grandmaster Ring Boardhound has
there, nestled between the northern
begun accepting mercenary work from
part of the lake and the Ironwold. The
his cousin Jarl Una the Cat of Vargstrond.
fort’s position, though exposed to the
Ostensibly, the order warbands serve to
Ironwold, makes it nigh impossible for
guard Vargstrond from Gott aggression,
the Gotts to bring their cavalry to bear,
but more commonly, they are simply
so the Gotts have settled for building a
sent on raids north into Gottmark across
fortified guard tower, called Dauro, to
the Vargstrondfjord.
keep the order contained.
Many in the order say this mercenary
The warrior-monks have cut a short
work is a betrayal of the order’s purpose.
path north from Innsjøborg through the
The ancestors have made clear their
Ironwold to meet with the Blodveien
displeasure at this disregard of tradition.
proper. If anything, that path is even
more dangerous than the Blodveien itself.
Most merchants seek to hire additional
guards when passing through Innsjøborg.

22
Kara Storm-caller, Effect: +1s to Attacks and Feints
Ættir of the Karalings against creatures with Troll type.
Abilities Might: 5 Nature (Spirit): 2* +1 Precedence when dealing with
Descriptors: Protecting, Prophesying,
anyone who respects the order.
Binding and Cursing
Conflict Relic for Sigrun’s Voice of Thunder
Banish: 5 and Evocation of the Lords of Battle.
Maneuver: +2D Fed with Sacrifice Inventory: Carried 1
Defend: +2D, Bound to Clan
Type: Magical/relic weapon
Convince: 7
Attack: +1D, Visions of the Future
Defend: +2D, Matriarchal
Landøythan
Battle: 12
Maneuver: +1s P
 rophetic Warnings A battle-stained and torn triangular
Defend: +2D, Rallying Cry banner of white silk featuring an
open-beaked raven. Landøythan,
Armor: Spiritual Armor (as Chain)
or Land-breaker, was High King
Belief: The evils of the Ironwold must be Haakon’s personal banner, sent with
driven from the land. his warriors to demonstrate his faith
Instinct: Protect my order. in their efforts.
Special
The ættir is the embodiment of her order and Effect: Relic for Inspiring Aura and
can speak to those who share her bond in Chant of the Lords of Valor.
dreams. She lives in the order’s regalia and Inventory: Carried 1 or Pack 4
can communicate with the bearer of the
Type: Relic gear
regalia directly.

The Karaling Regalia


Described below are several representa-
tive pieces of the Order of Kara’s regalia.
Innsjøborg
A small fort maintained by a dozen
warrior-monks of Jernkloster, along with
Gangrbane their families and those who provide
services to the few merchants who pass
This polished ash spear has a foot- through. The monks defend the fort
long pattern-welded blade and a from the Gotts and monsters from the
socket inlaid in silver with whorls of Ironwold. They do their best to keep the
clouds. It was the spear Kara used lake free of the sea-draug, organizing
to slay the troll Gangr, who had sorties to drive them downstream. The
killed many of her fellow warriors
sorties are increasingly rare, though, as
before the hero arrived in the north.
The spear is ceremonially given to they depend on support from Jernkloster
the grandmaster of the order upon to bolster the monks’ numbers, which
accession to that position. The spear of late has been harder to come by.
is sometimes given to the leader of Grandmaster Ring Boarhound has
a delegation from the order to show been diverting the order’s warriors to
that the person speaks with the mercenary work supporting his cousin,
grandmaster’s voice.
Jarl Una the Cat of Vargstrond, in raids
on the Gotts across the Vargstrondfjord.

23
The mercenary work has caused rumbles the loss of his friends and family. He has
of dissent throughout the order, but made a great oath that the Saxalings will
especia lly a mong t hose stat ioned suffer as he has.
at Innsjøborg.
Ever since he arrived at Brugard as a
boy, half dead, the spirits and Immortals
Town Rules
have whispered to him. Some say that
Type: Borderland Fortress
the voice of Vali, Lord of Slaughter,
Skills: Haggler, Scout, Theologian
speaks to him the loudest. He has sworn
Traits: Devout, Tough
himself to the Order at Jernkloster and
Haggling: Ob 3
now serves at Innsjøborg, though he
Telling Tales: Ob 3
splits his time between the fort, Brugard
Available Locations and patrolling the Omveien.
F lop ho u s e, Ho m e (e q u iv a l e nt to
Flophouse), Shrine, Stables, Street, Tavern Beigan is more interested in revenge than
his sacred duty of keeping the Blodveien
Innsjøborg Laws open. He has long argued that Jernkloster
Y Belonging to a Chaos Cult is a should work with the Runungs to mount
criminal act. Punishable by death. an assault on Dauro and the Saxaling
Y Failure to report for watch duty lands using Innsjøborg as a base.
is a criminal act. Punishable
He was the first in Innsjøborg to openly
by whipping.
join Bjorngrim’s cult and has convinced
Y All young people ages 10–16 several of the others to follow his lead.
must train in spear and shield.
Punishable by public humiliation. Bjorning Theurge
Stock: Human (Bjorning) Class: Theurge
Personalities Level: 3 (L1: Postulant, L2: Armored,
of Innsjøborg L3: Acolyte)
Birna Ragnasdottir Raw Abilities Town Abilities
Birna Ragnasdottir leads the monks at Nature: 4 Resources: 2
Innsjøborg. She considers herself loyal Will: 5 Circles: 3
to the grandmaster, though privately Health: 5 Might: 3
she agrees that the mercenary work Descriptors: Boasting, Demanding, Sailing
is a betrayal of the order’s purpose. Fylgja: Boar (Charging, Goring, Rooting)
She’s turned a blind eye to the growth Skills: Ritualist 5, Fighter 4, Scout 3,
of the Cult of the Dragonslayer at Survivalist 3, Theologian 3,
Innsjøborg and their increasingly vocal Healer 2, Scholar 2
Wises: Fire-wise, Revenge-wise
denouncements of the grandmaster. Traits: Fierce (1), Scarred (2), Touched
by the Gods (1)
Beigan Burntlegs
Armor: Chain, Helmet
Beigan Bur nt legs, nephew of t he
Weapons: Spear, Sword, Shield
former chieftain, Grima, has never quite Relics: • Mantle embroidered with
recovered from the ordeal of the torching the Lady of Valor (Inspiring
Aura)
of Skyholl, and much of his lower body
• The spear of Alar (Evocation
is covered in scars from the burns he of the Lords of Battle)
suffered that night. Nor has he forgotten
24
• A
 shield painted with Sigrun Shieldbreaker, Lady of Battles30,
Sigrun’s runes (Sigrun’s or among the multitude of the Lords
Voice of Thunder)
of Valor.
Creed:  pstanding people never
U
compromise when it comes As the patron of monster-hunters,
to justice. lost causes and heroic last stands, the
Belief: I am the instrument of revenge
cult of Bjorngrim the Dragonslayer
for my kin.
Goal:  I will open the way to make war cla i m s few ad herent s. T hos e few
on the Saxalings. tend to be advent urers and ot her
Instinct: Never allow the slightest evil to
thoroughly disreputable vagrants. As
pass unremarked.
such, communities in the Middarmark

The Cult generally despise the cult unless they


find themselves beset by a draugr, giant,

of the wyrm or similar foe. While dwarves do


not worship Bjorngrim, many among

Dragonslayer
Bjorngrimsmál (The Lay of Bjorngrim),
them respect his memory and his cult.
I n hu ma n la nds, on ly t he temple
complex of Jernkloster boasts a temple
is perhaps the most widely popular to the Dragonslayer. The merchants
section of the Bjorningsaga, replete with who brave the Blodveien and depend
tales of adventure and desperate stands upon Jernkloster to keep the road
against terrible monsters. Bjorngrim clear of monsters are among the few
and his doughty companions journeyed who contribute to the offerings and
throughout the Middarmark, from the sacrifices that maintain the shabby
Skera Strait26 to the Endless Ice27, from temple. Valuables, arms and armor are
the depths of the dvergar kingdom of all prized offerings to Bjorngrim. The
Nidavellir28 and the Gates of Helheim to heads, teeth, claws, scales or other
Fjalar’s very peak29. Skalds throughout trophies from defeated monsters are
par ts of the Middarmark r uled by also welcome offerings. Bjorngrim finds
Bjornings regularly recite portions of the sacrifices of wolves, eagles and bears
Lay to thrill their audiences. pleasing. The people of Jernkloster
While Bjorngrim is widely revered by venerate Bjorngrim highly, but few of
Bjornings and even some Grælings, them are dedicated members of his hero
they seldom make offerings or sacrifice cult. Those that are openly affiliated
to him directly. Instead, he tends to be gain a whispered reputation as unstable
worshiped together with his mother, fanatics. Stories claim that another
temple once stood in Nidavellir at the

26 See Skera Strait, Middarmark, page 21.


27 A realm to the north of the Middarmark that extends into the Otherworld and the Jotnar
homeland of Jotunheim.
28 See Nidavellir, Middarmark, page 20.
29 See Fjalar, Middarmark, page 20.
30 See Sigrun Shieldbreaker, Lady of Battles, Middarmark, pages 36, 76.

25
terminus of the Perleveien31 before the in the wilds are expected to do what they
Gates of Hel. Whether it still stands is can to maintain the site before moving
anyone’s guess, for no word from the on.
dvergar kingdom has reached the surface Many shrines contain relics or other
in many a year. items connected with Bjorngrim that
could be used as relics or sacramentals
Organization
for invocations. These items might
T he cu lt ha s l it t le i n t he w ay of
include the hilt of a sword that once
organization or hierarchy. Status within
shattered in Bjorngrim’s hand, a scale
the cult is informal and determined by
torn from the hide of Ofnir the Black
deed and boast. Members are expected
Wyrm33, the still-roving prophetic eye
to give aid and succor to fellow members
Bjorngrim plucked from the head of
when possible. Those lucky few born
Groa the troll seeress and so on.
with Bjorngrim as their fylgja32 receive
deference from other members and are Joining the Cult
expected to achieve great things. The cult Membership in the Cult of Bjorngrim
has no real political power, though many is not exclusive. Members continue
believe that High King Stein Sigurdsson, to worship the Lords and can join
founder of Jernkloster, was a member of other hero cults if they choose. Any
the cult. If true, it was not an association member of the Cult of Bjorngrim can
maintained by his successors. initiate new members. Postulants can
approach cult members and convince
Shrines
them to initiate the postulant into the
Shrines to Bjorngrim are usually found
mysteries. Devotees of the cult agree
in the wilderness, at the site of a heroic
that membership requires unusual
deed. Some consist of a simple horgr—a
strength of character (or stubbornness)
heap of stones piled atop each other.
and will need to be convinced to admit
More elaborate shrines feature an image
the postulant (generally via a Persuader
stone that depicts the deed performed
test or convince conflict). If the cult
at the site. In many cases, one or more
member is convinced, they prepare an
horgr are placed around the image stone.
initiation ritual. Initiation requires the
Given their placement in remote and postulant to make a Ritualist Test, Ob
often dangerous places, the shrines 2 (though an Evil GM Factor might be
rarely receive regular upkeep. Visitors appropriate here).
may find the stones tumbled, the site
overrun with weeds, the paint on image In Brief
stones faded or the site turned into the Y Find a cult member to initiate you
lair of a monster or beast. In addition into the Mysteries. Persuader test
to making offerings or sacrifice, cult or convince conflict.
members who come across such shrines
31 See Perleveien, Middarmark, page 20.
32 A guardian spirit or fetch, usually in the form of an animal, that accompanies a person and
guides them toward their destiny. See Calling upon Your Fylgja, Middarmark, page 59.
33 See The Death of Bjornar the Grim, Middarmark, page 7.

26
Hero Vættr Bear Vættr
Abilities Might: 4 Nature (Spirit): 3 Abilities Might: 4 Nature (Spirit): 3
Descriptors: Declaiming (ancestral lore), Descriptors: Climbing, Hunting (and
Defending, Scouting Fishing), Smashing
Conflict Conflict
Banish: 3 Banish: 3
Maneuver: +2D Fed with Regular Maneuver: +2D, F
 ed with Regular
Sacrifice Sacrifice
Defend: +2D, Bound to Lith Defend: +2D, Bound to Lith
Convince: 4 Convince: 5
Attack: +1D, Lore of the Ancestors Attack: +2D, Terrifying Rumble
Defend: +2D, Pride of Heroes Defend: +1D, Relentless Stare
Capture: 5 Capture: 6
Attack: +1D, Lore of the Ancestors Attack: +1D, Razor Sharp Claws
Maneuver: +2D Fed with Regular Maneuver: +2D, F ed with Regular
Sacrifice Sacrifice
Defend: +2D, Bound to Lith Defend: +2D, Bound to Lith
Battle: 7 Battle: 10
Maneuver: +1s H
 eroic Stature Attack: +1s, Berserk Fury
Defend: +2D, Rallying Cry Feint: +2D, L
 ow Cunning
Defend: +1D, Massive Bulk
Armor: Spiritual Armor (as Chain)
Armor: Spiritual Armor (as Chain)
Instinct: Protect my Lith.
Special Instinct: Protect my Lith.
Special
The vættr is the embodiment of its lith and
can speak in dreams to those formally The vættr is the embodiment of its lith and
inducted into the adventuring band. It lives in can speak in dreams to those formally
the lith’s regalia—a banner, piece of jewelry, inducted into the adventuring band. It lives in
weapon, article of clothing or relic of some the lith’s regalia—a banner, piece of jewelry,
sort—and can communicate with bearers of weapon, article of clothing or relic of some
the regalia directly. sort—and can communicate with bearers of
the regalia directly.

