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c

” ”-

E ACCESSC

31NS IS a f R a & ~ i w e b b9 the FaMf M a ~ u f a m ~ f A


n ss ~ o c i a t i o ~ .
OFmCML GAME ACCESSORY

'by Ken Rolston and Elizabeth Dado&

Table of Contents
DM BOOK
Introduction . ......................... ............................ 2

......................................... 7
................................................. 9
Odand .....................

Non-Human Ryes .................................


Cow of cnutc ...............................
............. ...........
Otkel'sStead .
........... .................. 57

.........
.................

AD&D. DUNGEONS & DRAGONS, D&D, FORGOTIEN


Dcsien: Ken Rolston. &ab& Dauforth REAM.WORLD OF GREYHAWK.and BATILESYSTEM arc
Edit&: Elizabeth Danforth rcgistcd uldcmvbs owned by TSR. Jnc.
Product Manager: BNCCHeard PRODUCTS OF YOUR IMAGINATION and the TSR logo
d e m & owned by TSR, Inc.
Coordinators: Karen S. Boomguden, Bruce Heard Distributed to the book d e in rhe U n i d Stam by Rnndom
Cover Anist: Uvdc Gldwell H o w , Inc., and in Canada by Random H o w of Go&, Ltd.
Interior Anist: Stephen Fabian D i s m b u d to the toy and hobby d e by regional diJtribumrs.
Graphic Design: Stephanie Tabat Distributed in the United Kingdom by TSR UK Ird.
Curography: Dave Sutherland, D d Kauth
Typography: Kim J d e and B e q Elmore This module L ptotcctcd uadcr the copyright lam ofthe U n i d
Playwtm: Mikc Doolide, Dick Gamer, Anna Humaty, states of Am&*. Any rcpduction or other uaavthorjzcduse
GmrgcJohnson.Paul Rini, Dave Stephens. Marrin of the written m a d or m m r k hemin L prohibited airhout
Wixted. M u k O G m n
O1988 TSR. hc.All Rights Rcscned. p d n d in U.S.A.

TSR Inc. TSR UK Ltd.


POB 716
Lntc Genm, Cambridge CB14AI
WI 53147 USA =
3
z
-, united Kingdon
ISBN 0-88038-573-1 9230

.......... .,-. . . I
. ',*'<
. . .,.. ~
-,. .
“The Northman is witboutpeer in cour- another thing,this is a fantasy roleplay- plans to design his own adventures in this
age and might of arms. None can pus- ing game, not a historical roleplaying snting, or develops only a few of the sce-
tion ourgloiy and honor. and none shall game. nario ideas suggested here, players can
stand a g a k us in battle.” So we give you plenty of Viking flavor, probably read the DM Book without spoil-
Onund Tolundmi~e,Priest of Odin but don’t confuse this flavor with the his- ing the campaign. Players..&& with

..beats clean- that suits

alinntheDwad

This sourc bes the North spective. Players c& read &e PC iook
without restriction.
The first section, “What Everyone
Should Know About the Northern
Reaches,” introduces you to the essentials
of Northland geography and culture. The
second section, “Creating Northman
Player Characters,” provides procedures,
tables, and notes on creating Viking-type
player characters. The third section,
Northern Reache “Clerics in the Northern Reaches.”
describes the special role of clerics in the and in the Player Book.
Northlands, and provides rules for a new
clerical magic - ‘‘ninemagic.” ed, these .four characters
campaign, and containing new rules, a DM Book a DM reference on speak with authority and chann to DM5
new system to create Northland charac- the Northern S. about those elements of Northern R d e s
ters, and a new nine magic system. The first section, “History of the North- life ideal for gaming. They are ?Is0 NPC
a 22” X 34” full-color foldout map,
voices to speak to players, inducing
printed on one side with a map of the d v e and foreign travelers to topics and
Northem Reaches and the nations’ capi- places of interest to adventurers. Some-
tals, and on the reverse with the layout of times their views are ill-considered opin-
a Northman’s hall and stead. ions and sometimes they can provide an
4 full-color inner covers, designed to insight to the Northern life that no for-
be cut up and assembled as 3-D buildings eigner could imagine.
for the jarls hall layout. Each character representsa m e r e n t ele-
the new humanoid race of the ment of Northern Reaches culture.
IS QiS WkiNW on W t ? - Modrigswerg-the moulder dwarves.
Helfdan Halftroll, the dassic hem-
Sure, this is the Vikings. We’ve adapted The third d o n details the Northland warrior, raider, trader, sea captain, and
them to the fantasy-adventuring of the adventures for this setting. It covers the roughneck. HeEdan is out guide to the
D&D” game, borrowing cheerfully from nations’ capitals and also the adventure down-to-earth world of f u m and stead,
the rich historical and mythological lore scenarios taking place elsewhere.
longboat and shieldwall, dan loyalty and
of the Vikings. The final d o n , “Campaign Notes,” love of war.
But this is not a historical Viking describes how to develop your own North- Onund Tolundmire, itinerant priest of
setting-that wouldn’t be appropriate em Reaches campaign. Several important Oh-skald, entertainer and moralist,
for most adventures. For one thing, an settings for Northman adventures are runereader and student of the d esof men
abundance of magic is commonplace in elaborated. and gods, ofhistories ofthisworld and the
the D&D game, while in Viking history, T&cally, the DM Book should be next. Onund is our guide to the northem
mortals didn’t see a lot of magic. For read by DMs only. Pnrricallg, if a DM chancvr as revcakd in the histories of

..
b
1

men, monsters, and gods of the Northern


Reaches, and to the role of the D&D@
game cleric in this setting.
Sam the Serpent, the “white” sorcerer
-scholar and world-traveler, student of
ancient races and cultures, trader and col-

D&D game fantasy


adventures in Northern Reaches settbgs.-
CurseofXanathon (X3). DoupNila. A
32-page D&D@
the mountains of Vestland
1 \ I.

I
e

end, the more likely they are to regard it as There are other excellent and well-
uuth, no matter how incredible. researched ~OUITCS.Seek them out.
As you get to know and love these
NPCs, you’ll see how they can play an
important part in your Northern Reaches
campaign. Use them as NPC informants
and contacts in your scenarios. Players love
familiar characters, who also give the cam-
paign coherency by acting as transitional
elements between scenarios.

Su~esteO
ReaOhvqis
Wise up. Where do you think we game
designers get our neat ideas? From history
and books about ancient cultureswe get-
free!-from the public library! We’ve
included things we think will provide you
with lots of exciting adventures, but no
scenario book, including this one, even
begins to cover everything you could adapt
into a super game. If this subject interests
you, and you’d like to play other games in
a Viking-type setting, you won’t be wast-
ing p u r time doing a little extra reading.

3
Although modem history of the North- planet. Because of theu close connection Northman had to be as skilled with his
lands belong to the human and human- to the earth. the sedentary earth, rock, weapons as with the tools of his trade.
oid races, the giantish and goblinoid and giant trolls have been known to “go The survival of every community depend-
cultures have been established in the hill to sleep”-to become immobile and ed on the warrior skills of each individual
and mountain regions for twenty-seven indistinguishable from the earth and rock member.
centuries. Only in the last three centuries where t h 9 rest. The Northlands fell under Nithian
1000 BC. The

trade routes frost gi

Thedisas- h

In addition to these better-knc


e giant sub-races, the Rockhome ana
lands of Northland mountains are also the refuge
re sub- of many of the more remarkable giants,

contribution m

D W a R W N C U / h / K € S : Relatively little
is known of the early history of the
Modrigswerg dwarven culture of the
Northlands. Known as “moulder
and better-organized trolls and giants, dwarves” by their western cousins in
the hill gnolls settled throughout the Rockhome, legend says that these
dwarves were driven out of the Rockhome
region for breaking ancient clan uadi-
opponents, the hill gnoll clans fought em Nom tions against tr&cking with spellcasters
one another for the scarce resources of this primitive and alchemists. Said to be a cursed p
new and barren land. ple, their name is now associated with
The second wave included the various seamen and fuhermen. Most of the madness and evil.
sub-races of trolls: the common root troll Northland lowlands and islands are good Less social than Rockhome dwarves,
(the standard troll described in the for agriculture. though the land is rugged the Modrigswag prefer to live in small
D&D” Expert rules); the uncommon and infertile along the northern coast, family units, or as isolated hermits. They
earth troll (a larger, more durable, less and covered w~thforests and marshes are known for the quality of their stone-
intelligent troll); the rock troll (a slow, along the southem mainland and the off- work. jewelry, and weaponsmithing.
powerful. and unusually peaceable spe- shore islands. Their superb physical craftsmanship com-
cies); and the giant troll (generally Most communities were very small, bines with the secret acts of dwarven craft-
thought to be extinct in this region). The ruled by a petty chieftain who was likely magic to produce marvelous arrifact.
troll clans settled mostly in the western to be chosen for his strength of arm and However, the moulder dwarves are con-
hills of modern Vestland. his fighting abilities. Most villages “corn- sidered greedy and malevolent at worst,
Legends say that the troll races are municated” only through raiding and greedy and mischievous in general, and
among the oldest living thing on the warfare. From the very beginning, the shy and antisocial at best.

4
As is typical in dwarven cultures, ancient gnomish artifacts in the moulder Z?J€ SONSof C N W : In the early sixth
Northland dwarves are extremely con- dwarves' treasure troves. century, Cnute's three youngest sons-
servative in traditions and customs, but In 490 AC, several waves of kobolds Eirik, Sven, and Hrafn-led a series of
uninterested in tales or histories. Further, were driven into the region from the expeditions to colonize the region of
the Modrigswerg are not inclined to be west, fugitives from the armies of Rock- mainland now known as Vestland. The
chatty about their past. Consequently, home. Never a numerous race, the sons of Cnute establishing settlements
gnomes were greatly outnumbered by the along the coast, and as far inland as
more prolific kobolds. Moreover, the Rhoona on the Vesgord River. They also
gnomes lacked a substantial military tra- founded towns Fell into the hill country

unnel cities were occupied by tk-

For decades, the kobold races ha!


kept to themselves in their underground
fastnesses, apart frlom occasional warrior
raids. The human nations of the Known
World take little note of their &airs.
FIowever, the recent increase in kobol-l
raiding in southern Soderfjord may be
sign that this situaiion is changi

Coe Rise of lroe OstlaNZ, ___


PiRat€S: Early in the fifth century A.C.,
a ndful of war leaders rose to Dromj
ties. Rockhome emigr&ts anoid raiders. They
accepted as native N encouraged c r a f i s m d ip and trade in
although there still remai the growing mainland towns, and pro-
ble prejudice against dw tected landowners from trolls and giants,
rural and conservative communities. and from the raids of the Ostlanders.

m€KMG€OY of to€ NOlZtolaN& Qe K~NG&UMOF WstlaNub:The roy-


GNOMGS:Little remains of the ancient al house of Cnute, while technically the
Northland gnomish culture. One may protector of the Vestland region, treated
mark its traces by the vast labyrinthine the mainland as a rich treasure house to
corridors of their underground cities, be pillaged for the gain of the rulers
now occupied by kobolds. Moreover, alone. The monarchs took the wealth,
curious artifacts are occasionally taken giving little in return.
from the bodies of kobold raiders- arti- more wealthy. In 604 AC, Ottar the Just refused to
facts of ancient and curious gnomish Finally, one king rose above the others. pay the increasingly burdensome tribute
design. After a series of decisive battles, Cnute of demanded by his cousin, King Finnbogi
The gnomes apparently came to the Zealand was dedared King of Ostland in of Ostland. O m spoke for all the jaaS of
Northlands from the Altan Tepe moun- 478 AC. His ascent was assisted by the Vestland, and every jar1 on the mainland
tain range around 2500 BC They success- shrewd diplomatic skills of his wife, stood by him, as0 refusing to deliver
fully co-existed with the other humanoid Gudrid, and by the foreign sorcerers their tribute. The outraged king of
races because the underground passages enlisted by Gudrid and her advisors. Ostland sent his jvls against the rebel-
of the tunnel complexes were too small Cnute and Gudrid were ruthless but lious Vestlanders, and the young nation
for gnolls and trolls to enter. Relations effective monarchs, welding the quarrel- endured a decade of punitive raids wreak-
with the Modrigswerg clans were distant, some Northern clans into a single nation ing great havoc up and down the coast of
formal, and occasionally acrimonious by of sea-roving warriors. The descendants Vestland.
dwarven accounts, but some trade of their dynasty still hold the thrones of Direct opposition led to the Ostlan-
occurred, as evidenced by a multitude of modern Ostland and Vestland. ders' seige of Norrvik. The seige ulti-

A
mately failed. In 614. the ships of Otty Vestland, takes place a century and ah& ence ofthe &a&nian faith, J lawful and
and his allied jads uapped the beseiging after the time period of this Gazetteer. avikzed religion. 'il~ Trellham
.hills
forces in the Battle of Bridenfiord. King Vestland has become progressively more have been pncifrtd and cdonized. With
Finnbogi was capmed and forced to sign modem and feudal, like the Grand the remoat of the troll natiohsasa bnfhrr
a treaty h o w l e d g i n g the sovereignty of Duchy of Karameikos. I'1K worship of sate, relations h e e n Mengar and
the new Kinedom
" of Vestland. OKUwas the Northman pantheon h u waned V d d have h m e strained,and bor-
promptly crowned King of vcst- among the noble and middle dwcs,and det Rids by bo om have become
land. been supplanted by the growing i d u - commonplace

continental ice sheets recede.

00 BC: Giants, trolls, and gnolls are driven


cessive waves of migration.
1500 BC: Modest Bronze Age human cultures in eastern lowlands.

ish clans in western uplands.