Y Perform the initiation ceremony. than a family. The Rite of Lith is only
Ritualist test, Ob 2. known to the cult’s initiates and is their
most valuable secret. Only veteran
The Mystery of Lith
members of the cult know the rite;
Adventuring bands sometimes seek
those with this knowledge are especially
initiation into Bjorngrim’s cult because
suspicious of newcomers seeking to join
of a closely held secret: The Rite of Lith.
the cult and difficult to convince.
Closely related to Sigrun’s Hird Rite,
used by nobles to form a retinue, and Binding a Vættr
Hlin’s Rite of Ætt, used by kin to form The first step to forming a lith is to seek
a new clan, the Rite of Lith formally out a vættr to represent your new family.
creates a lith, an adventuring band Animal vættr are the most common:
bound to a vættr, a spirit that serves as eagles, wolves, bulls and such are popular.
the lith’s guide and protector. The ritual Elemental spirits like rock-brothers, and
is similar to forming a clan, but cements the spirits of dead heroes are sometimes
the bonds in an adventuring band rather called upon as well.

27
Bull Vættr Eagle Vættr
Abilities Might: 4 Nature (Spirit): 4 Abilities Might: 4 Nature (Spirit): 3
Descriptors: Defending, Goring, Hauling Descriptors: Inspiring, Seeing, Soaring

Conflict Conflict
Banish: 4 Banish: 3
Maneuver: +2D Fed with Regular Maneuver: +2D Fed with Regular
Sacrifice Sacrifice
Defend: +2D, Bound to Lith Defend: +2D, Bound to Lith
Convince: 3 Convince: 4
Attack: +2D, Seeing Red Attack: +1D, Incisive
Defend: +1D, Stubborn Defend: +2D, Towering Pride
Capture: 5 Capture: 7
Maneuver: +2D Fed with Regular Attack: +1D, Swiftness of Wind
Sacrifice Maneuver: +2D Fed with Regular
Defend: +2D, Bound to Lith Sacrifice
Defend: +2D, Bound to Lith
Battle: 7
Maneuver: +1s, Ferocious Charge Battle: 5
Defend: +1D, Massive Stature Maneuver: +1D, +1s, Spirit Wings
Defend: +2D, Rallying Cry
Armor: Spiritual Armor (as Chain)
Armor: Spiritual Armor (as Chain)
Instinct: Protect my Lith.
Special Instinct: Protect my Lith.
Special
The vættr is the embodiment of its lith and
can speak in dreams to those formally The vættr is the embodiment of its lith and
inducted into the adventuring band. It lives in can speak in dreams to those formally
the lith’s regalia—a banner, piece of jewelry, inducted into the adventuring band. It lives in
weapon, article of clothing or relic of some the lith’s regalia—a banner, piece of jewelry,
sort—and can communicate with bearers of weapon, article of clothing or relic of some
the regalia directly. sort—and can communicate with bearers of
the regalia directly.

The spirit must be approached and Other items are worth 1D if they require
convinced to join the band via a convince an Ob 4 or higher Resources test to obtain
conflict or riddle conflict. In exchange, or 2D if they require an Ob 8 or greater
the spirit will demand a price: Regular Resources test to obtain. If an item requires
offerings of milk, honey, mead, wine or an Ob 3 Resources test or less to obtain, it
valuables are common prices, as is the has no cash value as an offering.
sacrifice of arms or armor to bogs or fire.
However, the price can be modified by
Sometimes animal sacrifice is requested.
the level of compromise in the convince
The offerings must be made at each of
conflict. If the players convince the spirit
the four seasonal blots.
to join the lith with no compromise, they
By default, the spirit will demand offerings can reduce the price to appropriate items
worth the equivalent of its Might in cash with no cash value.
dice. Coins, gems, rugs and tapestries,
The players convince the wolf spirit
silverware and plate, jewelry and objects
Hrothvitnir to be the vættr of their lith.
d’art are worth their value in cash dice.
The players won the conflict with no
28
Wolf Vættr Rock-Brother Vættr
Abilities Might: 4 Nature (Spirit): 3 Abilities Might: 4 Nature (Spirit): 3
Descriptors: Harrying, Smelling, Teaching Descriptors: Carving (stone), Dreaming,
Throwing
Conflict Conflict
Banish: 3 Banish: 3
Maneuver: +2D Fed with Regular Maneuver: +2D Fed with Regular
Sacrifice Sacrifice
Defend: +2D, Bound to Lith Defend: +2D, Bound to Lith
Convince: 4 Convince: 7
Attack: +1D, Devious Attack: +1D, Rumble of the Mountain
Defend: +2D, Wolfish Pride Defend: +2D, Stubborn as Stones
Capture: 5 Capture: 4
Attack: +1D, Sixth Sense Attack: +1D, Lore of the Ancestors
Maneuver: +2D Fed with Regular Maneuver: +2D Fed with Regular
Sacrifice Sacrifice
Defend: +2D, Bound to Lith Defend: +2D, Bound to Lith
Battle: 7 Battle: 6
Maneuver: +1D, +1s, Terrifying Howl Attack: +2D, Hurled Boulder
Defend: +2D, Pack Coordination Maneuver: +1s, Gigantic Strides
Defend: +2D, Tough as Rock
Armor: None
Armor: Spiritual Armor (as Plate)
Instinct: Protect my Lith.
Special Instinct: Protect my Lith.
Special
The vættr is the embodiment of its lith and
can speak in dreams to those formally The vættr is the embodiment of its lith and
inducted into the adventuring band. It lives in can speak in dreams to those formally
the lith’s regalia—a banner, piece of jewelry, inducted into the adventuring band. It lives in
weapon, article of clothing or relic of some the lith’s regalia—a banner, piece of jewelry,
sort—and can communicate with bearers of weapon, article of clothing or relic of some
the regalia directly. sort—and can communicate with bearers of
the regalia directly

compromise. Hrothvitnir’s Might is 4, the animal’s blood and sprinkles, on the


so normally the players would have to participants before the meat is boiled and
make a seasonal offering worth 4D of eaten by the participants.
cash to keep Hrothvitnir fed. Because
If the players win the convince conflict
the players won with no compromise,
with a major compromise, they can
they can instead offer four items that
reduce the price by 3D (to be replaced
have no cash value: Perhaps two swords
with appropriate items with no cash
taken from vanquished foes, a splintered
v a lue). If t he player s w i n w it h a
shield and a jug of wine.
compromise, they can reduce the price by
The spirit will not be pleased with useless 2D (to be replaced with appropriate items
trash. The items should be appropriate with no cash value). If the players win with
to a warlike and heroic being. An animal a minor compromise, they can reduce
sacrifice can also replace 2D worth of the price by 1D (to be replaced with
value. In this case, the officiant collects appropriate items with no cash value).

29
If the spirit wins the convince conflict with In Brief
no compromise, it refuses to join the lith. Y At each of the seasonal blots, the
If the spirit wins with a compromise, lith must make a sacrifice to its
the GM can either choose to have the vættr. Making the sacrifice requires
spirit join the lith but raise its price by a Ritualist test with an obstacle
the level of compromise (1D for major equal to the spirit’s Might.
compromise, 2D for compromise, 3D Y Failure in the Ritualist test taxes
for minor compromise) or have the the spirit’s Nature by 1. If the
spirit set the players on a quest or task spirit’s Nature is taxed to zero,
to prove their valor. The difficulty of the the spirit is destroyed and the
task should be commensurate with the lith dissolves.
level of compromise. Y Meeting the Ritualist obstacle
restores 1 point of taxed Nature.
In Brief Additional points can be restored
Y Find a spirit to be the vættr of by the margin of success on a one-
your lith. for-one basis.
Y Convince it to join via a convince The Vættr’s Regalia
conflict.
The Rite of Lith must be performed at
Y By default, vættr will demand one of Bjorngrim’s shrines. The founding
the lith make seasonal sacrifices
members of the lith must each present an
with a value equivalent to their
item that will serve as their connection to
Might in cash dice.
the vættr and provide a physical home
Y The price can be modified for the spirit. Weapons, armor, jewelry,
according to the level
fine tools, the masthead of a ship and
of compromise in the
similar items are frequently used. These
convince conflict.
items form the lith’s regalia. The loss or
Sacrifices Must Be Made destruction of a piece of the lith’s regalia
The band must agree to make the taxes the spirit’s Might by 1 for each
appropriate offerings and/or sacrifices item lost or destroyed. Lost items can be
at each of the seasonal rites to keep the recovered. Consecrating a new item to
vættr happy. Offerings or sacrifice to replace a destroyed one requires an epic
the vættr requires a Ritualist test with quest. Recovering or replacing the item
an obstacle equal to the spirit’s Might. restores the taxed Might.
Failure taxes the spirit’s Nature by 1. As each member in turn presents their
Meeting the obstacle keeps the spirit fed item, they pronounce the goal of their
and empowered. If the spirit’s Nature is new adventuring band. The goal might
taxed, meeting the obstacle restores 1 simply be to attain wealth and fame, or it
point of tax. Margin of success restores could be to perform some great deed or
additional points of taxed Nature on a right some terrible wrong. Whatever the
one-for-one basis. If the spirit’s Nature is goal, the vættr will take it up as its own
taxed to zero, the spirit is destroyed and and dedicate the lith to that goal until
the lith dissolves.

30
the lith is destroyed or it accomplishes connected, the vættr can speak to that
that goal and dissolves. The GM should character in furtherance of its belief, goal
write an appropriate belief for the vættr. or instinct. Likewise, it can provide help
to characters that have performed the
In Brief ritual, so long as they remain in contact
Y Each founding member presents with the regalia. It can help only within
an item that will serve as part of
the context of its Nature descriptors and
the vættr’s regalia.
if its belief, goal or instinct applies.
Y Loss or destruction of a piece of
the vættr’s regalia taxes the vættr’s In Brief
Might by 1. Y Binding the vættr requires a
Y Lost items can be recovered. sacrifice. Ritualist, Ob 4.
Destroyed items can be replaced Y Each winter, the vættr’s Nature
with an epic quest. Recovering the increases by 1, to a maximum of
regalia or replacing it restores the Nature 6. When a member of the
vættr’s taxed Might. lith reaches level 7, the vættr’s Might
Y While binding the vættr, the new increases to 5. When a member
members of the lith state the goal reaches level 10, the vættr’s Might
of their band. That goal becomes increases to 6.
the vættr’s goal. Y A member of the lith who is
touching an item of the vættr’s
The Binding
regalia can connect to the vættr
The leader of the rite must then perform
with a Ritualist test, Ob 3. When
an animal sacrifice to cement the pact,
connected, the vættr can speak to
sprinkling the blood on the members,
the character or provide help to
their items and the shrine’s horgr. the character with in the context of
Making the pact requires a Ritualist test, its Nature descriptors, so long as its
Ob 4. Conditions like Afraid, Injured or belief, goal or instinct applies.
Sick are appropriate consequences for
failure. Twists should be suitably strange
or dire. Look to the Magic Twists and
Invocation Twists in Torchbearer for
inspiration if you need it.
Each winter, so long as the lith continues
to exist, the vættr increases its Nature by
1, to a maximum of Nature 6. When the
first member of the lith reaches level 7,
the vættr’s Might increases to 5. When
the first member of the lith reaches level
10, the vættr’s Might increases to 6.
Any member of the lith can use a piece
of the vættr’s regalia in a ritual (Ritualist,
Ob 3) to connect with it. When so

31
TheofBridge
the
Damned
I
n the north stands a wonder of a lost age: a graceful, fortified stone bridge that
spans a raging river. Legends say it was built by giants, but its history has been
lost to the mists of time.
Once, it connected two thriving jarldoms. Rich offerings were made to the spirits
of the bridge and waters. Trade poured across it, and tolls overflowed in its vaults.
That was long ago. Now the bridge lies ruined, slighted in a desperate effort to repel
an invading war host. Though the invaders were stymied, the bridge, once a living
wonder, was left broken and desolate.
In the years since, the folk of the nearby town of Brugard say the bridge has become
a haunted place, full of ghosts that lure the unwary to their doom. They call it the
Bridge of the Damned and make the sign against evil should their gaze fall upon the
cursed place. More recently, bandits have occupied the ruined bridge and used it to
secure their ill-gotten treasure.
Persistent stories claim that a lost trove lies hidden, unclaimed somewhere in the
bridge’s vaults. They speak especially of a golden fiddle that plays music so sweet it
could make a stone weep.

32
encouraging them to use it for trade.

Adventure When the bridge was destroyed, it

in the disrupted and warped this magic. Now


the nykr’s loneliness and sorrow draw

Middarmark
T he Br idge of t he Da m ned is a n
people to drown themselves in the
waters below the ruined bridge.
Undead sea-draug now teem in the river,
adventure set in the Middarmark, but making it near certain death to attempt
it can be adapted for any Torchbearer to cross the river by boat. Anyone that
campaign that features two warring really must cross either travels west to
nations, tribes or peoples separated by take the ferry between Blodferge and
a mighty river. While The Bridge of the Innsjøborg or travels east to cross at the
Damned can be played as a standard Vargstrondfjord.
dungeon-bashing, treasure-taking romp, The adventure opens after a group
the players can also choose to involve of Bjorning bandits steal two relics:
themselves in the tragic cycle of violence a golden fiddle taken from a Bjorning
consuming two clans. The choices they village on one side of the cursed river
make might even affect the delicate and a jeweled buckle raided from the
balance of power between two warring clan shrine in a Gott village on the other
nations in the Middarmark. side. The bandits have now holed up in
The Bridge of the Damned is a 2nd-level a fortified bridge, the Jotnarsbru, that
adventure. It makes a great follow-up to once spanned the haunted river, though
the Dread Crypt of Skogenby or the it can no longer be traveled, as nearly
other intro adventure. It intentionally 100 meters of one arch and roadway
presents no clear-cut good or evil faction; have crumbled away.
everything’s a matter of perspective. Both clans consider their treasures
Even a potentially antagonistic character priceless, even beyond their worth in
like Beigan Burntlegs thinks he is doing gold. Though the buckle once belonged
the right thing, no matter how harmful to the Runung clan of the Bjorning
his actions are to his kin people, it was taken by the Saxalings,
a Gott clan, when they conquered

Background the Runung lands north of the river.


Both clans claim the buckle as part of

for the Game their clan regalia—treasures critical to

Master
worshiping their ancestors, known as
ættir. As the golden fiddle is part of the
Runung regalia as well, the Runungs lay
The Jotnarsbru is haunted because claim to both treasures.
its long-forgotten builders performed
One thing that both clans can agree on
a ceremony to trap a spirit, a nykr, in
is that the bridge is cursed. They also
a secret chamber below the bridge.
speak of the vault that lies within. Stories
While the bridge was whole, the spirit’s
magic drew people to the bridge, subtly
33
A Story of Ancient Times
The nykr’s name is Vimur, the spirit of the river. In a previous age, the sky tribe
of Hræsvelg the troll-eagle and the bergrisar, or mountain giants, of the Nidfjoll
mountains made war upon each other. Pretending to be vexed by the ceaseless
storms and earthquakes, the mysterious First People known as the Ylfarings
demanded that Vimur, with friends among both tribes, make peace between the
warring peoples.
Vimur could soothe anyone with his fiddle and soon it was agreed: Hildr the swan
maiden, daughter of Hræsvelg, would wed Gilling, son of the queen of the bergrisar,
Hlodyn. The wedding would take place at the Jotnarsbru, where the land and sky and
water meet. Gilling was known for the depth of his craft, and he made a beautiful
golden buckle in Hræsvelg’s shape as a bride-gift for Hildr.
But the Ylfarings had a secret plan. When Gilling and Hildr stood before Vimur to
pledge themselves to one another, the Ylfarings slew Gilling as a sacrifice. They
bound Vimur within Gilling’s skull using a chain forged from Hildr’s voice, stolen
when she uttered a cry of horror. They then anchored the invisible chain to Vimur’s
fiddle, the buckle crafted by Gilling and the jeweled snood Hildr wore over her hair
in her bridal costume. The earth still shakes on occasion and the storms still come,
but folk from far and near are drawn to carry their goods across the bridge—or they
were drawn while the bridge was still intact.
Some say Hildr still lurks nearby, voiceless and grieving. Others say that if one listens
carefully in the dark of night, one can hear Vimur’s sorrowful lament.

from both sides of the river say this vault Jarldom of Vargstrond on the southern
is filled with treasure collected as tolls bank with the Gottmark (formerly the
when trade still flowed across the bridge. Jarldom of Vanskrdal) on the northern
bank. The Jotnarsbru is a marvel of a
The players may just want to grab loot
lost age, made by a forgotten people
and hare off to some happier place.
with knowledge of engineering far in
But if they see the adventure through
excess of any humans in the north today.
to its conclusion, they’ll likely have a
choice to make: Keep the treasures for Some scholars who consider themselves
themselves, aid one of the clans over experts in such things say it was created
the other, find a compromise between by the Ylfarings, the mysterious First
the two clans, aid Beigan and Harek or People. Others say it was the work of
aid Vimur and Hildr. No single ending bergrisar, stone giants hailing from the
is intended to be the true conclusion to Nidfjoll Mountains to the west. Whatever
the story—whichever choice the players the truth, the stony bones of a giant lay
make, it will have lasting consequences half in the icy waters of the Vimur River
for Sudmark and its folk. and half on the northern bank, the
skull’s crown forming an island in the
The Jotnarsbru river beneath the bridge.
The Jotnarsbru is a stone bridge that
spans the Vimur River, connecting the

34
length from one bank to the other.
A Note for the Game For spirits, it has become a trap and a
Master on the Ylfarings torment.
T he nat u re of t he Y lfa r i ngs i s
purposefully left mysterious so you Beigan’s Plan
can use them as needed to make Beigan Burntlegs is a Bjorning theurge
the Middarmark yours. It’s possible and member of the Order of Kara
that, in fact, Middarmark scholars stationed at Innsjøborg. He is one of
have mistakenly lumped numerous
a very small group of renegade monks
peoples of different cultures and
connected to Innsjøborg, all members of
levels of technological development
to get her a s Y lfa r i ngs. Cu lt u ra l the Cult of Bjorngrim the Dragonslayer,
anthropology is not a rigorous science that have taken it upon themselves to
in the Middarmark. break the curse on the Jotnarsbru in the
In my games, the actual Ylfarings (as hopes of convincing Jarl Una the Cat
opposed to other forgotten peoples) of Vargstrond to repair the bridge and
were techno-magically advanced— restore trade along the Blodveien—the
think Atlantis, Hyperborea, Thule, order’s divine mission. Beigan has played
Agharta and the like. The things they a key role in convincing the cabal to take
left behind are weird to the people of action, but he has a secret motivation.
the Middarmark. When introducing
Ylfaring things, I try to think about Beigan is obsessed with getting revenge
t he mo der n- day st r uct u re s a nd on the Saxalings, which means ending
conveniences that we take for granted the curse that makes it all but impossible
and describe them without context or for the Bjornings and the Gotts to wage
reference to modern analogs.
war on one another. To this end, Beigan
has come up with a plan to disrupt the
The graceful stone bridge once enabled
magic that imprisons the nykr. He
trade between the jarldoms of Vanskrdal
has learned that three treasures—the
and Vargstrond. That ended 19 years
fiddle, the buckle and the snood—are
ago when Jarl Gerd of Vargstrond, great
connected to the trapped spirit and
aunt of the present jarl, Una the Cat,
believes that destroying the treasures
paid a band of mercenary dwarf sappers
in a special ritual will free the spirit
to destroy the central span rather than
and end the curse. Beigan’s plan will
allow the Gott Warhost that had invaded
severely harm his clan, but he’s decided
Vanskrdal to spill into Vargstrond.
his revenge is more important.
Survivors of the conquest of Vanskrdal
still speak bit terly of t he br idge’s As a Runung, Beigan can’t interact with
destruction, which trapped many of the two of the treasures himself— those
newly conquered people on the northern belonging to the Runung clan’s regalia—
side of the river where they were forced as the clan’s ættir, Runa the Battle-Wise,
into serfdom by the conquering Gotts. will recognize her own clan member’s
touch upon the treasures. Thus, he’s
Jotnarsbru is broken, and no one living
hired an old companion, Harek Bear-
today knows how to repair it. Mortal
killer, to lead his lith—a mystically
people can no longer pass along its
bonded company—in retrieving the

35
fiddle and the buckle. While Harek of cash or an equivalent boon—even
and his Band of the Great Bear hunt adoption into the clan) and could point
the treasures, Beigan has turned all his the characters in the direction of the
attention to finding the last item, the Jotnarsbru, directed there by their clan
one not part of his clan’s regalia, Hildr’s ættir’s ability to sense their regalia.
snood. Only he and his cabal know that
The characters could also be Harek’s
his ultimate purpose is to renew open
allies—maybe Beigan even approaches
warfare between the Gotts and the
them to aid in his revenge rather
Bjornings.
than calling on Harek. Although this
The lith stole the fiddle first, taking it scenario assumes the raids on Eskitoft
from Eskitoft in the dead of night though and Saxatoft to secure the treasures
a few people were killed in the process. have already taken place, you could
With the fiddle, the lith were able to start with those raids if the characters
mesmerize the ghosts and sea-draug that are Beigan’s allies or hirelings, though
haunt the river so they could sail across. you’ll have to do a bit of the heavy lifting
They next raided Saxatoft to seize the in those scenes as they are not detailed
buckle. Now, they’ve holed up in the here. Even with the fiddle and the
bridge’s central tower, waiting for Beigan buckle accounted for, Beigan still needs
to find the snood so they can retrieve it someone to retrieve the snood once he
and perform the ritual. If they succeed, locates it.
both the Saxalings and the Runungs will
be weakened, the Runungs severely so. Rumors and Clues
Here are a few suggested rumors with
The ættir of both clans know where
which to tempt your players to explore
the treasures are. Saxa, spirit of the
t he br idge. Pick one or ma ke up
Saxaling clan, is connected to the
your own.
buckle, while Runa, spirit of the Runung
clan, is connected to both the buckle Y Legends say a great treasure is
and the fiddle. Neither can act through hidden somewhere in the haunted
the treasures unless they’re held by a
ruins of the Jotnarsbru bridge.
People say no one has ever found
member of their clan, and while the
it because everyone fears the curse
spirits aren’t aware of exactly what
that lies upon the ruined bridge.
Beigan plans, they can hear anything
said in the presence of their bonded Y A band of adventurers that call
themselves the Band of the Great
treasures.
Bear have been terrorizing the
Setting Up the Adventure Sudmark region in recent weeks,
The characters could pick up tavern raiding villages from a base in the
ruined Jotnarsbru bridge.
rumors about the treasures or the vault in
the bridge, or they might be approached
by the Saxaling chieftain to recover the
buckle or by the Runung chieftain to
recover both the fiddle and buckle. Either
chieftain would offer a hefty reward (12D

36
Y A Runung clan treasure, the Goals
Golden Fiddle of Vimur, was Instruct the players to write their goals
recently stolen from the village of now or choose from our examples:
Eskitoft by raiders who have holed
up in the ruins of the Jotnarsbru Y I will recover the golden buckle for
bridge. Dageid Mjollsdottir, the Saxalings.
chieftain of the Runungs (a Y I will recover the golden buckle
Bjorning clan), is offering a hefty (and/or the fiddle) for the Runungs.
reward for its return. Y I will break the curse on the bridge.
Y A Saxaling clan treasure, the Eagle Y I will steal the treasures for myself!
Buckle, was recently stolen from Y I will learn the truth about the
the village of Saxatoft by raiders haunted bridge.
who have holed up in the ruins Y I will plunder the vault in the bridge.
of the Jotnarsbru bridge. Ishildis,
chieftain of the Saxalings (a Gott
clan), is offering a hefty reward for Weather
its return.

Leveraging Enemies, Friends and


& Time
You can set this adventure during any
Mentors
season 34 in the Middarmark though
O n e s te p y o u c a n t a k e to d r a w
autumn is particularly well suited.
players into your adventure is to insert
Determine the weather at the beginning
characters’ enemies, friends and mentors
of the adventure and then determine
into the mix.
new weather after every three camp
You could replace a member of Harek’s phases, after every three days traveling
Band of the Great Bear with an enemy, or after every town phase. The weather
adventuring friend or mentor. Perhaps conditions affect the characters whenever
one of them is helping (or tak ing they’re outdoors.
advantage of ) folks in Saxatoft or
Eskitoft. Maybe they were present in one Darkness & Light
of those places during the raids. If the Many locations in this adventure are
characters are helping Dageid, chieftain outdoors or otherwise exposed to the
of the Runungs, recover the treasures, sky. As might be expected, the light
maybe Clothildis or Chieftain Ishildis of available in these locations varies
the Saxalings have enlisted someone with the time of day. In general, these
related to the characters. locations are in bright light during the
day. They are in dim light at dawn and
Inserting one or two relationships into
dusk. At night, they’re in either dim light
the mix, especially if this introduces
or darkness, depending on how bright
characters whose goals are at odds
the moon is.
with the player’ goals, can make the
adventure much more engaging. Y By default, the adventure begins
several days before the new moon.