1000 BC: Human cultures conquered and enslaved by Nithian

into uplands from the west. Kobolds overmn and


, and occupy their subterranean kingdo&.

sea raiders and giantish dam.


er King Cnute the Bold.
nize mainland. Troll and giant raids discouraged by

e wit& Alphatian and Thyatian colonies


raids continue while Odand's official
position is to politely disavow knowledge 950 AC: is formed at the Council 6fSoderfjord. a-
of such raids. oms. Treaties with Vestland and Ylvuam aid
Y h a m and Vestland have also agreed Overland aade Route through Castelkt and chal-
to aid Soderfjord in making the Overland l e e Ostland to desist coastal raiding. Ostland in nun'allies W;th Thyatian
W e Route safe for caravan d t c . Vest- Empire.
land and Ylaruam contribute to merce- 1000AC: Vestland is a modem nation and a strong.indepcndent trading partner with
nary. expeditions organized by the thedonsoftheKnownWyld. Ostlandisapowkfd, independentally of
Defense League--expeditions to patrol Thyatis, aggressive and belligerent, barbaric in culture and refigidus p m -
the trade route, to pursue raiders into the tices. Soderfjord is a weak alliance of fadirig minor jarls, victimized by
hills and mountains, and to locate and giantish clans and O&d pirates.
destroy gnoll and kmbold strongholds. 1150 A C The deaths of High Eing Maramet ofvntland and his sole hdr throw the
nation into p o l i t i c l l t u ~ ~The
d . Soroaa, the ench;imed uoWn of Vestland,
H M o ~ i c a lNote: For this and other is sought by various factions hoping to d a h the throne.
D%D" game Gazetteers, the prexnt 1200 AC: Embassies of Republic of Darokia m d Desert Nodads
timeislOOOAC.Cmwnof~tGlory nations' alliance in the Great War. (See modules X4 and
(X13). a D&D@Expert adventure set in
hland +--a +nt and dnarven residents.

fie high hills of Trollheim


:rn half of Vestland. The
hill gnoh are better suited for the &. Q e Gneat Mans0 Soderfjord toward the sea.
Vesdand and Scderfjord encourage set-
tlement of these regions with land grants. The Great Marsh is at the heart of the
Soderfiord
, <Tarldoms. a wild repion
~~

o--- with
~~
F'ona aNb
little to recommend it. Plant Iife: The piaaaU wunuy in its wild
state is a mixaUe ofwnifcr and bradeaf
Cllhfaje:The Marsh has a temperate,
humid dimate, with cold winters, a mcd-
erate spring and fall, and warm summers.
There is moderate year-round precipita- rye, oats,
tion,fallingin ~ ~.
are covered with low, hardy heather,
IS region ot small
reams, wooded sw
scattered islands of hich E
- I

subject to severe flooding during the


spring and summer. The land is useless
for agriculture. Wildlife is abundant, gin forests am wildernesses, only
Q e Coastal P and fur-trapping is a maginal occupa- broken by thic s of undergrowth,
tion. Travel is easiest by ski in the winter and low, boggy areas that unpede travel.
when lakes and streams are frozen. The slopes of the Makkres and Har-
between 100 and POpuIatfON: Human population does
not exceed five p e ~ n pers square mile.
Non-human population is negligible, with
occasional reports of red or black dragons.
At higher elwauons, only spars alpine and
Qf Rivfns sub-alpine vegetation can be found.
Mammals: Domestic species include
The Northland's deep river valleys &*.
horn, cattle, sheep,goa6 dogs, and cats.
along the coast. The land is, however, through every part of the country. Rats.wilddogs, anddeerarecommonncar
generally suitable for grazing. Shallow-draft Northman longships range salodareas;bous,elk,bmwnbears,wiid-
deep inland along these rivers, making cats, and omsionlal pa& of wolves are
Uhazea The plateau's climate is tem- waterways the prmary channels of travel found in the mixedfom.In the southern
perate and humid, with a cold winter, a foothills, nomadic gnoU clam herd the
mild spring and fall, and a hot summer. mountain sheep and the great bison. Deer,
Precipitation is substantial year-round; elk, wolves, beu,and mountain lions are
most winter precipitation falls as snow. mote numerous in the mountain regions.
Birds:In the mountain regions, hawks
CemzaM: This rolling, rocky plateau is are popular pets;wild eagles are common
covered with xattered fom.woodlands, in the mountain form.
and gnssy plains. Ninety percent of the Repdles: The only large reptiles of the
Northlaads population is found in the &- dersfjord on the river of the same name. Northlands are the cold drake-
er and coastaldeys, where farming can be Beyond thcx points, the tivers ue swift- occasiondy reported in the Hardanger
supplemented by fishing. .Towns are few flowing,rocky, and ueachemus. Longships Range-and the red and black dragons
and smaiI except for the major mde cen- and rat& with a bold uew and captain may which are sometimes sighted in the Great
ters. Most people live in s c a d fanuing pass through the Vesttjord Gap throughout M d .
and fishing wmmunities. the summer and early fall. Marine Life: The kraken and the
In the south, several great rivers drab greater sea serpent are an occasional
POpuJatiON: Human population rang- rhe alpine glaciers of the Hardanger threat to shipping in Northland waters.
es from 5-10 persons per square mile in Range, beginning as violent cataracts in
forest regions. to over 20 people per the mountain and hill country, then
square mile along the great river d e y s becoming wide meandering rivers as they
and near the large trading towns. flow through the marshy lowlands of
The political boundaries of Ostland, best and worst features o O d
Vestland, and Soderfjord as depicted on lands’ barbarian heritage. ing those fifteen centuries, the
maps are polite fictions. Over half of the Vorthmen were an undistinguished
western and southern hills and moun- Culturn1 Cor+rtiNuitg: In their earliest -assortment of barbarian clans. Each clan
tains that are claimed by Vestland and history, the Northman clans living on the fought with every other clan, generally
Soderfjord are in fact uninhabited by Ostland islands were too primitive and for sport and loot, and occasionally in
humans. In many cases, the territories are disorganized to present a threat to a civi- minor wars of conquest. No clan leader
lized nation, so the Nithians showed lit- held sway over more than a fract P

tle interest in the islands. On the Northern tribes at any one tim
mainland it was a different story: the Then, late in the fifth century AC, a
ern Reaches “nations” in the mode- local cultures were depopulated, demo- powerful Zealand clan consolidated
sense. Only Ostland has a strong central ralized, and obliterated by Nithian con- power through a combination of strength
government, and that is maintained only quest, disease, and slaving. Unlike much in war and shrewdness in diplomacy. This
through the monarch’s ruthless applica- of the mainland, the Ostland islands clan established the first widely acknowl-
tion of military force, his actions support- offered decent soil for farming; thus, edged king of Ostland, Cnute Bear-
ed by the powerful priest class. Vestland’s from 500 BC to 500 AC, Northland cul- chest. Cnute’s power proved strong
king has great prestige and is a strong ture remained stable and healthy only on enough that the royal house eventually
leader in military affairs, but Vestland’s established itself as a clan within a clan-
jarls retain considerable authority within
their own domains. The only form of
“centralized government” in Soderfjord
is the Nordhartar Defense League, which
meets only two weeks a year and spends
most of that time arguing over who sits
where at the conference table.
Finally, any fair account of the North-
em Reaches must consider the impor-
tance of the regions’ non-human
cultures. While human cultures domi-
nate trade, economics, communications,
and warfare in the Northern Reaches, as is
common throughout most of the D&D@
Game Known World, the non-human
cultures are too important to overlook.
Individually and on their own ground,
the older races have proved more than a
match for the humans, blunting the
humans’ expansion of their frontier. Fur-
ther, the prospect of a hostile non-human
army organized under a single charis-
matic leader is a threat to all nations OB
the Known World.

OstlaNb
Gove~~~ervf:
The Northlands cultural
tradition has continued in chis region
unbroken for three millennia, since the
eatliest human settlers came here around
2000 BC. Early Bronze Age cultures
evolved into the originaI Northlanders
first on the Ostland islands. For this rea-
son,Ostland is the mast traditionalof the
Northern C U ~ N retaining
~~S, m a n y of the
the royal Cnute clan. within the noble
and honored ze;lburg clan.
Cnute was a powuful warrior and a
competent general, with a sure grasp of
both land and sea tactics that exploited
his people’s skill with the longboat.
Gudrid, the new queen of Ostland, was
every bit as shrewd a diplomat and coun-
selor as her husband was a warrior. They
establisl-edthepatternthatwastosustain
their dynasty and nation.

UPESPCRetWtneCUuteCSUC-
cf66:The Cnutes have always relied on
strong leadership as the core of thdr
p e r . In heredituy monuchics, this is
sometimes an uncertain prospect. The
royal o&p&gs may bc idiots or weak-
lings, or they might marry for romance or
lust rather than for political advantage.
The Cnutes exploit the practice of fos-
terage, rather than relying solely on suc-
cession by birth. The finest young nobles
of all the Ostland clans are invited to live
in Zeaburg in the Royal Compound,
where they fom the King‘s Royal Court
and Pusonal Guard (known collectively
as the “Royal Household). From this (“marmaria” would be more ~ECUM) warriors are you likely to find anywherein
hand-picked assemblage, the ruler of for Thyatis in Norwold campaigns. the Northlunls. Thirty percent of this
ostlvld f d y selects and adopts his suc- But Hord hoped to nix his own child to force is f a d e , proud Mor-women
CLEMI; although it is often a n a d - b o r n his b e - a n acceptable route whcn a who have proven thdr mettle. The king
child of the monarch who is chosen. In child proved worthy, but not smn- a fan& having Wkpie shieldmaidens,
any case, the heir is considered just as Cnute monarch muld plan for. Howevq in imitation of odln fiti-Fatlmer.
much of “royal blood” as if he or she
were born of the king and queen.
Rhoradiedinchildbitth,withtbechildlost
as d, and Hod‘s inmst in rule 4. *,**,
,rile Queeilk 4 h u t bmts the *
sJuewdasEhohrs,
The Court ofCnutealS0 attracts many In his depression, King Hod‘s political and &&ie%t.* in the NorddmdF.
adventurers and young nobles with poor power began to d i p b the hands oftbe ‘Ihereiscodtsp fmpasitiooas~
prospects of inheritance. Those who dis- powedul priests dodin. Recently a new nob6saadcvmtiessaetmuadasPndlod
tinguish themxlves in some way-in player has entered the political game: the get~m~P@=ywogqween.
contests, in heroic feats, or through king‘snewyouugwife.QucenY~a,~
skald-enhanced reputations-are axr- vision promises unpresedented change to ~ R a ~ l b e s w l r r i o n d
sionally offered the hospitality of the ostlvld a she coosolidaas her power. priests dediumi to lhor are tbe u m t m
Royal Clan. Once in the Royal court and companioos of the king. These men,
Personal Guard, the chances of personal UPE ROBaI HOUS@I& The king‘s known w m m n l y as basalnen, n&i€li$
and politid advancement are good. Pemnal Guard is a 9oO-man elite bri- to spell-indud madnar in
gade, comprised ofthe finest nobles and
’UP KiN6-0 QU€€N:% yeacs ago, warriors of Ostland. The Brothers of the BersaknsuCgcnmllYanogrmbullks,
the then-current rulers of Ostlaad. King King, the king’s twenty-man honor I.oodp and q m k a b l e , and hbk to
Hord --Eye and Queen Sora Anlafs- guard, are the hand-picked cream ofthis
dottir, were t y p d Cnute Clan monucb. crop. These warriorsare often in the main
Hordwasinhisprime.afcacsometighter, a hall at royal feasts, and they enjoy the
veteran of many advennlres and pirate king‘s total protection. This makes them,
raids, and an a p i d general. He led practicdy speaking, above the law.
sewal of his warbands as allied nwps No more arrogant or scornful group of

10
North. Further, in response to &om by
Vestland and sodcrfiord to unite in com-
mon interest against Ostluld, King Hord
has signed a number adtreatieswith Thy-
atis, and has allied himself with the
emperor in his was agaiost the Alphatian
colony of Norwo'

DIT, 700
cnes
D&D@Game Known World standards. gades are veterans with superior morale, markets typical of small ports throughout
and are fiercely loyal to the king. the world. Natives domesticated giant
ZpabtmeThe capital of ostland is home The War Machine information (as rats to keep the ordinary rodents under
w the court of Cnute, currently ruled by developed in the D&D@Companion control. Two-legged rats of the human
King Hord Dark-Eye and Queen Yrsa the Rules)for these btieades is as follows: varietv also Dresent a serious wst Drob-
Young. The Royal Compound inelf is SUI- lem, A d s k g e r s are advised to &ep a
Unit Name: Army of Ostland
Type of Unit: Regular Division
Number of Units: 1
MV 4, BR 102

coastal hex not occupied by an ene-.


my unit. All troops are berserkers;
they never check morale and always
fail discipline checks.
Division Commander: F9 (CB i 1)
Deputy Division Commander: F8
Heroes: 6 FlS, 6 C8
Unit 1: 120 elite F3 human infan-
tv, swords and spears, 3 Sergeants
(F4), 1 Captain (FS)
I<alsloIsla?& Most of the island is
edged by a narrow band of fertile coastal
lowland punctuated by fine harbors. Ostman clans rosein rebellion against the
Cnute dynasty; twice the rebellions were
is closely supervised by the king's Person- brutally and efficiently suppressed by the
al Guard. Cnute kings.

ZeafoRt: Surrounded on three sides by Ostenslo aNb KUNS~O181aNOs:


marshy ground, and on the fourth side by With almost no arable land, the inhabit-
the wide shingle where the army's long ants of these rocky islands live from the
ships are beached, zeafort is ideally situ- sea. The people bunt whales and sea ser-
ated for defense and for swift pents in tiny open boats, and are said to
embarkation for offensive raids and cam- be among the hest, most courageous
paigns. Built in the last century by the sailors in the Northern Reaches.
Cnute dynasty, Zcafort is a fortified town Outsiders and foreigners are not wel-
where the three brigades of Osdands bleak western d&. The sacred burial comed; the Ostedo and K u d o dam con-
standing army are garrisoned. fine their bospiwJity to kin and friends.
grounds of the early Ostland kings are
Three large folueses, each with sixteen scattered along these seadiffs.'The.tombs Visitors are told w leave, and ye attacked
longhow. are the homes of the Raven. are guarded by the monasteries, by if they fail w comply. When threatened
Wolf, and Dragon brigades. Amciated arcane wards and enchantments, and by with force, the islanders respond with sut-
with each fomess is an annex-a dfor- the spirits of the restless dead. len and uncommunicative obedience.
tifled town in its own right-where support
dand camp followers livc. O s t i w a ~ ~ vAe ~ : trading and
rough cumem
The Raven, Wolf, and Dragon brigades ftshing port, Osmulh;lven welcomes for-
have seen frequent action as allies of the The situations described below arc meant
e k n e s and ad=nturen--unlike most to suggest possible adventures to the DM
Thyatian Empire in their wars with
Ostland ports. who wishes w c m t e his or her own
Alphatia, campaigning in the Alphatian The lower town offers the same modest
colonies of Norwold and the Isle of Ostlan&h&
shacks, seedy taverns, warehouses, and
Dawn. The officers and men of these bri-
N a t i O N S Of to€ N O R t o e R N R€aCl)€S
COe &le ofDam Colorvies Encour- cult’s patriarchs for aid. The monasteri Hord c m iltso c4u an fnn to ten & o m d
aged by Thyatian Imperial representatives, have llso sought the assistanceof the Ost- men from the nobles,guards, and levies
and in spite of threats by the Council of man nobility, who are loyal FreyIFreyja of the subjea clans. Against such a force,
Alpha&, King Hord has authorized the followersandtheu?di&naldefendersof the osrmvls haven’t a chance, as cvi-
d e m e n t of seven colonies on the north- the monasteries. denced by the bloody suppressibnof their
western coast ofthe Isle of Dawn. Three

their own hands. A younger Hord would a parcel (a cult relic


have acknowledged the exterminators of certain party. That

exciting
- adventures that Ton’t fit yo^ - ord now on the throne is more capricious,
current campaign setti id Yrsa’s growing power leaves som- bl
on this isolated island

co€ C O N t K a l Z 9 O S f M a N ClaNS:
Almost every faction in the North is inter-
ested in the fortunes of this small clan.
Ostland’s enemies wish to heighten the
friction between the Cnute dynasty and
the Ostmans, weakening the nation over-
all. Those supportive of national unity
would see them reconciled with the rul-
ing monarchs or eliminated.
Asgrim the Bowed has advised the king
to abolish the Frey/Freyja monasteries on
Kalslo and confiscate their lands and prop-
erty. With the monasteries out of the way,
Hord could establish himselfas protector of
the tombs of the ancestral Ostland kings-
and clandestinely plunder those tombs for
the treasures they conceal.
Yrsa’s spies have informed her of this
plan, which she opposes. She may not
work directly against the scheme, but she
cousels Hord against overt actions that
would divide the nation.
The monasteries have been informed
of their peril, and have petitioned the

I?
W h N b
W V ~ K N M € N &Vestland is a modem
monarchy, with a strong feudal aristoc-
racy. An influential middle-class is devel-
oping the urban economy, and a proud
military tradition, based on a well-
trained yeoman militia, defends the
country.
OsllaN&Pone-: Though a few
barbarian clans survived the Nithian
occupation of Vestland, the mainland
was essentially unsettled when Osdand
colonists arrived in the sixth century AC.
Cnute’s sons and their followers found a
harsh country with scarce agricultural
land, rhrcatened by troll tribes in the
north and giants raiding in the west. For
decades these Ostlanders joined with the
local tribes to m r e their frontiers from
monstrous attacks.

OttiUz the JUS: For over a century the


Vestland colonies remained under the
rule of the Ostland kings. However, the
greedy demands for tribute and the casu-
al indifference to requests for aid against
the trolls and giants eventudy drove the House of Ottar have pursued government atives, and prudent to acknowledge the
-
Vestland iarls to declare their indewn- and social policies wbkh have made Ves- Council’s interests and advice in policy
~

dence. tland a growing economic p e r in the matters.


Ottar the Just, a descendant of Eirik North. Support of craft guilds and for- This is the practical model for most
Cnute.
-. led the Vestlanders in rebellion. eign commerce have made Vestland town eovemments in Vestland. where the
Ottar’s forces-a motley group of jarls wealthy. Its townsfolk are as happy and mayor is selected by the king or a local
and frontier freemen- were no match prosperous as may be found in the jarl, and a council is selected to represent
for the Osdand vmies in a straight fight, Known Vkrbdd, and many craftsmen, local interest groups. In ~ nand l frontier
but in defense of their homes and steads, fanners, and fishemen benefit from the arm, the clan leader and his subordinate
the Vestlanders were formidable indeed. high prices the& goods earn in local and jarls are the authority.
Frustrated by the staunch resistance of foreign marketplaces. Vestland’s open
the rebels, King Finnbogi of Ostlahd society has also encouraged an &lux of HOM€ GuaRO: The Home Guard
launched an ill-conceived invasion. foreign settlers (most notably, Rockhome is a sort of police force established and
Denied supplies by Vestland raiders, dwarves), enriching Vestland’s culNIe funded by the khg, with three responsi-
Finnbogi’s campaign stalled, then turned and technology. bilities: protecting the coasts from raid-
into disaster at the Battle of Bridleford ers; patrolling the fronuer borders
where a bold raid captured the king and
many of his allied jarls.
nw K ~ N Ga N b #e Royal COUNC~I: against monster rai&, and tnining and
King H d d Gudmundson is advised by drilliag the I d militias. Poorly-paid,
The descendants of King Ottar con- a council of myally-appointed figures undermpnned, and dependent on local
tinue to rely on a strong yeomanry representing the nation’s significant communities for food and support, S M -
defending Vestland‘s security. Vestland is interest groups: the nobles, the ice in the Home Guard is regarded as the
accurately regarded as weak in offensive cnftguilders, the trade merchants, the duty of every youag Vestlander- and an
militaiy capability, but its Home Guard is kboldets, the cult of FreylFreyja, and opportunity for mpel and adventure.
exceptionally effective patrolling its others. To maintain the goodwill and
frontier borders and discouraging cooperation of a people traditionally vig-
Ostland pirates and raiders. orous in defending their rights, the king
Further, the Vestland kings of the must be fiirwhen selecting the represent-

14
NatiONS Of tm N O KReames
~
Kingdom of Vestlud Dominions and Major Settlements Slavery is illegal and immoral in Vest-
land. The urban poor live wretched lives,
Major as they do elsewhere, but the rural poor
Hex# Domain Area sq. mi. Pop. Major SCtdetntntlPop. are cared for by theit community and by
1. Hosunore 165 3000 Hostpork, lo00 the cult of Frey/Freyja.
Dwarves in Vestland: Many young
in Vestland com-
9000 Dremmen, 2500
25,000 N0rrv.k 3ooo

xud Rockhome.

practiced mainly in the borderlands and and honor.


rural commurlities.
small inns along the road. Small groups bring their livesmcL to Rhoona for d e aad m pursue troll d e r s all the way to their
of travelers are often welcome in private d e . The Eth& district is said to be hideouts. Units of the Home Guard have
dwellings. but local people are less gener- a hotW of evil d e m e s and intrigue. with been dispatched to occupy. rebuild, and
ous with their hospitality than in other the mors centeringdthe credacult gvrison the former d u d estates.
regions of the Northern Reaches, because . temple aad its daia.
of the heavy &IC along this road. (The town of Rhoona is treated in Suiwm: This sevide community is the
areas ddinTheCnrseofXanathon(X3),a
there D&D@Expert Adventure module.)

are common,

untenanted. Yany shelters are protected


bv cult shri I powerful protect-A
&bed for-&( Homesteading Acts.
The Homesteading Acts originally
seemed to be a simple standard proce-
dure one might follow to develop the
wild lands. The king and Council began
by conferring a land grant to an eager Trolls, mostly absent from this region
entrepreneur, who got the title of for the last four c
“duke” and owed loyalty directly to the sighted more fre
king. The new duke would send in an remote lowland st
armed expedition to drive away the resi- have occurred, but $e faimers in the area
dent trolls and, as soon as possible, build are netvous and have requesteda d d -
a fort that doubled as the ducal residence. merit o me Guard ~be ~
brought
‘ -in
Unfortunately, the dukes generally as
~

fashion, and maintains a lavish, courtly PJRoMso: This community centers


lifestyle in a dwarf-built palace on a hill around the dan seat of the powerful
overlooking the town. The palace is as yet Namahed dan, a clan which claims to
only paniauy complete, often delayed by beat elven blood. The Namahed dan is
the Duke’s disuessed ueasu~~, but it is ruled bv Ewind the Odd. ~ ~ i eof
sOt h .
said to be protected by various complex He is &led for his &ted
uaps engineered and built by dwarves. the Sight, and for the fits
Consuuction on the building continues ing which he receives his
emtidy. ing family has a new clan
Most of Rhoona’s large d m e n popu-
lation resides in the quaint and squalid
section d e d “Old Town.” Old Town has
more than twenty taverns, and the local neighbrs or Home Guard gaakm can
breweries produce better-than-average rally in defcnsc, the raiders have d a r o p d
quality lager and ale. On days when the the stead and slwghmed its inhabitants,
dwamen construction workers at the then withdrawn into the back c0unt.1~ mve#k This is a small but prosperous
Ducal Palace get paid, Old Town swarms where they can easily elude aarkers. fishing and whaling village. The hills to
with strong, cheerful rock-choppers with The disastrous failure of the Trollhcim the south are rich in minerals, but &e
a powerful thint for suds. Old Town x e s Homesteading Acts is a scandal and rough ternin and the menace of trolls
more than its share of drunken dwanren embarrassment to the king and the prevent exploitation of the resources.
brawls, and the thugs and lowlifes gather Council.The ducal titles and land grants
as thick as the skull of ahill giant. have been mdnded, and charges of trea- HaveRfjoR&This bustling town is an
Rhoona’s Eth- disaict is MU-son have been brought against the most important tnding center on the Over-
laud mostly by merchants who deal in negligent entrepreneurs. The royal ~ 1 -land W e Route. The political climate is
horses and pats. and by the nomads who wry has been opened to fund expeditions touchy. Recent decisions by Leifthe L.ean,

I 16
S O W R f i O R b laRlbOMS
I
GOV~RNM~N~
For the past thm centuries the Soder-
fjord region has bcen divided into a num-
ber of minor nations, each ruled by a
pow& dan. From time to time, one
jar1 would overrun several neighboring
lands and pmdaim himself king, where-
upon the other jvls would get together
and thump the livingdaylights out ofthe
self-prodaimed king. Then the jarls
would fight among themsclves a bit until
everybody was vcry tired. In the end,
things were pmty much the way they
began, only lotsof people were dead, and
plenty of villages and farms were burned
to the ground.
For variety, a few Ostland jads would
sail ove? occasionaJly, kill a lot of people,
bum villages and farms, and prodaim
themselves kings. Then they would steal
everything they could load in their boats,
and sail back to Ostland while the
Sodedjord jvls were arguing about whp
was entitled to lead their noble % i n i n
defense of their homeland.
Mtcr sc~eralcenturies of this so; 2 The council,comprised of the ruling k e d militia. W h i g a d e is a group of
warfare and devastation, the nobles of jvls of all the dominions of Sodufjord, sub-units organiaed under a single jd.
Sodedjord realized that their only hope meets twice a year to selector conhrmthe Some brigades from the larger d e -
lay in some more effective form of coop- war leader, and to discuss other matters of ments rcceivc regular militia uaining,
eration. national defense. The coundl also has but most are nothing more than the com-
the powcr to discuss and or& laws con- manding jad’s mainen and the battle-
NORWaRaR D€f€NSf cerning Soderfjord and its people, but it uained freemen fmm his region. Politics
Lea~uf: At the Council of Soderfjord in has no authority to enforce those laws. between the Brieades are fierce and dis-
950 AC, representatives of the most pow- The jarls and the clanheads remain the ruptive but, &to the Northlanded
erful dam ofthe region signed the Xeaty only recognized authorities in Soder- warxior madition6, the Brigades are mod-
of Allied Dominions, forming the fjord‘s vvious dominions. Iaw and jus- erately c&ctivc in combat.
Nordhvtar JMense League. Those who tice depend on the power, character, and
signed. and their descendants. are sworn will of the 1 4 jarl. POIkkS Of t@P s O & R f l O R o
to answer the summons of the ’*warlead- The motivations of Ragnar the Stout, J~R/&Ms: The people of saderfjord
er” (chosen by a Council of the Great the current war leader, are both ambi- s t i l l honor the democratic principle ofthe
Jarls) in the defense of the lands of the tious and patriotic. He enjoys the wealth thing, a Northman tradition. The thiog
treaty-signa. In the past half cennuy, and power of his position, but he also is lIlflUal01 Kmi-~m~al public p t h -
the ~ c c e s s o of
~ sthe signers have on the bdim that theJarldoms must bxome a ering W h m y frccmvl is invited to
whole remained loyal to the League. modem, d i e d nation in order to avoid speak out in favor of laws or policies con-
The war leader has broad powets to being d o w e d UP by Ostland and Thy- cerning local or notional a€fairs. No lam
compel cooperation in matters concern- atis. He is willing to employ any means- can be estabkLud without unanimous
ing the defense of Sodedjord against persuasion, diplomacy, or despotic agreement of &ox in attendance, and
external 2ggrrcsors (like Ostland pirates) r u t h l ~ S s t achieve
0 his aims. there arc no prmisions except dpres-
and internal threats (like u m d y clans, sure for enforcing thase laws which arc
raiding monsters, and bandits thrclrrn- Q€ P R € € i W M B R i g a b e S : Estab- established.
ing the Overland W e Route). He has no lished,organized, and supervised by the
other Official pa. war leader, thex units arc a loosely o w -

1s
Hex# Domain Areasq. mi. Ostland, and other nations- nations
pop- sectlemmt’pop.
Msrior that treat Sodcrfjord with a certain ske-p-
1. Olvas€jord 415 5000 wilmik.2000 ticism and disuust.
2. Suddlkd 335 3500 Soderfjord’s closest ally is Vestland,
3. Hordamark 275 6000 though Ylaruam maintains friendIy rela-
220 8ooo
555 18ooO soderfjord, 7000
335 8000
7. Bergholm E 305 2000 Dorna,2000 as shown no inten-
8. 525
9. 500
10. 360
11. 195
12.
13.
14.
15. Rurrland
16. Ozurfold
17. Gudholm
18.
19.
20.
21.
22.
. 23.
inter-clan disputes are concerned. Even
25. Boddergard I in towns, the clan is d a mong social
‘. 26. Otterland bond and obiigatiun.
27. Grebnlah 525 2000 i. 5 Slavery is illegal, and it is dishonoMMe
28. Nordcastd 775 to claim ownership of another person.
29. Chstehn 775 15000 Nevertheless, a few p o d juls hold
Wilderness 18000+ 3000 their households in virtual slavery,
Tod 31065+ 160500 through the intimidation of houstcarls
md bully-boys. Such jaris are despised,
The thing is a respectable form of but interference by the war Ieader or by
primitive democracy, but it is poorly other jarls would be unhwful, and would
equipped to cope with the problems of a risk confrontation with these pow&,
modern nation. Thus, Soderfjord ruthless nobles and their warriors.
remains a nation of iofty, admirable
principles-and primitive, ineffective G€OGMpniCaJNates
government. ous privilege, and only Jar1 Vandrad
SoOe~fjmb: This sprawiing, squalid
Little is done in Soderfjord as a whole Horikson of Ozurfold has made any town has an excellent river harbor and an
to encourage the internal affairs of trade headway with the project. unsavory reputation. svoderfiordis guard-
or industry. Its people are traditionally DM Note: This would be a tough but ed by Ragnar’s Fort, a fortifled island in
independent and self-reliant in crafts- exciting spot for a Dominion Grant to be the river opposite Soderfjord Beach, the
manship and the skilled trades (including given to a D&D@Companion noble. Jarldoms’ primary trade center.
spellcasting). As with all else, the local Soderfjord is widely viewed as the Ragnar’s Fort is the sometime residence
jarls make local choices. “doormat” of the Northern Reaches. A of m a r the Stout, war leader of the
One cooperative effort being attempt- young nation with a weak government Jarldoms, and commander of Ragnar’s
ed is the Sodervirk. The Sodervirk is a and a history of divisive internal politics Brigade, a W-man unit garrisoned at
defensive wall under construction in the and warfare, the Jarldoms can do little to the fort. The Council of Sodedjord meets
southeast hill region to protect settlers dispell this impression. Many jarls and in the fort twice a year.
from the hill gnolls tribes. clans are under the open or secret influ-

I
N a t i O N S Of to€ NORto€RN Reacoes
We N O R b b a R t a R DefeNS€ and Hardanger mountain wildernesses. Cbe G R e a t M a R S b : These vast,
LGWUE:As war leader of the Jarldoms. The fabled subterranean kingdoms of the sparsely-inhabited wetlands south of
Ragnar the Stout also has the power to gnomes are powerful lures for those seek- Backwater are dotted with isolated
muster three other 900-man units from ing magical artifacts, despite the savage, islands of fertile farmland. Yet even the
the Great Clans of Soderkjord, as estab- ruthless kobold tribes said to guard those best roads are almost impassable in the
lished under the Treaty of the Nordhartar treasures. The mountains to the west and spring rainy season, and inhabitants are
rare.