34 See Seasons and Weather, Middarmark pages 68–73.

37
Using the Twists
Twists
Here is a list of suggested twists for failed
Use this list as inspiration if you need a
twist for a failed test, but don’t hesitate
to use a twist of your own if you have
tests. You can use these or invent your a better idea. Treat this potential twists
own. as a guide rather than as a prescriptive
Y The dreadful lure. The river’s list. Also, make sure to throw in a few
curse attempts to overcome conditions here and there. Conditions
the characters. often hurt, but they keep the action
Y Bjorning huskarl patrol.35 1d3+2 moving by allowing the characters
mounted Bjorning huskarls riding to continue making progress. Try to
patrol on Runung lands. While find a healthy balance between twists
mounted, Bjorning huskarls are and conditions. If you focus too much on
Might 3. conditions, players will feel that they’re
Y Gott ridder patrol.36 1d3+2 constantly getting beat up and ground
mounted Gott ridders riding patrol down. If you focus too much on twists,
on Saxaling lands. While mounted, players will feel that they never make any
Gott ridders are Might 3. progress.
Y Hildr the crone. The troll-
woman (see Area 15) wanders The Dreadful Lure
the northern bank of the Vimur, The curse can tempt the adventurers
leaving offerings to the dead and at any time, unless they can hear the
giving food to the sea-draug. fiddle playing. Each affected PC should
Y Sea-draug. 1d3+2 sea-draug make an Ob 4 Will test to resist the
seek to lure the adventurers into drowning curse.
their embrace.
Suggested failure results
Y Sprikken. The bridge haunts, Sisu Twist: The character does everything in
and Suvi (see Area 14), wander
their power to drown themselves in the
up and down the river keeping an
river. Drowning characters must make
eye on Hildr. They’re bored and
an Ob 4 Health test. If successful, they
more than ready to waylay the
adventurers, rob them, prank them break free of the compulsion.
or trap them in a riddling contest. Condition: They become afraid and
Y Trolls. 1d3. This close to the break free of the enchantment.
Ironwold, trolls are an ever-
present danger. Bjorning Huskarl Patrol Twist
These huskarls serve Chieftain Dageid or
Y Damaged gear. Some important
the Runung hersir37 of a nearby village
bit of gear—rope, grappling hook,
lantern, backpack, etc.—breaks, or steading. They’re on the lookout for
rips or is damaged. bandits, monsters or Gott raiders south
of the Vimur River. They might confuse
35 See Bjorning Huskarl, Middarmark, page 92.
36 See Gott Ridder, Middarmark, page 92.
37 Folk chosen by their communities to settle disputes, lead in raids or defense, perform the sacred
rites and organize and manage a community’s labor.
38
14 13 4 3 2

14 13 4 3 2

Light Key
11
5 Daylight
Dim light
or darkness
Dim light

Darkness

Lantern

8 7 Light for
12 + additional
person
6

17 16
9 10
18
15

39
the adventurers for the former, but they Sprikken Twist
might also be persuaded to lend the Sisu and Suvi are always fun. They are
adventurers aid if the characters are mischievous, amusing and terrifying by
persuasive enough. The huskarls will be turns. Think goblins, but strong enough
extremely suspicious if the adventurers to be scary and always on the lookout for
have one or more Gotts among them. easy money or a laugh. They have only to
amuse themselves to have a good time.
Gott Ridder Patrol Twist
That said, they have a soft spot for Hildr
These ridders serve Chieftain Ishildis.
(they were going to be her bridesmaids)
They’re on the lookout for bandits,
and will seek to tear to shreds anyone
monsters or Bjorning raids north of
who even looks at her funny. They know
the Vimur River. They might confuse
the answer to the riddle inscribed on the
the adventurers for the former, but
stone arch in Area 7. They also know
they might also be persuaded to lend
how the enchantment was placed on the
the adventurers aid if the adventurers
bridge.
are persuasive enough. The ridders
will be extremely suspicious if the Trolls Twist
adventurers have one or more Bjornings Troll haunts creep out of the Ironwold all
among them. the time. With high Nature and a Might
of 5, trolls are incredibly dangerous.
Hildr the Crone Twist
A low-level party that jumps into a kill
Hildr is harmless unless attacked but a
conflict with them could all die. That
terrible foe if provoked. See the Swan
said, they are vulnerable to sunlight, and
Maiden in the Monster Appendix. She
they find riddling contests irresistible.
spends her days wandering up and
Adventurers who seek to trick them
down the river, caring for the sea-draug
or drive them off stand a much better
as if they were her children. She has no
chance of surviving.
voice but can attempt to communicate
via expressions and gestures. She won’t Damaged Gear Twist
be rude, but she’ll grow distraught if kept Damaged gear is an excellent general-
from her duty to the sea-draug for too purpose twist. It’s especially relevant any
long. time the players fail a test that relies on
a useful bit of gear.
Sea-Draug Twist
The sea-draug come looking for warmth
a n d comp a n ion sh ip. T hey’re not
intentionally murderous, but death is
frequently a consequence of interacting
with them. Play the sea-draug up as
tragic, horrible figures. They don’t really
understand that they’re dead. They want
warmth and food and cheer, but they’re
dead and feel only cold and emptiness.
They desperately want to fill the void.

40
Scavenging for some items here is a

Map Key Good Idea: sailcloth, oars, rope, pitch


— anything similar that makes sense to
you. Other things, like Carpenter tools
1. The River of Mists
or a sunstone (used for navigation) could
Gloomy mist shrouds the swift-
be worth a Scavenger test if sought.
running Vimur River nearly day and
night, and a chill permeates the Mound of Rocks
air even at the height of summer. Anyone who looks at the mound of rocks
There is a roar of rushing water. will recognize it as a freshly built cairn.
When the mist clears, great, jagged
Within lies Egil Drengisson, a Karaling38
pale rocks can be seen jutting from
theurge and member of the Band of the
the river, causing turbulent white
Great Bear. Egil was one of Beigan
water. A tarp-covered ship has
Burntlegs’ sworn brothers. He was
been pulled onto the bank near the
wounded in the raid on Saxatoft and
southern bridgehead. A mound of
died during the return across the river.
rocks is piled near the ship.
The White Rocks The nykr’s curse has turned Egil into a
If one stares long enough, the white haugbui, a risen corpse trapped in his
rocks resolve into the skeleton of a grave. Egil has been trapped for several
giant. The crown of the giant’s skull days, grow ing hungr ier and more
can be seen above the water, beneath distraught with each passing hour. He
the central span of the bridge. Extreme spends his days moaning and gibbering
disorientation is common the first time to himself, feeding on the stray beetles
one recognizes the rocks to be enormous and worms that pass his mouth. If he
bones. hears the adventurers, Egil will beg them
to come closer. He desperately wants
In the rare event that the mists clear, one rich red meat and beer and will beg for
can make out the lonely hovel in Area 15 them if he hears anyone moving about
across the river on the northern bank outside his grave.
near where the skeleton’s feet emerge
from the water. Egil will ask anyone who listens to let
him out of his grave and will attempt to
Under the Bridge (south bank) bargain for food and drink. He knows
There is a karve—a broad-hulled oared the secrets of Beigan’s plan and will
ship—dragged onto the bank near the attempt to sell those secrets for heaps
abutment. The ship is about 50’ long of food and drink. If he is uncovered,
and 10’ wide with a very shallow draft. his hunger may get the best of him and
It has a single mast and space for 10 force him to attempt to eat those who
rowers on either side. The mast and oars freed him.
have been stored within the boat, and a
sail has been stretched taut over the top
and tied down like a tarp. There are no
rowing benches or sea chests in the ship.

38 See The Order of Kara (Karalings), Sudmark Gazetteer, page 24 for details.
41
Loot Even if one doesn’t consciously move
Egil’s grave goods include: after stumbling into the Otherworld,
there is a “current” here that drags one
Y A damaged shirt of chain armor
(worn/torso 1); Ob 2 Armorer test toward the spirit waters. The longer one
to repair waits before attempting to cross back
to the physical world, the farther one is
Y A sword (carried 1 or belt 1;
wielded 1), shield (carried 1 or dragged from the alagablettur. It’s like
worn/torso 1, wielded 1) and falling through the ice on a swift-running
helmet (worn/head) river. One must find their way back to
the hole to escape or be trapped under
Y A wool cloak (worn/torso 1,
carried 1 or pack 2) the ice. Finding one’s way back to the
physical realm may require a Theologian
Y A very fine silver brooch in the
shape of a knotwork boar 4D test (using the Cosmological Knowledge
(worn/cloak1 or pocket) factors) to spot the right markers or to
interact with the spirits here (Entity Type
Y A blue ship’s pennant embroidered
with a stylized gull (pack 2); acts + Action factors).
as a relic for the Njor’s Breath The Dreadful Lure
invocation The river is infested with sea-draug who
Corrupted Magic attempt to lure anyone that hears their
The corr upted magic of the spirit song to the water to drown themselves.
imprisoned under the bridge has turned Spending any time near or on the river
this place into an alagablettur: a place makes one subject to a sea-draug’s
where the Shroud Between Worlds has memories of home effect (see the Sea-
torn. Here, not only can spirits manifest draug in the Monster Appendix). When
corporeally in the world but people the adventurers approach the banks,
can also accidentally cross into the ask their players to name someone their
Otherworld as well. character loves who has died. A sea-
draug takes on that form. In the case of
Slipping into the Otherworld
orphans, these spirits take the form of
St u mbling into t he O t her world is
the character’s deceased parents.
extremely dangerous at the best of
times. Few who do so can find their way 2. Tollgate Ruins
back again. The Near Reaches of the As one approaches the bridge from the
Otherworld are a surreal reflection of the southern bank, a curl of wood smoke
mortal realm, like looking into a cracked hangs in the air, streaming from the
mirror. The experiences of all the senses middle tower in the center of the bridge.
are heightened in the Otherworld, to an Tumbled stones are all that remain of
almost painful degree. Colors are more what was once a proud gate and tower.
saturated, sounds are sharper, smells The ruins have been scarred from some
more potent. Spirits lurk everywhere, terrible battle, and some of the stones
especially the dead, who roil in the have melted and run like butter. A rude
waters of the river, drawn like flies to the wooden gate has been erected on the
warmth of flesh and blood.

42
bridge just beyond the ruins; it stands The Dragonslayer’s Shrine
open. A shrine with an image stone at The shrine consists of a tall image stone
its center is just outside the gate. that depicts a battle between a human
Two warriors with mail shirts, in their warrior and a dragon. The image stone
hands and swords at their hips are half- is surrounded by three altars of piled
heartedly poking through the ruins stones, known as horgr. The plain,
and chatting. battered hilt of a broken sword, covered
in moss, sits atop a flat rock in front of
The Pickets the image stone (see The Broken Sword
The two are Saga and Leif, 1st-level heading below).
human warriors and members of Harek’s
lith. They’ve been left here as pickets to The Image Stone
warn the others if anyone approaches, The image stone is a 4’-tall boulder,
but t hey’re bored and not pay ing vaguely pyramidal in shape, painted
attention—they don’t expect anyone to with a scene of Bjorngrim shattering
brave the curse. If surprised by visitors, a sword on the scales of the black
they’ll lose a moment to shock before dragon, all wreathed in flame and
attempting to retreat through the gate, smoke. While most wilderness shrines
secure it and alert the rest of their band. to the Dragonslayer are ill kept, this one
Surprise allows the adventurers to make shows signs of recent care. There are no
one test or take an action unopposed weeds to be seen, and the image stone
before Saga and Leif react, though the has been freshly painted.
two will defend themselves if attacked. Learning More
Leif carries a horn with which to sound Any character with Bjorngrim-wise, Cult
the alarm if necessary. of the Dragonslayer-wise or a similar
They won’t stand and fight unless they wise will recognize this site without
have no other choice. If the adventurers needing to test. Otherwise, characters
aren’t immediately hostile, the guards trying to determine the nature of the
will get behind the gate and then ask the shrine should make an Ob 2 Theologian
adventurers their business. If necessary, test. Characters trying to establish the
they’ll summon Harek to negotiate with history of this place should make an
them. Ob 3 Scholar test.

The Ruins Theologian: Shrines like these can


The ruined tower and gate once served be found in the wilderness at the sites
as the tollgate for the bridge. Here, where Bjorngrim performed heroic
Runung warriors garrisoned the tower deeds. They tend to be run down, and
and collected tolls for crossing. Persistent members of Bjorngrim’s hero cult are
rumors claim there’s a vault where sworn to take some time to maintain a
much of the collected treasure was held, shrine they come across before moving
hidden somewhere in the ruins or in the on. This shrine must be where Bjorngrim
middle tower. fought Ofnir the Black Wyrm for the first
time. The broken sword is Heidr (see
The Broken Sword heading below), a
43
relic holy to devotees of the Cult of the with access to a spell or invocation that
Dragonslayer. Alar, one of Bjorngrim’s allows them to peer into the Otherworld
companions and a hero in his own can use it to see and converse with him.
right, was slain here and watches over Alternatively, one could slip into the
this shrine. Otherworld at the alagablettur by the river
and seek him out. He is strongly anchored
Scholar: T his was the site of the
to the shrine, but even he feels the pull
first battle between Bjorngrim the
of the river’s curse. The hero knows that
Dragonslayer39 and Ofnir the Black
Wyrm nearly 300 years ago 40, and one day he will succumb and slip into the
Bjor ngr im t he Dragonslayer. T he Otherworld’s waters, and he fears that
tower was destroyed in the fighting, but fate, though he struggles to hide it. He
the Bjornings were unable to rebuild supports efforts to break the curse and
the tower. In it’s place, they erected a undertake heroic tasks to defend the weak
wooden gate here, though it has not and help the helpless.
been maintained for years. Alar sees all that passes by the shrine.
Some things that Alar knows:
The Broken Sword
The hilt is all that remains of Bjorngrim’s Y Beigan Burntlegs is a devotee of
first sword, Heidr, which shattered in his the Cult of the Dragonslayer. He
hand as he brought it down on Ofnir’s
comes frequently to maintain the
shrine, as do some of his fellows
scales. If the moss is cleared away, the
from Innsjøborg. He is obsessed
jagged remains of the iron blade are
with vengeance.
revealed to be nearly entirely eaten away
by rust. Y Beigan brought Harek and his lith
here. They made a sacrifice to
The hilt is a relic for the Inspiring Bjorngrim together.
Aura, Cloak of the Lords of Forges and Y Harek and his lith have been holed
Wrath of the Lords of Law invocations. up in the middle tower for days.
However, devotees of Bjorngrim’s cult Y Harek has a magical fiddle that
may react poorly if they notice the hilt charms the sea-draug. He has several
in the possession of someone who is not musicians that take turns playing it.
a member of the hero cult. Several days ago, they used the fiddle
to keep the spirits away from their
The Hero Alar
karve as they took it across the river.
Alar, a member of Bjorngrim’s lith, was
When they returned, one of their
slain in the battle with Ofnir. Afterward,
number was dead. They made a cairn
the lith gathered what ashes they could for him beneath the bridge.
find and scattered them upon the horgr
Y Each month, on the night of
here. Alar’s spirit stands watch over the
the new moon, the gate to the
shrine from the Otherworld. A PC with spirit prison in the giant’s skull
the Between Two Worlds, Touched by the opens and the sea-draug become
Gods or Wizard’s Sight traits can sense especially active.
the Otherworldly presence here. Those