IS secure and well-patrolled, but the


mountains risine east and west above the
Y

ly in defenseof theJa in valley are kobold country.


an offensive war.
JOrUNVaIk Pass: Subject to violent See I‘ W e
weather and too rugged to patrol effec- Route,” details
tively, this is the most dangerous fifty- about the route and its sh
mile stretch of the Overland Trade Route.
Caravans commonly take on extra guards Cbe Coastal PlaiNs: The High
in Castellan and Cinsa-Men-Noo (Yla-
rum)for the trip through this pass. Hill
future lies in becoming a modern trading giants, kobolds. and common bandits are
nation. e most common intelligent menaci
Castellan more resemble hen bad weather forces a caravan
town of Karameikos or Glantri than a camp in the pass, mo cliffs drop sharply into the sea, making it
Northland settlement. The newly-built various species prese difficult for ships to land except at occa-
fort is of dwarven design, with square threat. sional coves along the coast. Local look-
stone walls rather than the palisaded &- outs are often stationed at the accessible
cular rampam common in Northland coves, and when raiders do come, the
forts. A few wealthy merchants and most populace gets a warning and some time to
of Dwarftown live in stone buildings, and prepare. The region is therefore partially
the rest of Castellan’s population lives in protected from sea-reavers’ raids.
timber and plank buildings with slate The clans in these regions are poor,
roofs, rather than the thatched roofs com- are a constant proud, and belligerent. Feuds, ven-
monly found elsewhere in the Northern geance raids. and small wars are common
Reaches. here, and the people hostile and ungen-
In custom and lifestyle the Castellam In the lowlands and settled regions, erous. With several centuries’ history of
are more cosmopolitan than most these patrols are a moderately e&tive clan warfare, these people now depend
Northmen. Dwarves are a large minority, deterrent to bandits. In wilderness regions only on their blood kin for all support
and Ylari faces are a common sight. The like Jotunvalk Pas and the Great Marsh, and aid. There is little hope of these clans
caravan district offers pleasant accommo- patrols are encouraged to avoid encounte~ uniting for abstract principles, to become
dationsto fit all purses, and several Ylari, wherrver possible, and they are forbidden a single nation under a central leader.
Rockhome, and Northland uading com- to pursue bandits, raiders, or motwers Ragnar has encouraged Halfden Grey.
panies maintain offices here. beyond the cai-avan road. The m o d e and beard of the Haltford clan to bring the
In addition to regular caravan &IC mining of these patrols is unreliable, and High Plains clans under his control, by
coming through the Jotunvalk Pass and they have been known to abandon travelers force or diplomacy. Ragnar is skeptical of
along the Overland Trade Route, Castel- to their fates when confronted by superior Halfden’s loyalties, but considers him the
Ian also welcomes adventurers and numbers or sorcery. most promising candidate to draw the
treasure-hunters bound for the Makkres clans together.

ao
I
into the black, durable difT face. The south of the caravan route; expedition.He offers little coin up front.
d e of this undenaking is magnifkent, Gudmn Goat-Shoe, f i f h son of Instead, Vi& con- for suhstantial
with some sections of enpviags over W o n Bloodure, a Hedden dan noble in percentages of any spoils won.
two-hundred feet wide. Antiquarian the Personal Guard of Ceowulf War- consequently, Vigfus entices mostly
experts suggest that these markings may Tooth, dan chief of the Hedden, has dis- inexperienced or desperate adventurers
represent the recorded history of some appeared. His brothers admitted that into his service. Vi@ is little concerned.
they had mocked his courage. In chd- 'Don't matter
lenge, Gudrun had dared them to join
him calling C a r d at the dark of the

south of Backwater hea ornaments c


road into the Great M
is thought a hit fey
ly in his fascination with witchery and
enchantments), but his father was loyal,
even to his least son. Hakon sent
Gudrun's four brothers out with a scold-
ing, and with orders to find their little
brother and bring him back home.
Hakon scoffed at the common supersti-
tions about the Witch-Queen, hut hi$
other four sons have failed to return after
two weeks, and now Hakon is deeply
CunneNt Eve frightened.
Hakon and his lord Ceowulf have pub-

locauon of the site to his cult superior.


to build their own adventures in the This information has been passed on to
Soderfiord Jarldoms. the highest levels of the cult, where plans
are being discussed for jumping the daim
me WfiCI?-QU€€N Of Hfl: The best in order to enrich the cult. ThKe plans
known legend of the Great Marsh is that are currently under discussion:
of the Curse of Carrah, the Witch- Infiltration of any Ragnar-supported
Queen, an ever-living servant of the expedition with Loki plants;
Queen of He1 and master of the Paths of Immediately dispatching a Loki expe-
the Dead. dition to the deposit. there to work the
C a r d cruises the waters of the swamp silver while waiting to ambush any later
at night in her faering MarshFiue, with expedition; or
her four undead serving men at the oafs. Allowing a Ragnar-~~pp~rted expedi-
She searches for brave volunteers to walk failed: one team failed even to track the tion to proceed to the deposits, shadowed
the Paths of the Dead with her in search riders, and the other team disappeared in by a Loki team who will wait until the
of her lost husband, Dunedhel. the hills east of Snowvale. Ragnat expeditionhas done its work. The
Dunedhel, an elf, a h served the Queen The Snowvale leaders have now hired cultists would then eliminate the group
of Hel, but he strayed from the Path and Vigfus the Red. a cruel and ill-reputed and steal the fnirs of its labor.
became lost in the icy otherworld of outlaw, to head up a group of kobold Neither the Ragnar and Loki groups
Niflheim. Carrah offers the Gift of hunters. Ruthless and profane, Vigfi~~ is are well informed about the I d dangers
Knowing to any who will aid her. nonetheless considered a gifted tracker of the upper Angcsan region- dangers
Carrah is said to appear to any who call and wilderness fighter. "1 gets'dogmen which indude monstrous wildlife, gnoU
her name at the dark of the moon while 'cause 1 thinks like 'dogmen," V i tribesmen, and kobolds whose tunnels
standing on the Red Rock, a well-known explah. Critics add that he acts and reach into the vicinitv of the silver
local landmark, a lump of red sandstone

I
smells like the dogmen. too. Vi& is hir- deposits.
rising above the swamp in the foothills ing adventurers for his kobold-hunting

~ 22
-
Races
NON-HUMZLFI
be only sensible. Only in the outside World are g e n e d y superior to those of among the oufcasts, and they have a rep-
world among the Younger Races can a other races and cultum, locally-made utation in the lower class urban disuica
young dwarf be accepted as a peer in an gwds are usually inferior to the work of for public drunkenness and violent
adventuring or mercenary party. Rockhome dwarves. Thus, the finest crime.
Further, dwarven adolescenceis a mi- dwarven crafts are Rockhome impom.
cult and trying period for the young and Wealthy and powerful patrons k u i t
Rockhome uaftsmcn and engineen for
important mining, tunneling, and con-
suuction. leaving others to hire local

den of dwarven tradition. Other


spoiled by wealthy families. As io all cul-
&res, some become criminals through
p_
1
nature or circumstance.
In Rochome, the sentence of Denun-
ciation and Banishment is a common
judgement for non-violent crimes, or for
well-to-do offenders. Dwarves can con- oremasters Thisstoiy
ceive of no greater hardship than being
physically and emotionally cut off from
home, clan, and kin.
Convicted offenders are conducted
under guard to a border and sent offwith clan called the Modrgswcrg conspied
clan hearth when they return from their a kit roughly equivalent to that of a with dark elves, and with priests of the
adventures. beginning D&D” character. Ethengar Father of Demons--this last. an obscure
Originally the Troubled Youth went off cult worshipping Immortals of the
to bother other dwarven communities. Sphere of Entropfi and identifled with
With the opening of the Known Worlds variousmodem okrk cults, depending on
to dwarven travel, young dwarves now who you talk to. Thb conspiracy sought
spend their adolescent years disrupting to bind thepoweaoflleandmagicinto
someoneelx’s culture-a situation much devices which might be used to conquer
to the elders’ liking. The Troubled Youth and d e the world. A common enough
(who more often refer to themselves as faot?sy. but within the grasp of such a
the Young Punks) also find t h i s quite foul alliance.
acceptable. “The dark elves bmught the secrets of
Young C&Cn: Another important life and is rulership. The Father of
dass of dwarven emigrant, the young Demons cultists brought the r i d of
craftsmen leave the rigid apprenticeship summoning and binding otherworldly
S ~ N C N ~ Cof
S dwarven culture to make very fussy. but it’s a tough pill for proud powcrs. And the dwvvcs bmughtknowl-
their way in the human world, confident dwarves to swallow. Many hit the road for edge ofmetalworking and mcchenisms.
rhat their skills and fme worksmanship the outside world, where Ion of dan sta- ‘‘Accouns of the league’s failure dif-
will earn them good money. Indeed, tu is less stifling. fir. In some, the Immortlls i n r e r f d . In
dwarven crafts are much in demand It is this class of emigrants that gives some, dwarven heroes stormed tbe
throughout the world- dwarven jewel- dwanes in the Northern Reaches a bad league’s citadel and slew the leaders. In
ers, armorers, and d i c e t s usually name name. Some make their living by hiring some, the confederation destroyed itself
their own prices. However, this easy out as temporary labom or guards in with trcacherg and bemyal.
money comes at a cost. mercantile districts 01 with caravans. “The fates of the dark elves and the
Many carefully guarded secrets are Others make their living by lesc honest cultism do not concern us here. The
taught only to those who remain in the means. and a few manage to leech offthe Moderigswerg were judged by the other
clan and apprenticeship structure. meagre charity to be had from the dwar- dwarven daos to be tainted with evil. The
Though dwarven crafts in the Known ven communities. Alcoholism is common

24
M&gswerg elders w e e executed for
their crimes, aod the entire clan was
Denounced and Banished, the name of
the clan to be struck forever fiom the
annals of dwarvenkind. It was then that
the Mdgswerg came to be called the

into their jewelries and devices. These


Ems are also taken from their c
mines, or are brought by gi -
Immortals as payment for work
as raw materials for a desired
As valuable as these 7 mi
- they are of less intc--.,* th*
s and bizarre :
whether dwarves rg create in the
s, 5 -- mwelcome; m u p . cvrn the Immortals prizc 11
ssii ambushed worksmanship, most particularly Imn
Is from the Sphere of Entropy, w
erally have little gift for craft
enchantment but an endless apprtite
devices of command and destruct -
Whether this is the fault of the Curse, a The Modrigswerg made the spear
side-dect of their social isolation, or a Gunghir for Odin, the spear which never
result of &ding with dark powers is a misses. They made Skipblade, Frey’s
matter of conjecture.” enchanted ship which always fmds a
Dwalinn: “bok. This ‘curse’ business
don’t enter into it. You sit around alone
in the dark eating slugs and mushrooms
for a couple of centuries, and see if you
ah‘t just the picture of mental health!”

w’9 of Life
Much of the information about the rot Modrigswerg craftsmanship. Thor’s wife
dwarves is given here in theoretical terms. Sif is said to wear golden hair crafted by
The purpose is to let DMs develop their the Modrigswerg, a gift given in recom-
own aura of mystery around these strange
pense for a prank by Loki the Trickster.
beings. What possibilities aren’t actually Mortal followers of these Northland
used can be given to PCs as rumors and Immortals may be loaned these magnifi-
red herrings. cent devices when engaged in a great
contact with outsides: Because of
quest. Thus, these devicesmay play a part
their unpredictability and their hostility in the adventures of many Northland
toward visitors, the Modrigswerg are
heroes.
approached by very few. The giantish The Modriperg also deal with less
races deal with them for arcane devices, exalted customers. Great sorcerers and
and powerful wizards seek them out as heroes, particularly those questing on the
ior. Legend linksthis to the Curse; most
dwarves feel it is a natural consequence of may produce the effect commonly known
In general, the Modrigswerg have main-
the moulder dwarves’ perverse isolation as shapeshddng, or ~y conferthe sellses
tained the same skills and lore they had
from family and kin. when thev were banished. Thev are adeDt
and abilities of the cre;lture d a d .
Like other dwarves, the Modrigswerg
set great store by memorization of family

d culture of the
ith poor memories,

Curse,but it may simply be Modrigswerg

er dwarv& evidently follow the dwarven


tradition that clerics do not reveal them-
selves to outsiders, if indeed they have
clerics at all. The Modrigswerg do not
venerate Kzgyar the M c e r , Denwarf
Dwarffather, or any other traditional
Immortalsor heroes.
There is only conjecture as to which
Immortalsthe Moddgswerg now serve, if
any. Legends say that the Modiigswerg
were cast out of Roclrhome for worship
ping the Father of Demons; it may be
supposed that some stiIl maintain this
cult, or a similar one. Another consider-
ation is that the Modtigswerg are known
to deal with the Lords of Entropy.
Though one need not worship the Entro-
pic Immortalsto deal with them, knowl-
edge of their rituals is necessary for safety,
and oaths of loyalty are commonly
demanded for the services these beings
render. (DMs should pick what best fits
I

1
NON-HUMaN Races
shields, but not n e c c s d y in the way the adversaries. as the border garrisons at the the bill country. Tke contentious nab-
items were intended to be used. (Someof Scdervidr can testif$ of both races d e s thisafragile alliance.
the variations are surprising.) Cnlmn: Gnolls are nomadic herders of but nevertheless an QNemely d a n g e m
Trolls have very limited attention mountain sheep, and warlike predators one.
spans,and they can lose and rediscover an upon other races. The cultureis cruel and Relations with Humans:Humuu; ue
object held in their paws many times in violent and, failing to find another foe, considered dangerous but exciting prey.
gnolls will fight among themselves.
Ruthlessness and skill in battle uc the
dominant racial traits. Social order is
cnnunate m