39 See Bjorngrim the Dragonslayer, Middarmark, page 36.


40 See The Death of Bjornar the Grim, Middarmark, pages 7–8.
44
Alar could be convinced to become a Trap Effect
lith’s vættr41. Use the Hero Vættr’s stats Y When triggered, the trap sounds
to represent Alar. the alarm, alerting the guards
in the turret in Area 12 that an
3. Southern Span intruder is about.
A gracefully arching stone roadway
connects the tollgate ruins with the 4. Middle Tower
middle tower. Despite years of neglect The roadway continues through an arch
and weather, the stone is a pristine in the middle of a single, square tower
white. Just barely, over the sound of in the center of the bridge. There are
the wind and rushing water below, the heavy portcullises of gleaming steel on
strains of a fiddle can be heard. the northern and southern entrances
to the arch. A steel stair winds along
The Band of the Great Bear has strung
the outside of the tower to a gate one
a tripwire trap to a heavy mallet just
story above. The bright, clear notes of
inside the wooden gate. If someone
a fiddle can be heard above the sound
walks across the tripwire, the mallet
of rushing water coming from below.
will hammer on a drum, alerting the
guards atop the turret (see The Guards Harek’s lith has occupied this tower as
heading in the Middle Tower in Area 4) they search for the snood. The turret in
to the intruders. Area 12 sits at the top of the tower with
a the two guards on duty, Geirmund and
Tripwire Trap Modolf (armed with bows), would have a
These simple traps provide those who perfect view of characters approaching
set them with an early warning of the tower if they weren’t busy playing
intruders. They are typically hard to dice. While the wind, music and sound
spot, especially if the lighting conditions of rushing water make it hard to hear,
are poor. they’ll notice an extremely loud sound.

Trigger The Guards


Y Walking into the tripwire Like the rest of the lith, Geirmund and
automatically triggers this trap. Modolf have grown lax in their duty
Y Detecting this simple trap requires through a combination of their own
an Ob 3 Scout test, but only if the efforts to resist the lure of the river’s
players search for traps. Disarming curse and their belief that no one in
it requires an Ob 1 Sapper test the region will dare come to the bridge.
to cut the wire, though stepping Even with the musicians playing Vimur’s
over it is also effective (just don’t Fiddle (see the Golden Fiddle of Vimur
stumble into it later). Failing the
item in Area 5) all day and night, the idea
Sapper test triggers the trap.
of leaping from the tower into the waters
below remains seductive, and much
of Geirmund and Modolf’s attention

41 See The Cult of the Dragonslayer in the Sudmark Gazetteer, page 27.

45
remains fixed on keeping themselves have allowed the chains to rust, and the
and their companion distracted from mechanisms will not function without
the temptation. serious maintenance.
The music is loud enough that even a The Stair
fight at the tollgate ruins in Area 2 won’t A metal gate with a complex locking
get Geirmund and Modolf’s attention, mechanism (secures a steel stairway that
though they notice if Leif sounds his winds around the outside of the tower
horn or if the tripwire trap in Area 3 to an entrance one story up Picking the
hammers the alarm drum. They also locking mechanism requires an Ob 5
remember their duty if roused. Once they Criminal test. Harek also keeps the key
notice intruders, they’ll call a warning to the gate on a leather thong worn
to their companions in the tower below around his neck. Anyone attempting
and challenge the strangers to identify the stair would be vulnerable to attack
themselves and their purpose. They’ll by attentive guards on the turret above.
only attack as a last resort, but surprise The stair terminates at a heavy oak
visitors will put them on edge. If the door leading into the tower. The door
adventurers aren’t immediately hostile, does have a bar, but the lith members
they’ll send for Harek to negotiate within haven’t bothered to set it, as they
with them. feel the lock on the metal gate is secure
The adventurers could attempt to blunt enough. The use of so much metal for a
any suspicion by posing as Kara and common stairway, especially good steel,
Leif (the pickets from the tollgate ruins is shocking to people of the modern
in Area 2), especially if they have their Middarmark.
armor and clothing. Doing so would be
Rushing the Stair
a Good Idea, but only two adventurers
If the adventurers do alert the turret
would be able to use the disguise.
guards and provoke them, violence may
The Arch ensue. The guards are armed with bows,
The roadway passes through a wide and given their defensive position, the
arch in the middle of the tower. The adventurers aren’t poised to engage
arch is designed so it can be secured them in a kill or drive off conflict. If the
from either end by portcullises. Murder adventurers choose to retreat or rush up
holes in the ceiling can be used to attack the stair into the tower, prompt them to
enemies attempting to pass through the test a Health vs the guards’ Fighter. Save
arch. The murder holes can be accessed the conflict for when the adventurers
via the common area in Area 5. The burst into the tower’s common area.
portcullises are raised and lowered +

via chains attached to winches in the 5. Common Area


common area (see The Winches in Area This large, square room is filled with
5). The portcullis on the northern side is trestle tables and benches where
currently lowered, while the one on the several Bjornings sit eating, drinking
southern side is raised. Years of neglect or playing chess. An extremely weary
looking skald sits on a stool nearby and

46
saws at a gleaming fiddle of polished a ritual intended to break the curse. At
wood and gold, the song a sweet least, that was the plan before their
serenade. A stone staircase spirals up theurge, Egil Drengisson, was killed in
in the northeastern corner of the room the raid on Saxatoft. Harek has sent two
and a fire burns merrily in a hearth of their number—Ljufa and Signy—to
set into the northern wall. There are fetch Beigan Burntlegs from Innsjøborg
heavy winches on the northwestern and to perform the ritual, though they were
southwestern sides of the room. They supposed to have returned a day ago.
are attached to chains that emerge Everyone is feeling a bit tense.
through holes in the floor.
The Winches
This is the common area of the tower T he w i nche s a re lo ck i ng r atchet
where the lith sleep, socialize and take mechanisms connected to massive
their meals when not on duty. There chains. Twenty years of neglect have
are murder holes in part of the floor left the chains horribly rusted, making
that could be used to attack an enemy both winches inoperable. The northern
force moving through the arch under the portcullis is stuck in the lowered position,
tower. A trapdoor is set in the floor near and the southern portcullis is stuck in the
the western wall. When opened, a ladder raised position. The mechanisms could be
leads down to a storage room in Area 6. set to rights, but it would require a great
The People deal of specialized labor.
The musician is Finna the Skald, who
has been taking turns playing the golden Golden Fiddle of Vimur
fiddle day and night with Toki the skald
and Hall the magician to keep the curse This nine-stringed fiddle is made of
at bay. All three are exhausted and won’t black alder, with a fingerboard and
be able to go on much longer. The others tailpiece faced with horn and inlaid
with bone, gold and mother of pearl.
here are Toki and Trygg the thief. All
The scroll at the top of the pegbox is
are level 1. carved in the shape of a dragon.
Unless Geirmund and Modolf (see
The Middle Tower) have sounded the E f fe c t: Spir it s a nd a n i ma ls who
alarm, everyone in this room is likely hear music played on this fiddle are
to be startled if strangers enter. The mesmerized. Those entranced by the
adventurers will have the opportunity sound will seek out its source and listen
to make one test or other wise act until the song ends. Test Peasant vs the
unopposed before the people in the target’s Nature. When comparing results
room react, though the inhabitants will against a target, the musician suffers -1s
defend themselves against violence. to their result for each rank by which
the target’s Might exceeds theirs. Victims
Everyone here is eager to be away from
who lose the versus test are drawn to
the tower and the cursed river. They
the music for one turn. Each margin of
know their leader Harek is waiting for
successes increases the effect’s duration
the night of the new moon to perform

47
by one turn, so long as the musician Taking clothes is a Good Idea. Scavenger
keeps playing. In Vimur’s hands, the test can be made as normal to find other
fiddle’s music mesmerizes folk as well. things in the chests.
Inventory: carried 2 or pack 3
Tracks in the Dust
Type: Magical equipment
Anyone who checks out the tracks in
6. Storage Chamber the dust before their companions begin
A sturdy steel ladder descends from the walking around the room will notice that
trapdoor above to a small, grimy room they lead to and from the northern wall.
thick with dust. Much of the dust in Anyone who notices this is likely to
the center of the room has been swept deduce there is a secret door here. A
into the corners. Twelve sea chests are character that searches the wall with Ob
arranged in the swept area, along with 3 Scout test will discover a panel that,
several sacks, one of which appears to when pressed, causes a portion of the
have split a seam and spilled rye flour wall to recess and slide aside, revealing
onto the floor. There are also a few the secret shrine in Area 7. Only Beigan
casks. There are tracks in the dust of and Harek are aware of this secret room.
the unswept part of the room. The rest of the Band of the Great Bear
know nothing about it.
The Sacks and Casks
There are two large sacks of flour 7. Shrine to the Lords
(carried 2 or pack 6). One portion of
of Valor and Terror 
flour acts as supplies for Cook tests
A weird, charged feeling vibrates
(the flour can’t be eaten uncooked. The
from the chamber, causing hair on
full sack contains six potions; the other
the arms and back of the neck to
contains only four portions as the rest
stand on end. The small chamber
has spilled onto the floor. The split in
could fit maybe three people if they
the seam must be repaired with an Ob
stood uncomfortably close together. A
1 Peasant test before the sack can be
niche, roughly 8’ tall and 3’ wide, is
shifted, or the rest of the flour will spill
set in the northern wall, and is filled
onto the floor). One of the casks (carried
with a strange, shimmering blue light.
2 or pack 4) contains pickled herring (4
The stone arch above the niche bears
portions of preserved rations). The other
an inscription. Two wooden, painted
two contain beer (4 draughts each).
cult statues of the Lords of Valor and
The Sea Chests Terror, much newer than the room
These sea chests belong to the members itself, stand to either side of the niche.
of the Band of the Great Bear (though There is a brown, sticky stain on the
Harek’s is in his chamber in Area 11 floor before the niche — dried blood.
above). The lith mostly carry their wealth The niche is the gate to Vimur’s prison.
on their persons; the chests are full of The blue light is a force field. Anyone
spare clothes, bits of gear and the like. who attempts to touch it experiences a
powerful shock of static electricity, more
surprising than painful, and is repelled.

48
Objects also bounce off it. The force field Scholar test. Alternately, the Wisdom
disappears from nightfall to sunup on the of the Sages spell (Ob 4) will allow a
night of the new moon each month or if magician to read the script. It reads:
one utters the answer to the riddle in the
From home I went, from home I made
inscription. Nothing will pass through it
my way, I saw a road of roads, and
until that time.
a road under them, and a road over
When the force field disappears, it them, and a road on all sides. Guess
reveals a short passage. my riddle.

Cult Statues The answer is “river.” If players come


The statues are traditional, modern up with the correct answer, it’s a Good
representations of the Lords of Valor Idea. Otherwise deciphering the answer
and Terror, obviously placed here long requires an Ob 4 Lore Master test.
after the construction of the bridge. Halflings’ Riddling Nature would also
Natives of the Middarmark will recognize allow them to make an Ob 3 Nature test
them instantly. However, someone who to decipher the answer—though only if
inspects the statues closely with an Ob they don’t have the Lore Master skill.
3 Theologian test to recognize that the
bloody spear and sword crossed in the
8. Well
The passage leads a few feet north
Lord of Terror’s hands are specifically
before it ends at a landing in front of a
meant to depict Vali the Kinslayer,
6’-diameter shaft that descends into the
Lord of Slaughter. Moreover, someone
darkness below. A disc of shimmering
has performed a sacrifice to the Jotnar
blue light hangs in the shaft. The air
Immortal here recently.
here is humid and redolent with the
A character that peers into the recent scent of mud and rotting barnacles.
past with the Eye of Omens spell or the
The disc is similar to the force field that
Vision of the Lords of Chaos and Law
guarded the passage, though it does not
invocation will see a Bjorning theurge
repel in the same way. If one or more
with long-healed but terrible burn
people step onto the disc, it will slowly
scars on his arms and legs, sacrificing
descend the shaft until it reaches the
a lamb and pleading to be shielded
tunnel opening in Area 9.
from responsibility for the death of kin
at Eskitoft.
9. Tunnel
If they have met him, the characters will An archway to the south opens into a
recognize the man as Beigan Burntlegs. wide tunnel with a path of gleaming,
Beigan came here to perform a sacrifice polished stone. The walls and ceiling
to the kinslayer when Harek and the of the tunnel are a hard, transparent
Band of the Great Bear left for their raid substance. The river is above and all
on Eskitoft to steal the golden fiddle. around you. The tunnel leads toward
a massive, gleaming white skull—the
The Inscription
giant! In fact, it leads directly into its
The inscription is in a strange language
mouth, past its stony teeth.
but can be deciphered with an Ob 5