011s have devel-


mall groups, figbts break
choice of leader or tactics, division I
spoils, or any other point of debate.
Tribal wadare is unending. In battle,
gnolls prefer taking captives, who then
do not udderstand become slaves of the victor, but no quar-
f e u nor value it. M ter is offered or given. Intertribal battles demon, for a m p l e , the Double-Rock
humans without the annoying al are brief, often indecisive, with both fiver Clan worships Ranivorus, a Howl-
husks. sides withdrawing when adrenalin runs ing Demon. (See D&D@Immorals DM
low or when quarrels disrupt the groups. Guide, pp 30-32 for demon d&p-
The gnoll’s powerful frame, sure-
Tno-Ox Charlie: Two-Ox Char1 a footedness, and hardy conditioning give
him a movement advantage io rough ter-
tame moll owned by Hord Dark-Eye
rain. (Gnolk move at cavalry speed in
High King of Ostland. Charlie is often I
attendance at social mountainous areas.) Individually, gnolls
the W s dinner- a trolls. but r-
food, &ally flourished one-handed. He ous and better organized - more than a constitutes “interference.” Demonic arti-
entertains guests with uicks and mock facts have been provided to some gnoll
combats. Charlie speaks passable Com- he underground, so followers, and 0ccaSi.naUy a demon may
mon. recites poetry, and reportedly is bet- with kobolds when involve himself in gnoll affairs, using a
ter at arithmetic than the king. He dotes permit With assist- disguise or magical abiities to conceal his
on Yrsa, who tolerates him.When asked Id advisors in the presence from observers.
why he puts up with civilization and set- Although shamans among the gnolls
Vitude, Charlie observes that he eats bet- are generally regarded as wealclings and
ter here than he would in Trollheim, and misfits, they have much inDuence behind
that humans know more interesting the scenes in clan politics. A chief must
games than trolls. The king has repeated- have the support of the shamans or he
ly denied that Charlie is fed on human kobblds. cannot command his tribe.
thralls. Relation to 0 t h Humanoid Races Cnfts and Tech- Gnoll goods
Less resistant to cold than giants, gnolls are primitive. W&rs wear poorly-made
avoid high elevations except during the leather armor, and use crude shields,
Q€ Hill (jNOllS summer. During that season, bill and spears. dubs, bows, slings, and other
Gnolls were the f m humanoid race to stone giants raid their herds to steal simple weapons. Gnolls may also use
d e in the Northern Reaches after the sheep, and the gnolls enjoy the challenge plundered weapons and armor, or mod-
ice caps retreated. Nomadic gnoll dam of protecting their flmks. ern arms purchased from unscrupdous
are widely dispemd in rugged regions The kobolds of the Hardanger Range uaders. Warlords and wizards elsewhere
throughout the Known World. have established dose relations with a have managed to oudit, train, and field
G n o k are IK( formidable than om or number of Gnollheim dam. Normally allied gnoll armies. As yet. tbis has not
kobolds, militarily. On their own ground, neutral or hostile, the gnolls and kobolds occurred in the Northern Reaches.
however, they are shrewd and stubborn are brought together by their common Magic: Gnollheim gnolls do not have
hatred of the human settlers colonizing wiccas, and may fear magic users and
NON-HUMaN Races

their spells. Gnolls rely on their uibal Suant, chief of the Black Cliffs clul:
shamans for healing and other clerical The large Black Cli& Clan lives in the
spells. Minor shamans (Levels 1-2) are Angesan Valley in the foothills of the
numerous; most raiding parties will be Hardanger Ranges. Untroubled by
accompanied by one or two such. human colonists or smaller gnoll tribes,
the Black Cliffs Clan is rehtively peaceful
Note0 GNoII P € f Z S O N a J ~ e -
S under the guidance ofthe elderly Suant.
However, young gnoll warriors have
Kabern, cbief of the Mountain Wolf challenged Suant’s leadership, claiming
Clan: Kaberu’s reputation has grown to
that he has denied aid to the warlike
legendary stature in the Whiteheart northern gnoll clans who resist the inuu-
region. His raiding parties strike swiftly sion of the humans.
into the lowlands north of Whiteheart, These younger warriors, under the
ambushing trade caravans and river trad- leadership of Chela, a charismatic gnoll
ers along the Otofjord River and plunder- war leader, have secretly allied with the
ing settlements throughout the Otofjord kobolds of the Hardanger k g e . For
Valley. The border garrisom are baffled promises of magical and technological
by his ability to p a s the Sodemirk wall treasures plundered from the caverns of
without detection, and to evade the far- the gnomes, Chela and his followers have
ranging border pauols sent into the hiUs sworn to bring the Black cliffs Clan into
in pursuit of Kaberus war bands. Rumors the war against the human settlers.
say that Kaberu has either sorcerous or
Immortal aid. Captured gnoll weapons
and armor of Thyatian make suggest for-
eign support, but Thyatian represcnta-
tives stoutly deny any contact with the
clans.

ai
The Court of Cnute at Ostland is quite Pemorvalities being a clan within the Zeaburg clan).
detailed, a framework for a N o d e r n King Herd Hord hoped their union would produce a
Reaches campaign, although shorter High King ofOstland (F28, St 15, In 12, son strong enough to ascend the throne
adventures are perfectly reasonable. after him, but Rhora died childless. Hord
will, Dx15, co18, ch 17, ALNeurral)
Important background information ~ t sModest
: 8, peaceful 5 . remarried, holding the same hope for
about the nation of Ostland begins on King Hard Dark-Eye exhibits the man- strong sons. Although he has fostered
ly virtues of a warrior people to his sub- nobles into his
ion describes jects’ loyal and enthusiastic approval.
succession to the

the appearance of

ment has its heart


pound in the somew

~ ~ - c a U & o i o u14,
s Reverent 16, Forgiv-
ing 3, h u n g 4, Dogmatic 18. Knows
as. algir, and tiwar runes. Owm several
rune-inscribed objects.
Asgrim is a very ambitious man with
the vision the king lacks. A decade youn-
ger than Hord, Asgrim became the king’s
associate relatively early in his rule. He is
young for his position, but he has many
factors working in his favor. He is dis-
creet, his ambitiousness is carefully chan-
neled, and he has the god’s favor, which
their own in a delicate balance of political ing and affairs of state. He.ll
has raised him through the ranks swiftly.
;luigue and The priesthood lend an ear to outrageous &ernes to He represents the hard-core traditional-
Of led by the guileful the his treasury rather than pay atten- istswho feel that the old Northman ways
Bowed, exem wide influence and seeks to tion to a tedious advisor droning on are the best, with every member of the
power. But perhaps the about some serious border dispute that society knowing his place.
underrated figure of diplomatic impor- needs His growing indifference For the last ten years, Asgrim has been
is Hard Dark-Eye’s Queen leaves a power vacuum, being filled by King Hord’s dosest advisor. Traditional
Yrsa the Young. Her political acumen is Northman kings lead their warriors in the
matched only by the intensity of her reso- The early death of Word’s fust wife, field, and so King Hord has spent many
lution to drag her backward into Rhora A&fsdottir, was the f i t blow to seasons away at war. When he was away,
the mainstream of the civilized world. Hord’s love of rulership. Hord and Rhora Asgrim ruled in day to day matters.
were perfectly traditional Cnute clan Under Asgrim’s guardianship, the power
monarchs (the royal house of Cnute of the priest c l w grew tremendously as
the head priest utilized his connections to
stay informed and to dispense swift jus.
uce to all pun of Ostland. King Hord
expanded on thisframework whenever he
returned to the throne.
The diplomatic policies of the Odin
cult in combination with the ruthless
whelping legitimate heirs. In the four
years since her marriage, the jokes Wed.
She has won an a s t o d e d respect from
most of the jark, and the genuine love of
many of her subjects. Because she bore
two sons in quick succession, King Hord
is utterly devoted to her; because she is
m e count of mute
and traditions, and understands the
northern way of life.
’I
desire of m a n y to retain their unique

Queen Yrsa is careful and adroit in bal-


ancing one faction against another, and
she rarely makes p o l i d mistakes. She is

intelligent and astute, he listens to her.


Her popularity is only weakened by her

ire that made the Northlands wha


‘e, but most of the populace sees the
new possibilities she raises for the good of
all. The entire political situation is in
flux, and thick with intrigue.
Yna deals well with the intrigue. Her
half-sister. Gunnhild Svalasdottir, is jar1 development designs, thus she has
of Suddmore, which has always been a
powerful clan in Ostland. Gunnhiid held
a teenaged Yrsa as a hostage for a year on
the grounds of doubtful loyalty to her
clan, and planned charges against Yrsa
for conspiracy to depose Gunohild as
clanhead.

power but entirely bebind the scenes. He Yrsa managed to stay chosen methods of squeezing his victims
is a Richelieu who manipulates others influential contacts. between their own weaknesses and the
adeptly but who will not take actions that made the charges of tr h e a t ofpublic erposure.
will arpose his hand. His subtle manner took steps to clear he Yrsa is young and her will is strong. If
and ai^ of subterfuge draw some suspi- btought to fruition, her resolution to
cion among a fortbright people. He is b&g omland out of its barbarian past
more feared than admired, particularly and into the mainsteam of modern
among the nobles and leaders of King nations might d e Ostland the heart of
Hord’s household who can glimpse his a rich, productive, vigorous world p e r .
machinations at royal audiences and DM Note Queen Yrsa may be a little
counds. ahead of her time or just born in the
wrong wuntry, but her vision is worthy of
Qncm Yrsa the Young supporters since the young woman a Charlunagne or ELitabeth I. Her SOI
Ah0 becoming known as Y m Decp- became queen. rises and the priesthood’s waaa, but shc
Minded. (CS, St 1 3 . h 16. Wi18,Dxll. Yrsa’s Machiavellian abilities defend must use all hcr intellect and p o l i d tal-
Co 10, Ch 17,AL Neutral) Traits: Cau- her and her vision from being swallowed ent to ensure her balance as she walks a
uous 15, Peaceful 12, Courageous 14, by the lesser minds amund her. Yrsa trav- fur tightrope into the future.
Energetic 15. Dogmatic 5. Knows man- eled out of the Northern Reaches as a Ostland is a nation where great change
n u rune and owns several me-iarribed young child (to keep her out of GUM- is possible. The presence of strong-
objects. hild‘s way), and she brings an expansive, minded, assertive adventurers (native or
Queen Yrsa is the king’s sccond wife, tolerant vision to her rulership that nei- otherwise) could shift the delicate politi-
and half his age. At the time of her ther Asgrim nor her husband can match. cal balance. Relatively minor actions in
betrothal, she was the butt of jokes and She knows O d d will sink into a bat- support of either Yrsa or Asgrim’s poli-
derision: a pretty young thing marrying barian backwater if it cannot modernize ties can have far-reaching results.
an old goat for the express purpose of its ways. Even so,she respects its history Left undisturbed, Yrsa’s power is likely
12
-

me count ofa u t €
smaller inner court.
Typical encounters here might include
sages, mages, skalds, and charlatans seek-
ing the Queen’s favor and patronage.
People like these may be hidden
resources-or traps-for PG.
The Queen’s Court has been renovated
in recent years. Planking covers the interi-
or walls, and intricate carving adorns the
interior posts. The outer court has a
packed gravel floor which is covered with
the traditional scatter of staw and herbs,
but the inner court floor is one of Yrsa
to expand unless she is assassinated. Her
innovations: a white lime plaster overlays
Dawn; certain jarls answering charges of
the gravel foundation. Although this
greatest challenge comes from a small treason; or squabbles between the Broth-
combination makes the room uncomfort-
core of reactionary traditionalists who ers of King and the Ravenguard ber-
favor Asgrim’s old-style religion over serkers. Two-Ox Charlie, the king’s pet ably cold in the damp climate, Yrsa feels
troll, is another likely encounter. He car- this encourages swifter thinking from
Yrsa’s various plans for reform.
ries food to the king, he might wrestle petitioners.
Yrsa can accommodate the priests’
power within her own, but the reverse is five men at once for the audience, or he
3. The King’s Hall: The king‘s private
may recite poetry. quarters are in keeping with traditional
not true. Asgrim would find it difficult to
dwellings, although King Hord enjoys the
have her around if he winds up top dog, Banquets are served from the side-
because Yrsa will not accept being a pow- comfort of planked floors and walls. The
boards along the wall behind the king’s
large outer room (A) functionsas the king’s
erless figurehead. And although King table (referred to as the high table). The
Hord’s interest in rule lessens, he still rear entrance from the kitchens has been private meeting room, although it more
oftensem ashisdrinkinghall and-
remains a powerful factor through the enlarged to permit Two-Ox Charlie to car- room.
might of his military arm.In his absence, ry in a fully-laden. The king’s sleeping quarters (B) include
the military factions might themselves The high table accomodates up to sev-
the bed he occasionally shares with the
take Alexander’s solution to the Gordian en: the king, queen, and a designated
queen, and his chm of personal belong-
knot of court politics-if they could stop guest of honor have individual chairs,
ings. He keeps a worktable and chair
fighting among themselves. and everyone else sirs on benches. The against the west wall for what statecraft he
long trestle tables flanking the fuepit seat
remains involved in, but he relies ever more
COe Royal COMPOUN~ about twenty each, on benches. The heavily on verbal reports and the opinions
clanheads or their representatives are the
1. The Great Hall: The king’s Great of thax around him.His armor and weap-
usual company, but the king aggravates ons are racked on the south wall.
Hall embodies much that is traditional in the Brothers and the Ravenguard by occa-
the gathering halls of the northern peo- sionally feasting with one group, then the
4. The Quem’s Hall: Renovations of
ples. A stone-lined firepit fills the center the Queen’s Court were extended into
other. Thralls move between table and the queen’s private quarters. Planking
of the hall, which is built of stripped pine fuepit, and those who are insufficiently
timbers caulked with mud and moss. The covers the walls and the floors alike, and
agile may be tripped into the coals for a the rooms are therefore warm and clean.
dirt floor never completely dries out, con- laugh. Against the easternmost wall is a
tributing to the miasma of odors- cold, Ttaditionalists point out that the queen is
bench for guards and servants. The loca- unnaturally obsessed with privacy- her
damp molds, energetic unwashed bodies, tion is undesirable because the wall backs
and the more pleasant smells of wood rooms are partitioned off from one
against the latrine outside, and the cauk- another in the southern manner. Her
smoke and freshly-laid straw mixed with ing in the wall is inadequate.
herb grasses. Only outlanders will notice; interior fueplace and chimney are poorly
2. The Queen’s Court: The court is
to locals, these are the smells of home. constructed, having been built by work-
divided into two spacious rooms. The ers willing but unfamiliar with the
Recently the Great Hall has served as larger outer court serves different func-
nothing more than a feasting hall, but design. Her rooms are often smoky, and
tions as required: an antechamber for those who share this part of the building
every meal is a lively social event. Typical those waiting for an audience, a gather-
encounters here include: nobles and are particularly susceptible to colds.
ing hall for general councils and The outermost room (A) is a sitting
adventurers petitioning permission for a announcements, and as an entertainment
colonizing expedition to the Isle of mom, and the queen often conduca semi-
hall. Formal audiences take place in the private business from this antechamber.