49
Play up the weirdness here. Fish and bridge during that time. The destruction
other riverine life can be seen flitting of the bridge was a blinding pain that
here and there, refracting unnervingly continues to cause him torment.
in the light of the adventurers’ torches
He k nows t he snoo d t hat sit s so
or any sunlight or moonlight filtering
tantalizingly close is one of the fetters that
through the water. The alien substance
binds him, and he has a fair idea that its
that makes up the walls and ceiling can’t
destruction would be harmful to him. He
be scratched or marred, no matter what
will attempt to persuade or trick them to
is brought against its surface.
leave it alone, perhaps by suggesting that
it would be dangerous to them or that it
10. Nykr Prison
will draw the wrath of Hlodyn, Gilling’s
This chamber is a dome of yellowing
mother and queen of the bergrisar, upon
ivory. A wide, calcified ring of ancient
them.
coins, some blackened silver, others
gleaming gold, dominates the center Dealing with Vimur
of the chamber. Within the ring, a Vimur can be dealt with in several ways:
very handsome young man dressed in
Y Beigan has discovered a ritual that
strange but very fine clothes sits cross-
can destroy the spirit. Performing
legged with a sad, resigned face, singing requires an Ob 4 Ritualist test and
softly to himself. He seems to shine destruction of the Golden Fiddle,
with faint blue light around the edges. the Eagle Buckle and the Snood
Just outside the circle is a wicker frame, of Kjosa must all be destroyed
upon which rests a snood—a hair net— as part of the ritual. Successfully
made of pearls and shimmering gold performing the ritual will break the
wire. chain that binds Vimur, Hildr and
The “man” is Vimur, a nykr and the Gilling’s spirit and cause all three
spirit of the river that bears his name. to burn away into nothingness as if
Vimur has been imprisoned here, in his
they’d never been.
friend Gilling’s skull, for untold ages. He Y Breaking the circle of coins that
desperately desires to be free to lure the traps Vimur will release him. As
soon as the circle is broken, he will
prettiest youths into his watery embrace
seek his fiddle and seize it by force
so he can keep them forever. He is
before leaving the bridge for the
dreadfully lonely and wants his fiddle,
river. The sea-draug will no longer
which of late he can hear but not reach,
be trapped in the river. Freed, they
which frustrates him greatly.
will seek out their families and
Vimur can share the story of the tragedy attempt to spend time with them…
that befell Hildr, Gilling and himself,
though some of the details have grown
foggy for him over the ages. He has little
knowledge of what has transpired since he
was trapped, though he was vaguely aware
of the various peoples who have held the

50
Y Vimur can be forced through separate the gold from the silver. Refined
the Shroud of Worlds into gold slabs (pack 1) and refined silver slabs
the Otherworld with a banish (pack 2) are worth 3D each. Breaking
conflict. However, this is only a the circle will immediately free Vimur.
temporary measure. Even if the
conflict is successful, Vimur will 11. W
 arleader’s 
remain trapped by the circle in Chambers
the Otherworld. While in the Inside this square chamber is a straw
Otherworld, the curse will fade and pallet with rumpled bedclothes and
the sea-draug will be released. But a desk with a sheaf of parchment on
after a year and a day, he will slip it. There is a beautiful, oak sea chest
through the Shroud once more as with a heavy lock next to the desk. The
a materialized spirit. chamber is lit and heated by a brazier.

Snood of the K josa The stair continues to spiral up to


another floor.
The stone staircase leads down to the
This shimmering hairnet is made of
pearl and gold wire and worn by the common area in Area 5 and up to the
Choosers of the Slain as they perform turret in Area 12.
their duties.
Harek Bear-killer
Effect: The wearer can look into the Harek Bear-killer, leader of the Band of
heart of a person and see who they truly the Great Bear, has taken this floor as his
are. Test Will vs the target’s Nature. If chambers and will be here unless he has
successful, the game master reveals been lured elsewhere or is responding to
the target’s creed or belief (wearer’s an alarm. Harek is an adventurer and a
choice). This test does not cost a turn. mercenary who kills without compunction
The wearer must witness or participate when he feels it necessary, but he doesn’t
in a battle, skirmish or other contest take joy in it.
to the death before this effect can be Harek considers himself a hero and
used again. As a piece of jewelry, the believes he is working to free the land
snood is worth 8D. from a terrible curse. He hasn’t really
Inventory: worn/hear or pack 2 considered that the Runung clan, a
Type: Magical jewelry storied Bjorning clan, may be destroyed
by his actions. Of course, it goes without
The Prison Circle
saying that breaking a curse may come
Vimur’s prison is made of ancient gold
at great cost.
and silver coins, solidified into a giant
mass. Breaking up the mass that forms Harek is a member of the hero cult of
the ring requires an Ob 4 Laborer test. Bjorngrim the Dragonslayer, and Beigan
Doing so will break the ring into 10 slabs Burntlegs is his oath-brother. He is loyal
(3D, pack 3 each). The slabs are worth without fault to the members of his lith.
3D each. However, an alchemist could If he is aware of the adventurers having
melt and refine the slabs in a crucible to killed any members of his lith, Harek will

51
attack them without mercy. If not, his Fiddle, the Eagle Buckle and the Snood
first instinct is to attempt to enlist them of Kjosa while chanting an incantation.
to aid him and Beigan in breaking the Successfully performing the ritual will
curse, especially if there are no Gotts break the chain that binds Vimur, Hildr
among them. His friend, the theurge Egil and Gilling’s spirit and cause all three to
Drengisson, was supposed to perform burn away into nothingness as if they’d
the ritual but died from wounds sustained never been.
during the raid on Saxatoft.
The Sea Chest
Harek may also ask the adventurers to This fine, oak sea chest (pack 8)has rope
help him discover what happened to handles on the ends and doubles as a
several members of his lith. After they rowing bench on a longship or boat. It
returned from the Saxatoft raid and features a heavy padlock with a poison
Egil died, Harek sent Ljufa and Signy needle trap. Harek keeps the key to
to Innsjøborg to retrieve Beigan. They the chest in his belt pouch (not to be
should have returned more than a day confused with the gate key around his
ago, and he’s starting to worry. neck). The Eagle Buckle is inside.
Beigan and the lith have been trapped
in Innsjøborg by a great number of sea- Eagle Buckle
draug. They’ll need to be driven off
before the group can leave the fort. This gold buckle to a girdle or baldric
depicts an eagle in intricate knotwork.
The Desk It was taken by the Runungs and made
The sheaf of parchment on the desk part of their clan regalia when they
consists of a map of Sudmark and details first seized these lands from the Sakki
of the curse-breaking ritual that Beigan several hundred years ago. Hincmar
made for Egil Drengisson. Harek took took the buckle from Grima’s hoard
and made it part of the Saxaling
the parchment from Egil’s things before
regalia to commemorate the taking
the Band of the Great Bear laid Egil to of the Runung lands.
rest. Harek knows the ritual requires
the Golden Fiddle, Eagle Buckle and an Effect: The buckle is a relic for the
item known as the Snood of Kjosa. The Tongue of the Lord of Beasts invocation.
lith have the first two items, but they Birds of prey have a tendency to bring
have not yet located the snood, though gifts to the wearer in the form of bloody
he and Beigan believe it to be hidden gobbets of small mammals, birds or fish
somewhere in or near the bridge. they have hunted. These morsels aren’t
usually enough to make a meal, merely
The Curse-Breaking Ritual
messy tokens of esteem.
The parchment details the ritual and
Inventory: belt 1
the story of the bridge’s enchantment. It
Type: Relic jewelry
notes the force field in Area 7 fades on
the night of the new moon. Performing
the Ritual requires an Ob 4 Ritualist
test and the destruction of the Golden

52
Needle Trap The two guards, Geirmund and Modolf
This lock rotates. Safely opening the (see The Guards heading in Area 4), are
lock requires rotating it 90 degrees here, trying to keep warm by drinking
sunwise before turning the key (or and playing dice (Harek would be furious
picking the lock). if he knew their condition). They’re
not paying attention and won’t notice
Triggering the Trap anything unless fighting breaks out in
Y Putting the key in the mechanism Harek’s chamber below, Leif from Area
or picking the lock without rotating
2 sounds his horn or the tripwire trap in
it automatically triggers this trap.
Area 3 hammers the alarm drum.
Y Detecting this concealed trap
requires an Ob 3 Scout test. 13. Northern Span
Disarming it requires an Ob 4 The bridge ends abruptly here. About
Sapper test to jam or disassemble a hundred yards of the roadway are
the mechanism. Picking the
missing, tumbled into the frothing
disarmed lock requires an Ob 2
waters far below. On the northern
Criminal test.
side of the gap rests the charred
Trap Effect remains of the northern tower. On
Y When triggered, a spring-loaded the other stands the middle tower.
razor-sharp needle hidden within A weathered runestone, roughly 4’
the mechanism jabs into the tall, stands at the edge of the broken
hand of the person manipulating roadway on the southern side.
the lock. The spring is powerful Nearly twenty years ago, the dwarven
enough to drive the needle through mercenaries hired by Jarl Gerd of
thick leather gloves. Anyone who
Vargstrond, great aunt of the current
is character pricked by the needle
jarl, destroyed this span to stop the Gott
must make an Ob 3 Health test.
invasion. This is the spot where Dageid
Y Suggested condition: They become Mjollsdottir, chieftain of the Runungs,
sick from the poison.
heroically held the bridge until the
Y Suggested twist: They are sappers completed their work.
paralyzed for a number of turns
equal to the margin of failure. The Runestone
Reading the inscription on the runestone
12. Turret requires an Ob 1 Scholar test. It states:
A brazier filled with red-hot coals stands
“Here Dageid Mjollsdottir held back the
in the center of this square chamber at
Gott tide while dvergar of the Stone
the top of the tower, providing some
Teeth Company sundered the bridge. I,
light. Two guards are crouched by the
Fride of the House of Yngvi of Frostfast
brazier sharing a skin of drink and
Hall, write this on behalf of Gerd, jarl of
playing dice. They’re clearly meant to
Vargstrond.”
be keeping watch on the approach to
the tower through the arrow slits set
into the walls, but they’re shirking.

53
are bored now, meaning they’re more
14. Ruined  than happy to waylay the adventurers,
Gatehouse rob them, prank them or trap them in a
The blackened ruins of a once-graceful riddling contest. They know the answer
tower, much like the one that still to the riddle inscribed on the stone arch
stands in the middle of the bridge, in Area 7. They also know how the
stands a lonely vigil on the northern enchantment was placed on the bridge.
end of the bridge. The twisted remains
Only Hildr and her fate wring any
of a portcullis, no doubt bent by a
tenderness from them. They mourn
heavy battering ram, thrust forth from
for the eagle’s daughter and leave
the arch in the tower like mangled
baskets of fish near her hovel where
teeth. A sagging line has been strung
she’ll find them. Anyone who threatens
between two of the jutting iron spikes,
her or causes her more grief will earn
from which hang sopping gray rags.
their wrath.
This tower was the twin of the Tollgate
Tower on the southern end of the 15. Lonely Hovel
bridge in Area 2. It was assaulted by A squalid, turf-roofed hovel squats on a
the Gotts twenty years ago and held grassy promontory by the river. A large
just long enough to allow the mercenary cauldron bubbles away on a smoky fire
dwarven sappers to destroy the northern before the entrance. The rotting hulk of
span of the bridge. The furious Saxaling a boat lies upon the bank, one end still
w a r r ior s, d e n ie d t he i nv a s ion of jutting into the water. Piles of heaped
Vargstrond, gathered a great store of stones litter the bank, most with small
wood and burned the tower. bundles left before them.

The Bridge Haunts Heedless of the ghosts and sea-draug,


Two sprikken, Sisu and Suvi, have an old crone named Hildr, half-deaf,
recently taken up residence in the ruined mute and nearly blind, lives here. The
gatehouse and are using the twisted riverbank is littered with heaped horgr
portcullis to dry their laundry. They where the crone leaves offerings to the
spend their days snatching fish from the drowned, generally in the form of food
river and trying to come up with a plan to and drink.
cross the broken northern span and find The folk of Saxatoft know of the old witch
the treasure they believe is hidden in the who lives down by the river, though they
middle tower. As immortal fey creatures, don’t know her ancient history. Most fear
the river’s curse barely affects them. her, and many Saxaling children have
They knew Vimur of old and think been told the old crone will find them
that he has become a dull and morose and eat them if they’re ill-behaved. The
fellow. He was much more entertaining thralls of Saxatoft, however, know she
in the old days when he used to travel is a gentle soul, if a bit skittish. They
up and down the river and trick folk sometimes seek her out to soothe their
into drowning themselves. Though that
was great sport and fun, the sprikken

54
scrapes and bruises. She never says a
word but offers a sad smile to those who Swan Mantle
are kind to her.
This cloak of purest white swan
The Hovel feathers is stitched with gold thread.
The hovel consists of a single room with
a dirt floor kept carefully swept. Drying Effect: The mantle allows the bearer to
herbs and flowers hang in bunches tied pull the cloak tightly about themselves
to the rafters, along with feathers, bones a nd ta ke t he for m of a swa n. To
and other knickknacks. A straw pallet, transform, make an Ob 3 Will test. This
almost nest-like, is visible with neatly test does not take a turn. If successful,
folded bedclothes atop it. Beside the you take the shape of a swan and assume
straw pallet and seemingly out of place its Nature descriptors (Preening, Flying,
is a wicker frame displaying a cloak Swimming). Suggested twist: A bird sees
of purest white feathers stitched with you donning Hildr’s cloak and reports
gold thread. the theft to Hræsvelg the troll-eagle.
You can end the effect at any time by
The Swan Maiden
removing the cloak.
Hildr is a troll-woman, the daughter of
Inventory: worn/torso 1,carried 1 or
Hræsvelg the troll-eagle, chieftain of the
pack 2
Sky Tribe. She can appear as a crone
Type: Magical clothing
or a beautiful maiden. With her cloak of
feathers, she can become a swan. Once 16. Saxatoft
a great spear-maiden of the Sky Tribe, A burned manor house stands on a hill,
she has been here tending her grief since surrounded by ruined village, trampled
time immemorial. She was betrothed to fields and scattered and slain livestock.
the giant, Gilling, whose skeleton lies in
the river and whose skull forms Vimur’s The village of Saxatoft has certainly seen
spirit prison. The Eagle Buckle was a better days. The vast majority of Græling
gift that Gilling intended to give to Hildr and Bjorning thralls who kept the village
as part of her bridal costume. But Gilling running have fled to the hills in the wake
was slain, and the buckle was used as of the raid, leaving behind only those
one of the fetters to bind the spirit. It has too elderly or too young to survive in the
bound her too. She cares for the spirits unforgiving wilds.
of the drowned—the sea-draug—as Fulk and one of his ridders have ridden
if they were her children. Hildr knows to a neighboring village to plead for help,
the snood, formerly part of her bridal leaving Clothildis and another ridder,
costume, remains near Vimur. She Notker, to try to organize the few Gott
should have the adventurers free Vimur tenant farmers and the remaining thralls
if they are willing. to put Saxatoft back to rights. The folk
will soon go hungry, and there is no
shelter from the elements to speak of.