.
u p 2 count of(slute

Only rmsted advisors, or those amompa- hold live here. Two-Ox Charlie. the an effective h e w o r k :
nied by such, enter this mom. Ym’s sleep- king’s pet troll. has a lean-toagainst one
ing q u m (B) are not elaborate, with a wall. but no one argues with him when he acta.
small dressing chamber to one side. chess decides to sleep somewhere dse.

e Court of Cn

the queen’s quarters.


5. BvndrsoftheBrothersoftheKhg: powerful recurring chuacters. The court
Twenty select wartiors sleep, eat, and of Cnute becomes the F”home base,
store their belongings here, where they
are tended by their ~ e ~ a n t Six
s . of the
warriors are female. AU live for the king,
and all consider themselves above the
law. The group’s captain is presently
Beowulf Stonehand.
6. Tanple of O h : An elaborate suuc-
ture all of oakwood, the temple contains
a small shrine dedicated to Odin. The
w& and posts are richly decorated, and
the best-known power runes are inscribed
on the upright rock bcside the shrine saffed by the Personal Guard.
itself, which contains a bust of the god. A
full set of oaken rune-tiles is kept in a sil- Ostland‘s people from &grim’s- ambi-
A CaMpaiGN F a M e W O K k - tions, while aiding Yrsa in bringing
ver bowl beside the stone.
The rear of the building is partitioned To run an effective FRF’ campaign, DMs Ostland out of its barbarian youth and
off as living quartets for Asgrim and his need an effective campaign h e w o r k . a into a civilized maturity.
staff. The High Priest himself spends group of gamemastering techniques
much of his time away from the temple, which link the short-term excitement of AN OstIaNo Canrpatc;N OutIiNe
conferring with the king or others. individual adventure scenarios into large- Ambitious, adventurous Wanders (new
7 . Thralls’ Qnarters: Rarnshadde huts, scale, signifcant actions and themes. characters beginning in the Northern
none too tidy, and an open-air kitchen fa Campaigns have common elements for Reaches campaign) are drawn to the
the area. The slaves of the royal house-
rn€count Of CNute
Court of Cnute by rumors and open ality becomes increasingly repellent. By this phase, mast of the E’ adven-
advertisements announcing the king’s Asgrim wants to consolidate the power tures may have pohtical overtones. Even a
desire to sponsor adventurers. Upon of Ostland under puppet monarchs con- simple tmsure-grab scenario requires the
arriving and applying to the king, the trolled by an enlightened statesman - pcs to reveal their political loyalties, since
characters are invited to accept Hord’s Asgrim himself. The High Priest is Asgrim and Y r s a d each request that the
hospitality, in return for various services increasingly generous in his aid to the ttea~lrebe placbdat their disposal topennit
to be named at a la characters, requiring in return no more m disaster.” At the
than simple favors-messages delivered,
Northern Reach special considerations to friends of Odin,

Yrsa wants to insure that she rules


Ostland after Hord’s death, as regent for
her sons or as sponsor of a fosterling if
that proves necessary. She is less moti-
vated by the desire for personal power,
but she fears Asgrim’s obsession with
achieving absolute control for himself.
She, too, will offer more generous assist-
ance to the PCs, but will

Osananhaven, where they


and ends by debriefing and delivering seek alliances with Vestland and the
rewards (payment and assignment of Jarldoms to permit them to return to
experience points for accomplishments). Ostland as rightful rulers. The P G might
In the second phase of the campaign, play a number of roles in the civil war, both
when the characters have reached approx- as plotters, agents, and heroes, or as gen-
imately 4th-6th level, the king may con- e& in large-scale military confrontations
tinue to dispatch the PCs on missions, using the BATTLESYSTEM” Fantasy
but the assignments will sometimes be Combat Supplement or War Machine data
more subtle and complex. For example, (in the D e Companion Rules).
King Hord may send the PCs to Ost- Assuming that Yrsa and the Pcs m-
manhaven to search for evidence of plots umph over Asgrim, the PCs might then be
against the royal house, or he may send in this conflict. Their choices should be the retired as high-ranking NPC nobles and
the PCs to investigate rumors that Ves- deciding factors of who rises and who falls. advisors in Queen Yrsa’s court. If the char-
tland and the Jarldoms conspire with the In the last phase of the campaign, the acters are to be kept in play, they might
Alphatians to support the Ostman clan in PCs have reached name level and may be continue in high-levelwilderness and outer
a revolt against the Cnute’s rule. seeking their own dominions. King planar exploits while involving themselves
At this point Asgrim and Yrsa begin to Hord’s mind is failing him, and it is clear in diplomatic missions to the noble mum
make special personal requests, and offer that Ostland must have a new ruler. Both of Karameikos, G h u i , or Thyatis, or they
more substantial rewards. The PG should Yrsa and Asgrim promise the PCs their might choose to move on to a new setting,
begin to realize that the three main cham- own dominions and positions of power like the Isle of Dawn colonies, or the vast
ters have competing political interests.. . and influence in return for support in the wildernessesnorth of Norwold, in search of
The king just wants to live a life of glo- struggle. The PCs are caught in the suitably Wenging adventures.
rious warfare and adventure through his increasingly direct confrontation between
loyal subjects. Hord still offers the PCs Yrsa and Asgrim; to give aid to one is to
heroic tasks, but his bloodthirsty person- openly declare the other enemy.

36
PalUN QVeRNS
Falun Caverns is an adventure setting for
immediate use. Use the “Gnomish”
Falun Caverns map on page 32 of the
Players Book as a player handout. The

a weathered block destroyed by kohold invaders in 490 AC.


about the ancient g Over two thousand gnomes once lived in
hills nearby. More si peace in several underground villages;
pursing kohold rai very few survived the invasion. A kobold
pursuit which ends in the Falun Caverns. community of 200-300 individuals has
lived in Falun ever since.
nw Maps GNOMiSII E N F i N f f R i N G
Gnomes used a complex technology of
alchemical processors to dissolve the
limestone. They transported it to an array
of molds and forms, and molded their
more extensive caverns extending to the structures in place, relying heavily on
south and west which could be further pipes, braces, and scaffoldings. Founda-
developed. tions are mortared stone or reinforced
The writing on the player’s handout ed from organic cave
map is an unintelligible runic script. This &j#es, worms, and
is “Auld Gnomish.” The mapmaker used ants.
a wish to prevent the Auld Gnomish The resul look like mol-
runes from being read hy magical means.
Only another wish can alter this condi-
tion.
The DM’s map includes translations of mations, variousl
the Auld Gnomish. Industrious players sectionsare still
who l i e word puzzles will f i d that the lit by ancient continual lights, dating
Auld Gnomish script is a replacement from the gnome occupation. Some artifi-
code for the English alphabet. (See the cial formations are lit from withii by
chart on the DM’s map.) Players who fig- these conunual lights, creating subtle
ure out the replacement code can uans- shadings and prisms of color.
late the Auld Gnomish notes in full, and There are two basic types of gnome
gain valuable information about the smctures: vilh and guild halls.
cave. Villas are apartment complexes which
Players may have a little trouble get- housed from 20-100 gnomes. There are
ting started decoding the Gnomish three main styles: high-wall, with many
script. In the spirit of enjoying a good units up the walls to the ceiling; cylinder,
game, the DM can point to logical places multiple units in floor-to-ceiling towers,
with walls left for murals; and low hut,
known only to the original designer. of-the-way spot, overlooked by scaveng- damage, but the murals are still impres-
Most useful artifacts have been plun- ing kobolds and covered with flowstone sive. Faded gnomish lights are supple-
dered long ago by the kobold invaders. deposits. mented by kobold lights. A
The remaining relics are often covered by well-traveled, paved surface, this is a pre-
various calcite deposits. Kobolds have no Mav K W ferred route to the kobold settlement.
skill extracting artifacts from the
The following map key lists all map refer- Breezeway: A long chamber with very
ences, with brief descriptive notes. The
listings are alphabetical to help you find
enuies quickly and easily.
...

to be found in thc here. Ruins. Ants now range freely to the


north and west.
Arch Villa: Residental high-wall apart-
ments, stripped by the kobolds and aban-
doned. Heavy flowstone covers much.
Auld h o w : Ancient burial ground,
dating from gnome
flowstone everywhere.
Ozeatumzs ON
Gnomes raised ants as
: Arts and entertainment
gnomish settlement. Great
small performance rooms
as
tures, such giant beetles, rats, and pur-
on lower levels. Stripped, vandalized
ruins. This area is now used as a beetle
ple worms, were raised for food. Most of farm.
these species run wild in the caverns, and
some “herds” are still maintained by the F ~ MFeast Village: Low hut farming
kobolds. and residential village. Ruins. Partidy
stripped by kobolds. Light flowstone.
AuKial GROUNW Area is avoided by kobolds because an
came. Light flowston aggressive, territorial ant colony roams
Kobolds fear dead spirits’ vengeful ances- the vicinity.
tors, who they believe watch over proper- Beetle Ranch: This was a small opera-
ly prepared graves. Thus, the kobolds tion for specialty meats; other beetle Falun Village: A large, town-sized
avoid gnomish burial grounds. The bar- ranches were usually larger. Wild beetles gnomish settlement, with ruins of several
rows and catacombs are relatively undis- now range n o d , west, and east; they are residential craft guilds, a college, and an
turbed, though often buried in heavy hunted by kobolds for food. arts center. Now the site of the main
flowstone. Traditionally, gnome posses- Falun Caverns kobold settlement.
sions are handed on to clan and guild, so Bluecaps: Gnomes in Falun relied on
the Bluecaps, a news and messenger s e w Fiber Guild: This guild produced fiber
bodies are buried without important products for manufacturing and con-
grave goods. Burial grounds are empty of ice like the Pony Express, to stay in touch
with their kin. Surface routes between struction. Ruins. Stripped and aban-
valuable plunder. doned. Moderate flowstone. Kobolds
The unburied gnome casualties of the settlements were often dangerous but
more direct, only used by gnomes in a used salvaged fiber stocks for their earliest
kobold invasion were treated more constructions in the kobold settlement.
casually-they provided food during the hurry.
establishment of the first kobold settle- Boulevard: Elaborately decorated Fishstone: Cylinder-style residental
ment. However, a victim’s ancient main hallway, with flowstone sculpture apartments. Called Fishstone for the
remains are occasionally found in an out- and murals. There is heavy flowstone brightly-colored flowstone walls, sculpt-
abused by frustrated kobold scavengers, Magic Guild: Magic was and is a less and anyone entering the room is struck b
and most are damaged by flowstone and prestigious craft than general gadgetry a 6d6 lightning bolt.
corrosion. among the gnomes, so this was a modest
magicians’ guild. Ruins, moderate flow- Quiet Rest: Low hut residental apm
Gate Watch: Gnome guards occupied menu. Ruined. Moderate flowstone.
this chamber above the main entrance. stone. Kobolds have stripped the area of
everything that detects of magic. Rat Nursery: Gnomes raised rats for
Marble Villa: Cylinder-type residential
room is now used apartments. Ruined. Heavy flowstone.

caverns.

L
Rust Shelf: Onc
ainers may have edible but nasty-tasting
meat.
The refuse was periodically cleared away Metal Guild The buildings have been learned to avoid
and taken outside the cavern for perma- preserved and occupied by kobold war-
nent disposal. Kobolds may use this riors. Dire wolves are corralled along
chamber to outflank invading PC parties. chamber walls. Beetle meat is brought in
Jelly Farm:Catwalks through this area ice. Ruined. Stripped
are susbended wok where various Now the site of a kobo1
cave jellies, puddh&and s h e s were
cultivated for their chemical compo-
nents. A small processin
ruins at the southern end
The former inhabitants hav
wild, feeding off one another, i d off by dense forest growth.
beetles and ants that stumble into this
area. The kobolds avoid the jelly farm -
heavy flowstone
Slime Pools: Gnomes cultivated cave
slimes for their chemical properties.
altogether. These pools now contain wild slime colo-
NewVilla:Hi sidental apart-
nies. Kobolds avoid this area, and many
Lower Ant Ranch: Stocks of food and ments. Ruined. Heavy flowstone.
fiber were stored here originally, but any- artifacts remain in good condition.
thing useful was taken early on by the Police A:Barracks of the gnomish Stable: Mules for the police and Blue-
kobolds. Lower levels in this direction ate internal security fox
caps were stabled here. Stripped and van-
presently inhabited by a vast ant colony, mule-riding d d e n x dalized. No flowstone.
the descendants of the gnome domesti- e duties for each
cated stock. These ants are numerous, Stone Guild Once home to flowstone
territorial, and hostile. Area was stripped and vandalized by workers and cave engineers. Buildings
kobolds. Light flowstone. were preserved and are now occupied by
Machine Shop: The Machine Shop is a kobold serfs.
public facility where gnome citizens Power A: This area contained an
could bring malfunctioning devices and experimental power generator (magical) Suburbs: Northeast of Redcap Village
work on them, with tools and advice pro- intended to replace the continual light lie several more residential and farming
vided by resident experts. Gnomes ofien illumination in the caverns. The project villages. All are stripped, vandalized,
lost interest in the malfunctioning was abandoned, deemed unsafe. and buried in heavy flowstone.
devices, but refused to throw them away. Kobolds who forced their way past the Test 0: These areas were reserved for
Many were stacked, tagged, in storage entrance were baked by lightning bolts. testing of magical devices and gadgets.
bins. The PCs can find innumerable bro- Though the kobolds detected massive The chambers still bear the evidence of
ken and useless devices scattered around quantities of magic, they wisely chose to explosions and other minor disasters. The
by impatient kobolds. Other items are abandon it. The generator s t i l l draws rooms still detect as magical, and are
covered with light flowstone deposits. electrical energy from the Ethereal Plane, avoided by kobolds.

40
-
AbVWReS

Upper Fishstone: Low hut residential gnome-made hazards. completely destroyed.


apartments. Ruined. Moderate flow- / I /Passage Blocked This symbol Players may sly they will “take as long
stone. meaOSthat the passage is temponrily asnecessarg,andworkasurcfullyasnec-
Vaults: Warehouses for agricultural blocked or under construction. essarg.” This is reasonable, assuming the
and manufacturing materiak. Stripped PCs do not have a prior reputation for
and vandalized by kobolds. Beyond these
a /Restricted Access: Authorized ham-handed cl&= and a love of
gnomes only. Generally locked or other- shortcuts. there will still be
wise protected. Areas marked thus on the a chance
because of dan-
enome buildings keep the p
cave creatu

cts marked in Auld Gnomish


be translated with

for sale as an antique oddity in any


ket town. The second is for sale
knowledgeable collector, an inter
is canal leads through sage, or a school like Uppsala College
area. It overflows its Norrvik. DMs may alter prices u
down, depending on the perc
of similar items in any given
If skill and time are requir
cessful extraction, make -a secret skill

check for the PC directing the extrac Rccorerg lhble
ent chance of discovery
per hour of search: no skill or time
route to oudank PC invaders. needed to recover.)
Wishbone Villa: Luxury high-wall resi- These are s m d objects overlooked
dences. Ruined, stripped and vandal- by kobold mvengers and, by rare
ized. Heavy flowstone. S m e d treasure luck, not covered with flowstone.
hoards still lie well-protected, though 1. Rat Whistle: Used to summon pet
they could be detected only by magical rats, it now summons wild rats (50%
means. Excavation would require plenty chance of 1-10 giant rats while in
of manpower or magic. Falun Caverns). 10 gpl500 gp.
2. Continnal fight Reflector: Shaped
Worm Fields: Gnomes maintained like a flashlight, it focws a continual
these low regions for wild worm colonies. light in a 120’ cone of light, with the
Worms were hunted for meat, and worm If the PC spends more time thanneces- lit circle expanding to 10‘in diameter
hide was prized by the Fiber Guild. sary and passes the skill check, the object before the light becomes too dim to
Worm Nurseries: An experimental is successfully recovered. see further. 300 gpl500 gp.
worm-breeding project. Several peculiar If the PC pases the skill check, but 3. Pocket Measuring Device: Tape
worm species may be found in this area, spends less time than neeeded for safe measure and weighing scales, cali-
descendants of gnomish experiments. extraction, he will obtain the object, but brated in ancient gnomish runes. 1
it is damaged in the process. Subtract the gp1500 gP.
Worm Ran&: Gnomes raised worms time spent from the time required. That 4. GIassy Fiber Cube: Contains Sir
for food and organics. No worm remain. result is the percentage of usdul value
Area occupied by kobold serfs and gnomish pomaia, lit from within by a
lost. (If a PC spends 2 hours working to continual fight. 10 gp1500 gp.
nobles.
62 /Danger: This symbol is prominent-
ly displayed to indicate natural and
get something that takes 20 hours to get
safely, the object loses 18% of its value.)
If the value exceeds 100%. the object is
5. Clear Fiber Flute Constructed like
modem metal flute but resembling Ei
41
have becn abandoned to colonies 01 UIM
~ ~ ~~

glass. Lots of buttons and levers. These things are so massive, so com- cnafures now gone wild. Also, many wil-
Requires extensive restoration before plex, or so bewildering that the scav- derness cave species have moved into the
it will function properly. 5 g p I ~ gp.
~0 enging kobolds ignored them. All are gnomish ruins.
6. FirrStarter: Flint-and-steelin a boxy easy to damage. Rust Monsters: Raised by gnomes for
device, hand-operated. 20 gpI50 gp. 1. Miniature Printing Press: Has
their chemical properties, these unag-
7. F i b Container of Pipeweed Gran- moveable type, Auld Gnomish runes, gressive creatures now wander the caverns
ules: Halfling w e d prepared for of course. Weighs 400 pounds and
chewing; no longer d a t a b l e . 0 gpl prints only on fiber paper. No instruc-
tions. 100 gp (as Suap)/10,000 gp. e now common

by the gnomes, these


in the southern
loswctlons on
of cabinet. Like all perpetual motion
devices, this docs nodung ustful for a
long time, then stops; INTcheck at -
16 penalty to comptthmd. even with
instructions. 50 @I2000 gp.
3. Lava Lamp: Clear fiber cyliider like
glass, filled with viscous fluid and red
globs of stuff. When heated

fiber-based foam
: The common name of
omes from the variety gener-
500 gpll500 gp. ntinek in man-made coni-
2. Worm-hide Gloves: Fire and acid don. In a natural cave environment, the
resistant, gnome-sized. 350 gpl1000 slime limpet (as the gnomes call it) takes
gP. many forms. It feeds on any organic
3. Handbound Sheaf of Fiber Sheets: substance-typically the algae in warm
Personal copy of gnomish fairy tales. pools-but it also naps other creatures on
Irrelevant nonsense. 10 gp I 1000 gp . its sticky exterior. Slime limpets are com-
4. Pocket Pinball: Hand-sized pinball mon throughout the Falun Caverns region.
game, good condition. 100 gpI500 Grey Ooze: A variety of slime limpet that
gP. developed an acid which dissolves the cal-
5 . Coil of Thin Fiber Wire: Strong as cite skeletons of coral-like creatures that
rope, 100’ long, coils to 2” in diame- grow in colonies in the caves. Cultivated
ter. 100 gpI500 gp. by gnomes for manufacturing and con-
ble. 1 gpl1000 gp. struction, wild colonies may be found
6.Sporting Crossbow, Repeater: Six-
shot fiber-based crossbow; can’t repli- throughout the caverns.
cate design without gnomish fiber Green Slime: This variety of slime limpet
C~WRN Cmatu?z€s flows over rock walls like an amoeba. It
technology. 1500 gpl1500 gp.
Kobolds learned much about domesticated senses warmth at a range of 120 feet.
Miraculous Recovery Table plant and animal life of caves from their Cave-delvers know it as the slime that
gnomish vi&. Gnomes were particularly drops from high ceilings onto unwary vic-
(Three percent chance of discovery; clever in raising slimes, molds, and other tims.Gnomes and kobolds cultivate it as
mining or similar skills and tools a food source for domestic animals.
lower life forms, and employing the har-
required. Successful extraction vested products for variouS purposes. Most Yellow Mold, Black Pudding: Cultivated
requires Id100 hours and successful of this technology is lost to the kobolds. by gnomes for manufacturing and con-
skill check.) Vast labyrinths of cave 100ms and passages struction. Now appear in wild colonies
throughout the cavern.

42
Cave Lizard (as “lizard, giant”, D&D” Blind Robber Fly, Bat, Carrion Crawler, end of the Shining One,” p 47.)
Basic DM Book, p. 32): Raised for food Giant Centipede, etc.: These and other These legendary kobold heroes, with
by the gnomes and kobolds. species are found wild in the Falun the divine aid of Immortals of the Sphere
Dire Wolves: Domesticated as mounts for Caverns. of Entropy, may rise among their people
warrior- and noble-class kobolds. Occa- in times of need, uniting the kobolds
sionally found as wild predators. ltobolbs A S a Race against a common enemy or leading a
Hell Hound: Raised exclusively as migration into new territories. Most hero-
mounts for kobold high nobility. Ruling is largely unknown. ic kobold legends center around artifacts
clan may own a pack of ten to twenty such OUs armethat may be an of unknown origin, like holy armor and
beasts. race (demi-human like and weapons, or gifts from outsiden, or magi-
Giant Rats: Like the gnomes, kobolds dwarves), Or Of gianush, goblinoid*non- cal items remaining from a forgotten
raise giant rats as work animals and as Prime, or other origin. Similar to gnomes an”quity,
pets, Wild giant rats also abound, shriek- in size, features, and intelligence, These periods of kobold unity seldom
er: Raised by gnomes and kobolds as an are unlike gnomes, being pro- outlast the leader. Succession is always a
alarm system and food source. lift, aggressive,and fierce, with a bitter bade, and kobold empires usually
Giant Fish: Blind cave varieties provide warrior uadition. dissolve in a matter of years.
food for kobolds. Primitive kobolds are tribal. Smdl cdNre: kobolds are hunter-
purple worms: ~~~i~~~~ of lower tribes are led by chiefiains. Constant gatherers of the wilderness cavern habi-
caverns, they are hunted by kobolds for eterqtribal qumeFing, raiding, and bat- tat, living off wild creatures of that
food and hides. Kobolds trick worms into tlmg prevent primitive environment (black puddings, giant mil-
eating that conceals of from presenting a serious threat to civi- lipedes, etc.). At more sophisticated
yellow mold and black puddings. lized humans and demi-humans. levels of civilization, kobolds cultivate
Giant Ana: Raised as draft animals by a great leader subterranean crops (fungi and mold),
gnomes, wild colonies of these creatures comes and squabbling tribes and domesticate cavern plant and animal
rule the southeastern p m of the Falun into nations. Then the cultures life forms, living in cave villages like
Caverns. They occasionally raid the may become imP’rtant in human dwarves and gnomes.
kobold settlements. and demi-humanhistory. (See “The k? Kobo& are not cterate-dl is

49
orally transmitted-so kobold civiliza- welcomed into the noble class, creating Without noble leaders, they prefer hit-and-
tion is a precarious thing. Some kobolds an unstable and fragile power structure in run tactics. Though war parties are often
have been known to learn other written times of war. Nobles are trained as superi- accompanied by wiccas and shamans on
languages and basic arithmetic. or warriors. Weak noble offspring may be wolfmounts. the inferior wolfmanship and
Kobolds see themselves as cruel and accepted into the shaman or wicca classes. lack of wanior prestige prevents these spell-
ruthless, and they do not consider that Serf- and warrior-class kobolds obey casters from being used mast effectively,
evil. Their hard-hearted attitudes toward nobles on pain of death.
Nobles are equivalent to “chieftains.”
See “Kobolds,” D&D@Basic DM Book,
and warrior tradi p. 32.
which enobles ru Wiccas: In p es, wiccas are or mounts, see
,(See D&D@ ” D&D Basic

Book, pp. 21-22). In


d cultures, wiccas may
many of the spells known by humans anc
demi-humans, and employ items like
potions, scrolls, and other sophisticated
artifacts. Wiccas also engage in the sal-
vage of d w m m and gnomish devices.
Shamans: Kobolds poor morale (Morale: 6)

danger kobolds are


Caverns kobolds live in three

.warrior-dass kobolds occupy


Relations with Humans: Humans are
the ruins of the former Metal Guild, with
considered evil. Kobolds fear and respect
their mounrs nearby. Small, agile, and
human magic. They distrust human
armored in chain mail of gnomish
promises. Human lowlanders do not ut more civilized design, the kobold warriors fight with
intimidate kobolds, who doubt that any non-human cultum may be brighter and
spear, short sword, and crossbow.
humans can match kobolds in subterra- more sophisticated thvl this.
Each rider &es three poisoned quar-
nean terrain. Human visitors to the rels, individdy wrapped and scaled. The
mountains must be slain, or others may poison is manufacued from slime limpet
come. Trade caravans are raided for loot, (gelatinous cube) secretions,and is potent
and to discourage settlement. only for five rounds after it is exposed to air.
Crafts and Technology: Primitive tribes A wounded victim must save vs. Paralysis,
use crude leather armor and shields, pre- PCs continue their inevitable rise to higher, or become paralyzed in 3d6 rounds. The
fer spears and clubs as weapons, or use more powerful character levels. If it is avail- pad* is the n o d type, l&g 2-8
plundered arms. Civilized kobold cul- able, examine the Gazetteer coveting the turnsunless magically cured.
tures borrow crafts and the full scope of Orcs of Thar as an example of a well-
military technology from gnomish and developed humanoid race.
~ ~ ~ ~ ~ ~

dwarven races. WarriOs: The Falun Cavern kobolds, like Wolf Rides: N A 40; AC 4; HD 1 *;
mast Hardanger kobold mbes, are of a #AT 1; Damage - by weapon, some
K o b o l b Social Strtuctune proud wolf-riding aadition. As soon as a poisoned; MV 90’ (mounted: 150’);
warrior whelp can wak, he is taught to ride Save F1;M L 8; P; XP 19.
There are five kobold social classes. Dire Wolf Mounts: NA 40; AC 6;
and handle the bow, short sword, and
Nobles: Two or three powerful families
spear. Kobold waniors have high morale HD 4 + 1; #AT 1 bite; Damage 2-8; -
are the ruling class of a typical kobold MV 150‘; Save F2;ML 8; TT nil; XP
tribe. Membership is by birth, but suc- (Morale: lo), and skill in tactics and
maneuver. When led by a noble, they are 125.
cessful warrior-class kobolds are often
well-organized and efficient on the attack.

44
2. The serf-classkobolds (160 individ-
uals) occupy the gnome ruins and
kobold-style huts built of loose limestone
in the vicinity of the former Stone Guild.

Kobold s e h : NA 160; AC 7; HD 1/2;


-
#AT I; Damage by weapon; MV90';
Save NM;M L 6/8; TT P;XP 5.

Serfs are armed with spears (ld6-1 for


melee damage for low strength, mini-
mum damage = 1 point), sling, leather
and shield. Serfs only fight when
attacked, or when under command of a
noble.
3. The forty noble-, shaman-, and
wicca-class kobolds occupy the upper
xels of the former Worm Ranch.
ants, giant spiaers, rower rues, giant uz- guards other approaches to the noble
Noble Guard: NA 8; AC 4; HD 2; ards, giant beetles, carrion crawlers, and camp. Warrior brigades are sent out along
-
#AT 1; Damage by weapon; MV90' so on-and send them against the clan's
enemies. To activate the staff, Hircismus
the flank to engage intruders and delay
the interlopers' advance.
(mounted: 1507; Save F2; M L 11; TT
P;X P 25. must be invoked. The kobolds' overall strategy begins by
Worg (Dire Wolf) Mounts: NA 8; denying intruders an approach to the
AC6;HD4 +1; #AT 1 bite; Damage - KOLlOIO DefeNse '(JaChi% main corridor. The front line consists of
2-8; MV 150'; Save F2; M L 8; T T d ; Though not particularly anticipating a the numerous but ill-trained serf militia.
X P 125. human invasion, the martially-aggressive The best warrior brigades range on the
Clan Chidand Sons: N A 5; AC 4; kobolds are constantly prepared to flanks, and nobles are held in reserve to
-
HD 2; #AT 1; Damage by weapon; defend their territory from all attackers. exploit tactical advantages.
Once inmders are committed to a
MV9O'(mounted: 150'); SaveF2; ML Here are some of their routine precau-
11; TTP;XP25. tions and tactics in defense of Falun path, flankers circle around to take the
Hellhound Mounts: NA 5; AC 4; Caverns. flank and rear. If necessary, the kobolds
HD 3**; #AT 1 bite or 1 breath; Dam- Patrols of five kobold wolf-riders regu- will withdraw from the settlement and
age - 1-601special; MV 120'; Save F3; larly travel on the surface near the cave force intruders to fight their way into it.
ML 9; lT C;X P 65. entrance, alert for intruders. They s u p The basic principle of kobold under-
Noble Households: N A 20 (as plement community food stores by casual ground strategy is to avoid major engage-
serfs). hunting. In dear weather, kobolds keep ments and casualties. because the terrain
Kobold wiccas: 1 Level 3, 1 Level 5. watch from high mountain stations that favors the kobolds' superior knowledge.
NA 2; AC 9;HD 3/5* (4-sided dice); permit observation of any party There is almost unlimited territory to
#AT 1 ;Damage - 1-3dagger; bW90'; approaching from the lowlands. withdraw into. Certain cave areas are
Save M3/5; ML 6; TT P;X P 751400. Patrols avoid a direct approach to the known to be risky for withdrawal (i.e.
Kobold &amaas: 4 h e 1 3, 1 Level cave entrance in daylight. If trackers are kobolds avoid withdrawing into the ant
6. N A 5; AC 4; HD 3/6** (&-sided suspected, patrols go to an alternate colonies) but intruders unfamiliar with
dice); #AT 1 ;Damage - 1-6mace; MV opening, leading into wild caverns four these risks cannot plan for them.
9Of;SaveC3/6;ML10; l T P ; X P 1 0 0 / miles from the main entrance, confident
725. of losing pursuers in the passages. specific UNM '(Jada
Two kobold sentries watch the main 1. Engage with missile weapons from
Each shaman carries a staff blessed by entrance at all times. Ifintruders are dis- cover at the narrow end of a long passage.
the clan's patron demon Hi~cismus.The covered, one sentry brings the alarm to Force intruders to approach through mis-
staff can be used to cham,monsteronce a the warriors, while the other sccrcdy fol- sile tire, then withdraw.
day as the spell, except it only affects one lows the intruders to note divergences 2. Charge, melee briefly, then retreat
creature of 3 H D or less. The shamans into side passages. The serf militia through a squeeze too small for most
charm cave creatures as available-giant deploys along the main corridor and human intruders.