55
Winning the Clothildis’s Favor masters as an added bonus). She has
Offers to hunt game to feed the survivors, been making sacrifices to the Disir 42
rebuild houses or bring back the escaped at the forest shrine in Area 18 in the
thralls will win Clothildis’s gratitude. She hope that the Lords of Fate will deliver
can’t offer much in the way of reward her folk. She has also been communing
except the future hospitality of her house with the Runung ættir, Runa the Battle-
and her husband’s patronage should his wise, through a mangle board (see
fortunes recover. Runa’s Mangle Board in Area 18), the
piece of clan regalia that she’s hidden at
She especially tries to convince the
the shrine.
characters to retrieve the Eagle Buckle
from the bandits on the bridge. She A small but significant group of the
promises that Ishildis, chieftain of the t hra l ls i nstead look to Fara ld for
Saxalings, will reward them handsomely leadership. Although he was eager to be
if they do. free, Farald is terrified of the Ironwold.
He no longer sleeps because of the
17. Forlorn Hills oppressive nature of the forest, and he
Several small camp fires are burning constantly sees monsters behind every
fitfully surrounded by lean-tos. Dirty, tree—understandable since he saw his
miserable, sunken-cheeked people sit own brother dragged off by a troll just
sheltered by the lean-tos or wrapped in the other day. Farald thinks they should
blankets on the bare earth. Few even give up and go back to Saxatoft, and
bother to look up as you approach. some of the refugees are coming around
T he s e are t he e s c ap e d t hra l ls of to his way of thinking. The only reason
Saxatoft. They are mostly Bjornings of they haven’t left yet is they’re afraid to
the Runung clan who have been held leave the camp on their own.
in thralldom, though there are some A third thrall, Reidarr has not persuaded
Grælings among them. They are hungry, anyone to follow him yet, but he is
cold and frightened. Several of their convinced the refugees should abandon
number have been taken by trolls. Their their kin left at Saxatoft, risk the sea-
ultimate goal is to escape across the river draug and attempt to cross the river.
to their kin, but they are terrified of the
For now, the refugees are arguing
curse and don’t know about the Karaling
in circles.
fort at Innsjøborg.

Leaders of the thralls 18. S


 hrine 
Most of the people of the Forlorn Hills in the Forest
look to Mæva as their leader. Mæva is The sour smell of death hangs heavy in
trying to convince everyone to gather the air. The gloomy glade is surrounded
what weapons they can to make a raid by towering black sortjern 43 trees,
on Saxatoft to rescue their children branches festooned with rotting ropes
and elders (and get vengeance on their suspending the decaying carcasses of
42 See Disir, Middarmark, page 9.
43 Sortjern are a species of tree unique to the Ironwold. They are knotted and twisted, with venous
bark as black as night. They blunt axes and resist flame.

56
animals hung by the neck. Ancient Y The bundle wrapped in oil skin is a
bones lie in piles beneath the branches beautiful, carved wooden mangle
and scattered among the roots. A heap board. It is one of the Runungs’
of moss-covered stones shaped like lost regalia; to the clan, especially
a table dominates the center of the Chieftain Dageid, it is a treasure
clearing. A long oblong bundle wrapped beyond price (see the Runa’s
in oilcloth lays atop it. Mangle Board item below).

This place is an ancient shrine to the Fymir the Troll


Disir where the Sakki came to make In ages past, the troll,44 Fymir, was
human sacrifice to the Lords of Fate closely allied with the Sakki people who
before the Bjornings drove them deeper worshiped here. He’s bitter at their loss
into the forest. and has maintained this grove as a shrine
to their memory. He holds an abiding
For years after, the Runungs shunned the
hatred for Bjornings and is happy to stalk
place as haunted. When the Saxalings
and kill them out of hand, but he was
came and enslaved the Runungs north of
charmed by Mæva the first time he set
the river, the newly made thralls began
eyes on her, though he has never let her
coming to this place in secret to make
see him. He watches her from afar but will
offerings to the Disir in hopes of altering
seek to come to her aid if she is harmed or
their fate. The bundle is Runa’s Mangle
he thinks she might be harmed (whether
Board, a lost piece of the Runung regalia
his perception is accurate or not).
that Mæva and her fellow thralls have
kept hidden for the last twenty years. He will not think twice about taking and
eating people who she is close with.
Y This place feels ominous and
oppressive, as if ancient, fell
powers are watching and hating. Runa’s Mangle Board
Y Even at noon, the glade lies in
shadow—dim light during the day This marvelous, walnut mangle board
and darkness at night. for pressing linen on a roller features
intricately twined acanthus leaves in
Y In late spring and throughout the high relief and a handle in the shape
summer, anyone entering the of a mermaid. Made by the master
glade is beset by biting black flies. woodcarver Sæunn Helgasdottir of
Apply +1 Ob to actions taken while Rimholm, it was given to Runa as
plagued by the flies, if relevant. a bride gift by her husband, Mani
Y The animal carcasses are relatively Bardsson. The mangle board was
recent. Some are fresh enough stored in the loom house at Skyholl
that their flesh is crawling with and so was spared the flames. Mæva,
one of the young Runung girls of
maggots—the source of the
Skyholl, managed to hide the treasure
black flies. Others are weeks or
from the conquerors before being
months old.
taken as a thrall. She and her fellow
Y The ancient bones are human. Runung thralls keep it hidden from
the Saxalings to this day.

57
Effect: The mangle board is a relic been studying old accounts to tr y
for the Hearth Rune and Wisdom of to determine the location of the last
the Mother invocations. It increases treasure, the Snood of Kjosa. Harek sent
the bearer’s Precedence by one then Ljufa and Signy—two members of the
possessed by a recognized leader of a Band of the Great Bear—to Innsjøborg
steading or settlement. to retrieve Beigan after Egil died. They
Inventory: pack 3 fought their way past the sea-draug to
Type: Magical relic equipment get inside, but are now trapped in the
fort with Beigan.
18. Innsjøborg 
While they have not yet worked up
In recent weeks the sea-draug have
the courage to attempt to break out of
been gathering in great numbers in
the fort and win past the undead, the
the lake. Birna Ragnasdottir, master
new moon is drawing nigh and Beigan
of the Karaling monks at Innsjøborg
is growing desperate to see the curse-
sent messengers to Grandmaster Ring
breaking ritual through.
Boarhound at Jernkloster asking for
help forming a sortie to drive them The Snood
back into the river, but no response None of the accounts Beigan has studied
has arrived. Now the sea-draug have have given a clear account of what
begun to mass near the fort’s gate. The happened to the snood after the Ylfaring
residents are trapped inside. ritual, but Beigan has come to suspect
To get into Innsjøborg, the players will that it is hidden somewhere in the bridge
have to figure out a way past groups of itself—probably in Vimur’s spirit prison.
1d3+2 sea-draug lurking in the waters of
the lake and outside the gates of the fort.
Where to Go
Getting to Innsjøborg
To get to Innsjøborg from the southern
bank, the characters will either have to
from Here
Whatever choices the players make
get access to the Golden Fiddle to pacify in this adventure will ultimately have
the sea-draug so they can cross the river, consequences. Destroying Vimur or
or travel to Blodferge and negotiate releasing him will end the curse of the
with the ferryfolk to take them across Bridge of the Damned. The river will
the sea-draug-haunted lake. All things no longer lure everyone in the region to
being equal, the ferryfolk would prefer drown themselves in its waters, though
to wait until a sortie from the Order of Vimur may still drown a steady stream
Kara drives the sea-draug back to the of young people if freed. However, the
river before attempting the crossing. end of the curse may cause even more
Use the Sailor stat block in the Scholar’s danger in the Sudmark:
Guide to represent the ferryfolk.

Beigan Burntlegs
Beigan has a home in the Order’s
barracks at Innsjøborg, where he has

58
Y The sea-draug will no longer be Y If he survives, Beigan Burntlegs
trapped in the river. They will be will continue to agitate for
free to leave and attempt to reunite vengeance against the Saxalings,
with their living families. This will whatever it costs him or his kin.
be upsetting for their relatives. Y The rot within the Order of Kara is
While sea-draug do not possess coming to a head. Whether Beigan
murderous intent, their desire to was successful or not, a great rift
hold their loved ones close to feel has likely opened between the
their warmth frequently leads to factions at Innsjøborg, and it may
the deaths of those loved ones. soon spread to Jernkloster itself.
The sea-draug will have to be Y If Hildr was destroyed, Hræsvelg
dealt with. the troll-eagle will want an
Y The end of the curse on the river accounting. The king of the
will allow the war between the sky tribe will not quickly forgive
Bjornings on the southern bank anyone who brought about her
and the Gotts on the northern end. All the feathered folk of the
bank to reignite. While the curse Middarmark owe him fealty, and
persisted, the war was primarily he will send them out as spies to
a cold one, with occasional raids find her killers.
across the Vargstrondfjord. With Y There are still ruins to explore: The
the curse gone, warbands will be haunted steading of Holvik and
able to take the shorter crossing the blasted hilltop where Skyholl
across the river. If the bridge can once stood both likely hold secrets,
be repaired, even in a makeshift treasure or both. The Shrine in the
fashion, it may pave the way Forest near the Forlorn Hills may
for invasion. hold yet more Sakki secrets.
Monster
Appendix
Haugbui
Armor: D
 ead flesh (equivalent to leather
Sometimes the dead simply do not wish
armor).
to stay dead. A haugbui is a risen corpse
Instinct: A lways trap trespassers within my
affected with great hunger that lives in its tomb so, I can feast on their flesh!
tomb or grave. Unlike draugr, a haugbui Special
cannot initially venture from its resting Haugbui cannot be driven from their resting
place. Instead, it moulders there, feeding places. Players at tempting to engage
on beetles and worms, gibbering to Haugbui in a drive off conflict engage in a
kill conflict instead.
itself and descending into madness until
someone passes by its grave or enters its Nykr
tomb, at which point they pursue richer A nykr is a water spirit who delights in
meat. tricking the unwary to their deaths. It is a
Haugbui mercurial shapeshifter, often appearing
Abilities Might: 4 Nature (Undead): 4 as a handsome young man dressed in fine
Descriptors: E ating the Living, Murdering clothes and playing an enchanting tune
Tomb Robbers, Gibbering upon a lyre or bone flute. The stories say
Mad Truths
Conflict that if one approaches a nykr properly
Kill: 10 and with appropriate sacrifices, it can be
Attack: +2D, Ragged Nails convinced to teach one to play the harp
Maneuver: +1D, Insatiable Hunger
so finely that even trees and waterfalls
Capture: 8 will dance to the tune. Nearly as often,
Attack: +2D, Ragged Nails
Maneuver: +1D, Insatiable Hunger it appears as a powerful white stallion
on foggy days; if someone attempts to
Flee: 3
Feint: +1D, +1s, Shower of Maggots mount it, it races to the nearest river and
Maneuver: +1D, Insatiable Hunger attempts to drown them.
Trick: 5
Feint: +1D, +1s, Terrifying Madness
Maneuver: +2D, Disturbing Mutterings

60
Nykr Sea-Draug
Abilities Might: 4 Nature: 5 Abilities Might: 4 Nature (Undead): 4
Descriptors: Tricking, Playing Enchanting Descriptors: Haunting, Drowning,
Music, Drowning Seeking Warmth
Conflict Conflict
Banish: 11 Drive Off: 9
Attack: +1D, Haunting Music Attack: +1D, +1s, Monstrous Strength
Maneuver: +1s, Slippery Defend: +2D, U ncontrollable Longing
Defend: +2D, Haunting Music for Warmth
Feint: +1D, +1s, Aura of Delirium
Convince: 6
Maneuver: +1D, Stench of Death
Maneuver: +1D, Mercurial
Trick: 7
Drive Off: 9
Attack: +1D, Bewitching Whisper
Feint: +1s, Form of Water
Defend: +2D, Aura of Delirium
Maneuver: +2D, Water Horse
Feint: +1D, Bewitching Whisper
Kill: 4
Kill: 5
Attack: +1D, Drowning Grasp
Attack: +1D, +1s, M
 onstrous
Feint: +1D, Malicious Pranks
Strength
Maneuver: +1D, Slippery
Defend: +1D, Unfeeling Flesh
Instinct: 
Always pull my victim’ heads Feint: +1D, +1s, Aura of Delirium
underwater. Maneuver: +1D, Stench of Death
Special
Flee: 3
A nykr can be “killed,” but it will reform Attack: +1s, Tireless Swimmer
over time. In addition, nykr musicians are Feint: +1D, +1s, Aura of Delirium
without peer. When one plays its lyre or Maneuver: +1D, Stench of Death
flute, anyone who hears the song must Armor: None.
test Will test vs the nykr’s Nature. Those
who fail are lured into the water where it Instinct: 
A lways warm my cold flesh by
attempts to drown them. This forces a kill embracing the living until they
grow cold.
conflict in which the spirit has a disposition
Special
of 11 rather than 4.
If a nykr is convinced to teach a person music, Memories of home. Sea-draug lure the
that person gains a “heroic skill” when living to their doom with their bewitching
performing music with the Peasant or Orator whispers. Outside of conflicts, test the sea-
skills (3-6 indicates a success rather than draug’s Nature vs the target’s Will.
standard 4-6). Suggested failure results:
Y Twist: They do everything in their
Sea-Draug power to approach the sea-draug,
These spirits of the drowned long for even if it means drowning. Drowning
the warmth and comfort of hearth and characters must make an Ob 4 Health
test. If successful, they break free of the
home that is forever denied them. They
compulsion before suffering harm. If
lack the sheer malevolence of other failed, the game master can apply an
draugr, but their terrible loneliness draws appropriate condition.
people wounded in heart and spirit like Y Condition: Afraid and the character
a lodestone, where they, too, succumb breaks free of the enchantment.

to the embrace of the waters. Sea-draug Y Condition: Sick from sucking down
a lungful of water, but the character
are revenants: rotting, bloated, blue- or breaks free of the enchantment.
black-skinned corpses with flesh picked Unliving flesh. All piercing and slashing
over by fish and crustaceans. weapons suffer -1s to Attack and Feint

61
actions against sea-draug. A religious Sprikken
amulet used against sea-draug in drive off Abilities Might: 3 Nature (Fey): 5
or kill conflicts grants +1s to Attack actions. Descriptors: Robbing, Blighting, Guarding
Once per session in which it appears, the Conflict
troll-squirrel may double its Nature for a test
that would help it obtain a secret. Kill: 8
Attack: +1D, Surprising Strength

Sprikken Trick: 6
Feint: +1D, Low Cunning
Gnarled and twisted fey creatures with Maneuver: +1D, Fey Secrets
sharp, lean features and mottled gray
Flee: 4
skin, sprikken are often mistaken for Maneuver: +1D, Slippery
some offshoot of the goblin bloodline. Convince: 10
Sprikken speak a heavily accented form Defend: +1D, Slippery
of ancient elvish—in addition to other  lways torment travelers for coin
Instinct: A
languages they have acquired over or amusement.
their long lives—and possess both a Armor: H elmet, Leather armor. Some
malicious sense of humor and an inflated well-heeled sprikken may have
perception of honor (easily affronted, but chainmail armor.
Special
their word is rarely kept). As fey, they
Like elves, the sprikken are long-lived and
possess several innate magical traits.
do not require sleep. When irked, they
In the times before time, dark elves can summon storms to ruin moods, crops,
employed sprikken enforcers as body- shelters or supplies.

guards. Greedy and prone to fits of Growth: During kill, capture and drive off
conflicts, sprikken are able to inflate to
pranking when bored (i.e., not fighting immense sizes (+1 Might per subsequent
or stealing), sprikken in these days are round of combat past the first; maximum
found amidst ruined battlements, old of Might 6; size increase persists for the
stone causeways, abandoned fortress- duration of the fight).
Special weaknesses: Like other fey creatures,
es and within dark bowers. Seeking
sprikken are allergic to cold iron (+1s to any
amusement and riches, they delight in Feint or Attack with piercing, cutting or
waylaying travelers, posing impossible stabbing weapons made of iron). If attempting
questions or moral imperatives and be- to trick or drive off the sprikken, turning one’s
clothing inside out grants +2D to any Attack
ing the most dangerous of nuisances.
or Feint—but no armor other than a helmet
Such is the plight of the underemployed! may be worn to gain this advantage.
Sprikken usually travel in groups of two or
Swan-Maiden
three.
T he s e bat t le-ma idens a re m ight y
Rarely more, never alone. Sprikken are warriors of the Otherworld and agents
also often called Bridge Haunts. of the Disir and the Lords of Victory.
They are often found where armies
clash, choosing the victors and claiming
the heroic dead for the Shining Realm.
Some revel in gore and death and take
the form of Swans of Blood—ravens.
In human guise, they can be achingly

62
beautiful, strikingly horrible or wizened Thrall
and ancient as they choose. Many Stock: Human (Bjorning) Thrall
tales tell of Swan Maidens struck like a Raw Abilities Town Abilities
thunderbolt with love for a mortal upon Nature: 4 Resources: 0
first sight. Just as many tell of mortals Will: 2 Circles: 1
overcome with love for a Swan Maiden Health: 4 Precedence: 1
when first laying eyes on her. Few of Descriptors: Boasting, Demanding, Sailing
these tales end in anything but tragedy.
Skills: 
L aborer 5, Peasant 4, Cook 2,
Swan-Maiden Scavenger 2
Wises: Hard Labor-wise
Abilities Might: 5 Nature (Troll): 6 Traits: 
Rough Hands (1), Weary (1)
Descriptors: Choosing the Slain,
Prophesying, Spinning Fate
Conflict The Band of the
Battle: 13 Great Bear
Attack: +1D, +1s, Immortal of Battle
The Band of the Great Bear are a band
Maneuver: +1s, P
 rophetic Warnings
Defend: +2D, Prophetic Warnings of Bjorning adventurers led by Harek
Kill: 8 Bear-killer, a 3rd level warrior. They
Attack: +2D, Magic Spear have performed the Mystery of Lith,
Maneuver: +1D, Magic Spear binding themselves to each other and
Maneuver: +2D, Winged Steed
the spirit Arkto, who is their guide and
Trick: 5 protector in the Otherworld. As a sworn
Feint: +1s, Loom of Fate
Defend: +2D, Loom of Fate band, they are as close as kin. They care
 lways seek out heroes on the
Instinct: A
for and watch out for each other, though
battlefield. they also squabble like siblings at times.
Armor: None There were 13 members of the lith, but
Special Egil Drengisson, a theurge, recently died
Swan mantle: Swan maidens possess a of wounds he took during the raid on
cloak of swan feathers. When worn, swan Saxatoft. The band deeply mourns the
maidens may take the form of a swan and loss of their friend and ally. They built a
assume a swan’s descriptors (Preening,
cairn for him in Area 1.
Flying, Swimming).
Prophecy. Swan maidens have the gift of Arkto is the lith’s vættr and watches
prophecy. If they speak a person’s doom over the members from the Otherworld.
and that person rewrites their goal to reflect
Harek Bear-killer wears a bearskin hood
the prophecy, any actions taken toward
fulfilling the prophecy are considered to that is part of the lith’s regalia. He can
be within that character’s nature until the use it to communicate with Arkto and
prophecy is fulfilled or the goal changes. Arkto can provide him with help as
Accomplishing the goal earns the character
long as he wears it. The adventurers are
two persona points rather than one.
only likely to encounter Arkto directly
if they venture into the Otherworld. He
generally stays close to Harek.
As adventurers, all the human members
of the Band of the Great Bear are
Might 3.

63
By location, the members of the Battle: 10
Band of the Great Bear lith are: Attack: +1s, Berserk Fury
Feint: +2D, L
 ow Cunning
Otherworld Defend: +1D, Massive Bulk
+ Arkto the bear Vættr Creed: T  hose who embody strength,
courage and ferocity are truly free.
Area 1
+ Egil Drengisson, L2 theurge Belief: My wisdom and guidance is all
that stands between my lith’s
(deceased) impulsive recklessness and
disaster.
Area 2 Instinct: A lways stop for honey
+ Leif Friggsson, L1 warrior Goal: I must end the curse of
+ Saga Friggsdottir, L1 warrior the Jotnarsbru.
Armor: Spirit hide (equivalent to leather
Area 5
+ Finna the Red, L1 skald armor)

+ Hall the Foolhardy, L1 magician Special

+ Toki Toothgnasher, L1 skald The vættr is the embodiment of its lith and
can speak in dreams to those formally
+ Trygg the Silent, L1 thief inducted into the adventuring band. It lives in
the lith’s regalia—a banner, piece of jewelry,
Area 11
+ Harek Bear-killer, L3 warrior weapon, article of clothing or relic of some
sort—and can communicate with bearers of
the regalia directly.
Area 12
+ Geirmund Baldpate, L1 warrior Harek Bear-killer
+ Modolf the Hairy, L1 warrior Stock: Human (Bjorning) Class: Warrior

Innsjøborg Raw Abilities Town Abilities


+ Ljufa Hareksdottir, L1 warrior Nature: 4 Resources: 4
+ Signy Blacktooth, L1 warrior Will: 5 Circles: 4
Health: 5 Precedence: 0
Arkto the Bear Vættr
Descriptors: Boasting, Demanding, Sailing
Arkto is a brown bear spirit with human
eyes and majestic mien. He speaks in a Skills:  ighter 5, Hunter 4, Sailor 4,
F
Commander 3, Persuader 3,
rumbling basso that seems to come from Survivalist 3, Mentor 2, Rider 2
everywhere and nowhere at once. Wises: Leadership-wise, Drinking-wise
Traits: Heart of Battle (2), Tall (1), Tough (1)
Abilities Might: 4 Nature (Spirit): 3
Descriptors: Climbing, Hunting and Armor: Helmet, chain armor
Fishing, Smashing Weapons: Battle axe, spear, shield
Conflict L2:  Brawler. When you are unarmed
Banish: 3 in a fight, you do not suffer the
Maneuver: +2D, F
 ed with Sacrifice -1D penalty to all actions. If
Defend: +2D, Bound to Lith disarmed in an ongoing fight, you
automatically switch to your bare
Convince: 5 hands and thus do not suffer the
Attack: +2D, Terrifying Rumble -1D penalty. Bare hands do not
Defend: +1D, Relentless Stare provide a bonus to any actions.
Capture: 6 L3: Endurance. You’ve suffered much
Attack: +1D, Razor Sharp Claws hardship and it has given you a
Maneuver: +2D, F ed with Sacrifice certain toughness. Endurance
Defend: +2D, Bound to Lith grants +1D to recover from
exhaustion.

64
Bjorning Warrior
Creed: T  hose of true worth stand by Stock: Human (Bjorning) Class: Warrior
their friends regardless of the
circumstances. Raw Abilities Town Abilities
Belief: T he strength of my sword arm and Nature: 4 Resources: 0
the power of my wits is all that is
Will: 4 Circles: 3
necessary to win fame, fortune
and position. Health: 4 Might: 3
Instinct: A lways watch out for my daughter, Descriptors: Boasting, Demanding, Sailing
Ljufa, when there’s danger about
Goal: I will help my friend Beigan end Skills:  ighter 4, Hunter 4, Sailor 3,
F
the curse so he can get vengeance Survivalist 3, Commander 2,
for his family. Mentor 2, Persuader 2, Rider 2
Wises: Raid-wise, Drinking-wise
Bjorning Magician Traits: Tall (1), Heart of Battle (1)
Stock: Human (Bjorning) Class: Magician
Armor: Helmet, chain armor
Raw Abilities Town Abilities Weapons: Spear, shield
Nature: 4 Resources: 0
Bjorning Skald
Will: 4 Circles: 3 Stock: Human (Bjorning) Class: Skald
Health: 4 Might: 3
Raw Abilities Town Abilities
Descriptors: Boasting, Demanding, Sailing Nature: 4 Resources: 0
Skills:  rcanist 4, Lore Master 3,
A Will: 4 Circles: 3
Pathfinder 3, Alchemist 3, Health: 4 Might: 3
Cartographer 2, Orator 2,
Scavenger 2, Scholar 2 Descriptors: Boasting, Demanding, Sailing
Wises: Enchantment-wise, Drinking-wise
Skills:  rator 4, Lore Master 3,
O
Traits: Skeptical (1), Wizard’s Sight (1)
Manipulator 3, Fighter 2, Peasant
Armor: None 2, Persuader 2, Scholar 2 Scout 2
Weapons: Dagger Wises: Poetry-wise, Drinking-wise
Spells: Arcane Semblance, Celestial Traits: T houghtful (1), Voice of
Music, Supernal Vision Thunder(1)

Bjorning Thief Armor: None


Stock: Human (Bjorning) Class: Thief Weapons: Sword

Raw Abilities Town Abilities


Nature: 4 Resources: 0
Will: 4 Circles: 3
Health: 4 Might: 3
Descriptors: Boasting, Demanding, Sailing
Skills:  riminal 4, Scout 4, Manipulator
C
3, Cook 2, Fighter 2, Haggler 2,
Sapper 2, Steward 2
Wises: Steading-wise, Drinking-wise
Traits: Jaded (1), Devil May Care (1)
Armor: Leather armor
Weapons: Sword, bow
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