45
1
L

3. Engage and withdraw repeatedly, important factor, such as the quick sce- credit. Herein lies the possible repetition
leading intruders away from the settle- narios suggested above. Full develop- of the original bctrayal of the previous
ment area, and leaving the intruders’ rear ment of the Rise of the Kobolds hero.
and flanks open for attack. campaign is left for the dedicated DM. The rise of Psa’gh explains the sudden
4.Withdraw through pools and under- A powerful theme in kobold oral histo- increase of kobold activity in the North-
water passages. (Kobolds have thick skins ry is the ancestral hero known as the ern Reaches. Neither Psa’gh nor Thra’gh
“Shining One.” This legendary hero
wears a brilliantly radiant suit of kobold- heroes and symbols
sized plate armor, with numerous magi- r. The many tale of
bombs toss them

kness. The PCs


mon oaths and greetink among the
deeps by demon servants, but he prom- obolds of Falun
are most useful. n to aid the kobold peo-
time of greatest need.
eapons of your ancestors,”
s uGG48tlON8 he said. “The dog shall have his day.”
The ancient hero’s magical suit of plate vt Map aNb 9-D
om a subterranean
chieftain, Psa’gh,
Path of Immortality in
the Sphere of Entropy. Before settingout,
Reaches home-

behind is a copy of the ..*........ . of “The Defense of


............
....
Loot: The PCs are o , and “TheJul’s Hall.” It
map for a price they can’t refuse. Since may also be adapted for use with home-
gnome artifacts are said to be very valu- grown scenarios.
able, the profits could be fabulous. The The four full-color inner covers are
seller invites the PCs to use spells to
insure that the map is genuine. The seller
can’t help that it can’t be translated easi-
ly; it’s still a bargain.
Reconnaisance in Force: Vigfus the
Red, noted dogman hunter, discovers the
ancient remains of gnome adventurers
frozen in a snow cave high in the Har- outside world, seekbg a war of revenge
dangers. Among their possessions is the against the kobolds’ ancient enemies.
gnomish map. Vigfus hires the P G to Beginning with small raids on Northland
help him find the caverns and earn the settlers, Psa’gh hopes to goad the human
bounty on kobolds offered by the Town forces into foolish military operations in
Council of Castellan. terrain that favors kobolds.
Eking the long view, as one blessed
L € G € NOf ~ In€ SniNiNG with the longevity effect of the Suit of Sil-
ON€ ver, Psa’gh expects to expand into the
lowlands within twenty years or so.
The “Shining One” and the rise of the Unfortunately, Thra’gh has not benefited
Hardanger Kobold Nations is an obvious from the Suit of Silver’s magical exten-
theme for a Northern Reaches campaign. sion of youth, and he is growing impa-
The background can be worked into less tient as he grows older. He also grows a
extensive games where kobolds are an little jealous of Psa’gh, who has all the
printed with designs to be cut out and rounded by kin, loyal followers, and spe- room at the back of the longhouse. Their
glued together to form 3-D buildings for cial guests. Moveable screens may be elderly parenrs, young children. and ser-
the homestead layout. Directions for placed across the hall to give the head of vants share the outer sleeping room.
assembly of the village components are the household some privacy for conversa- Otkds older children normdy have
printed directly on the inner covets. tion or sleep. the run of the great hall. At harvest time,
When assembled, thex buildings should Large hghowe: This comes in fwo however, W e 1 hires a few e x t laborers,
~
be Dlaced over the pieces: the main hall, and the private whosleepinthe
e, the 3-D quarters.

sage are sleeping benches for servants,


guards, or other close associates of the
head of the house
Through a second curtin are the pri-
vate quarters of the household head. The
rmm IS furnlshed w~tha large, comfort- and man

keeps his prized possessions in chests and the farm, and to brmg gram and vegeta-
K e y to Villaqe a trunks stashed dong the wall
Flm~laNs
The descriptions below appl
narios. The scenarios in Steab - : Two huts are turned
details specific to their settings.
Gate Town: The fint floor of the gate the scenario is set in Ostland, the laborers
tower is hard-packed earth, which gets are thrills. In Vestland and Soderfjord,
very muddy in wet weather. The upper laborers are freemen. One other hut is
floor is a plank platform surrounded by a reserved as a guest house. One hut has
chest-high plank wall to provide guards been made into a sauna-every member
with cover from missiles. of Otkel's household (even the dogs)
Huw The hut w& are made of plylks redy likes the sauna, which is the only
or wattle-and-daub. The roof is made of way to chase out the bone-deep chill of
thatch. Sleeping benches are wooden winter. Two sheds shelter the dogs, and
platform raised two feet above the straw- the other is used to store firewood.
covered. hard-packed earth floor. Furs
and wool blankets provide cushioning m N & R S Of rnk€I%-0 -
northern nations, but placing it on Ves-
and warmth. A fue pit w a r m the sleep tland's frontier or in theJarldoms is mast otlrel Amnlfson: F3, enchanted heir-
ing bench. The only other furniture is a appropriate. loom broadsword +?, s p , h w , chain
crude trestle table and three short wood- Use the printed map for surrounding + 1. shield. Coungmus 17, Lhg~~~atic
en stools. terrain or design your own locale. The I S . The head ofthe household, Otkel is
Longhonscs: The walls are made of layout of the farmstead itself uses the in his la= 40s. H e has worked many long
planks; the roof is thatched. Two long foldout map and the 3-D cardboard and hard yevs on this farmstead, and his
sleeping benches face each other. with a buildings. Pot this scenario, they are des- efforts haw made him prosperous.
row of fEe he& down the center. Two ignated as follows: Baa Eyvindsdo&. LZ w k woman.
rows of timber p h support the high The Luge Longhowe: This is the fami- (Seepage 61 for details about wise wom-
roof. Opposite the doors is a raised plat- ly house. Otkel Amulfson's prosperous enasanNF'Cdsss.)~S,HonestI.
form, the place of honor where the head frontiu stead has made him a wealthy Otkds wife. Ben conceals her howl-
of the hall sits on the High Scat, sur- man. He and his wife enjoy the private edge of the Power, knowing magic users
are viewed with suspicion. m€iNfoORSON FaMilg able to follow orders. They’re positively
Amulf Sorenson: F2, sword, spear, These individuals live in Hut # 1. brilliant at rounding up sheep. They pru-
chain, shield. Courageous 18, Cautious Ljotolf Steinthorson: NM, bow, spear, dently run away from nasty beasts. Speak
3. Otkel’s aging father. Amulfwas a sea- leather armor, shield. Courageous 10, with animal would make them superb
rover in his youth. Now over 70, he is byal15. Laborer. A quiet, strong man in scouts.
becoming a bit senile but s t i l l wants to his 30s. unremarkable.
die in combat. mora Bjomsdotdr: NM,no weapons. 12; AC 7; HD I;
Courageous 5. Laborer. Thora works 180‘; Save F3;
hard, often watching over the young chil-

t of Otkel’s chil-
as a touch of the
rhese two laborers live in Hut 1 2 . W e 1
was locally criticized for taking a chance
on these two, who look unsavory. They
are just ordinary folk who work an honest
day for an honest meal.
Knut Knutson: NM, spear, shield.
Loyal 12.Laborer. A bull of a man, h u t
looks intimidating but unintelligent. shield. Loyal 15, Co
Both assumptions are incorrect. eldm son. He is T ~ O N

agreed to wait until his , bow, sword. Cau-


day to go to sea. 12. Eystein works for
Sigmund Otkelson: NM,
lin, spear, chain, shield. Courageous 11.
At 15, Sigmund cannot understand his
brother’s wild desires. Sigmund is a hard Gilli Skamkelson: Fl, spear, sword,
worker in love with the land, satisfied leather, shield. Cautious 7. Second son of
with a farmer’s life. Skamkel. Skamkel himself cannot fight
Helga Otkelsdonit. NM, spear, shield. because of a crippled right leg.
Cautious 7. Non-identical twin to Hord the Bitta: NM,bow and spear.
Thorunn, both Helga and Thorunn are liusting 6, Forgiving 5 . A laborer for
gawky 13-year-olds. Skamkel, Hord resents every order he
Thorunn Otkelsdottir: F1, sword, receives, but he does his best anyway.
bow, chain, shield. Reverent 14. ing. Greathean is ially attached to
Thorunn takes her name-allegiance to Erling Otkelson, but all respond to Otkel HosHUl&!S mea&
Thor seriously, and has the makings of a and the older sons and daughters. On Hoskuld Hcmmingson: Fl, bow, spear,
warrior woman. Her neighbor’s son, Islief command, they attack ferociously and leather, shield. Peacehl 14, Generous
Njalson, woos her; they hope to marry on without regard for personal safety. Speak 16.Head of his household.
T~OIUM’S Heyday birthday. with animal would make them formida- Gudrun Etlendson: NM,spear, leath-
Rolf Otkelson: NM -2, spear. Coura- ble skirmiiers. er, shield. Courageous 12. Laborer.
geous 13, Cautious 3. Rolf is precociously
bright for his 11 years. He knows every Lo&i”S mea&
Hounds: NA 2-12;AC 7; HD 2; #AT
sueam and wooded nook in the valley.
1 ; Dam 1-6; MV120’;SaveF1; MI 12;
wlif, Gyda, and Herdis Ockelsdocck Brynhild Hrodnysdottir: F2, sword,
NM -2,no weapons. The youngest chil-
lT Nil; XP 25. spear, javelin, chain. shield. Courageous
dren of the household, ages 2 to 8 years 14, Energetic 18. Eldest daughter of
old.
The Sheep Dogs:Ingolf, Hrefna. Blue- Lodin (by adoption), Brynhild is a fighter
Nose,and Witch. These dogs are smart, who has seen action in her jarl’s guard.

48
Abve~tu~€s
Hall& Haitliefson: NM, spear and fourth troll dies, make regular morale gnolls to sneak inw the stead. One group
javelin. Cautious 15. Tiustiog 7. House- checks to see which trolls decide they've is to overcome any guard and open the
hold servant and laborer. had enough. gate. The n m is to fmd and kill the
h o r n . (Gnolls greatly fear humans on
Q€ RaibiNG M O N S ~ G ~-
S Trolls (Sysop. YumpLeg, Mak-Diu, horseback, who can fight and pursue
Ongous, Pertgart, Hop-Hatcher. Fat- gnolls very effectively.) The last group is
ty, Rejigger, Oak-Head): NA 1-8;AC
4; HD 6+3*; #m 2 claws, 1 bite;

ded; regenerate 3 hit points


nd. Damage from fm or acid

Sleek-Skin: troll raider leader. Sam


as above. but maximum hit poina and
NO- - morale 12, regardless of injuries.
Trolls are found in
northwest Vestland
S~amack'GGNoII JZaiOetzs -
The gnoll raiders are more numerous and
intelligent than trolls,but lack the trolls'
durability. If gnoll raiders are used,
Otkel's Stead should be located in a
domain bordering the hills of Gnollheim
in southeastern Soderfjord.
The BlackHair Gnolls raid frontk-
" farms for several reasons. Fim, they steal Gnok E A 36; AC 5 ; HD 2; #MI;
Sleek-Skin, leading the band, seeks to Dam by weapon; MV90'; SavePZ;ML
avenge the killing of his brother. He has 8; T T P ; X P Z O .
promised to take five heads for his broth- GaoU Brave: NA 3; AC 3; HD
er's one, and his fellow raiders have sworn 2+2; #AT I; Dam by weapon; MV
similar oaths. 90'; Save F3; ML IO; l
T Q; XP 30.
The trolls have two very simple objec- ShaduL,GaoUChid: NA 1;ACS;
tives: kill a lot of humans and destroy as HD 3; #AT I ; Dam by weapon; LW
many human settlements as they can. 9';Save F3; ML 11; l T R;XP 20.
The motive of revenge. reinforced by sol-
emn oaths. makes them bolder than typi- Gnolls rely on the spear in melee, but
cal trolls. They are not going to be put off their preferred weapon is the bow.
by the local farmers. The trolls are not dnk and two comrades scouted Otkel's GnoW tough skin gives them a natural
interested in treasure or magical items, Stead the previous year, and noticed that AC 7 without m o r and they wear leath-
but they are interested in sheep and cat- even a large band could approach under er annor. They get + 1 for damage with
tle. Trolls can travel for several days on a cover of darkness without risking dkov- weapons for their superior strength. The
single meal, but that meal has to be a erg. Shadrak also noted that neighbors damage bonus is only for melee attacks.
feast. could not be summoned quickly.
These trollshave never dealt with expe-
rienced adventurers, and they may be
Shadrak's plan is w sneak up at night, W KOLWtl GU€Rilla R a i m -
surprise the inhabitants, massacre them, This is a cvefully planned militaryopen-
intimidated by shrewd tactics. skilled use and be gone before sunrise. Even if he
of fire and acid, or by magical firepower. tion intended to draw a major defending
fails w surprise the household, he feels he force into the valley. By massacring one
The death of one troll will increase their can burn them out and loot the stead in
desire for revenge. One more death and stead and terrorizing the others, the
no more than 24 hours. kobolds expect to sucker a militiaor mer-
the trolls will SM to lose hem. After the Shadrak plans w scnd three groups of

49
cenary force into the hills after them. face veteran adventurers -particularly
Fifteen kobolds on foot stage what skilled magic users- he’ll withdraw into Noble G d NA 2; AC 4; HD 2;
seems to be a poorly organized attack on the hills, sacrificing a decoy unit if neces- #AT 1 ;Damage - by weapon; MV 90’
Otkel’s Stead. Otkel sends for help. sary to permit the main force to escape. (mounted: 150‘); Save F2;ML 11; TT
Ten worg riders lie in wait along the Wolf Riders: Kobold warriors go P; XP 25. Equipped as warriors. but
road near Hoskulds Stead and ambush armored in mail of gnomish design. They without crossbow.
fight with spear, short sword, and cross- NA 2; AC 6;
bow. Each rider carries three poisoned Damage - 2-8;
quarrels, individually wrapped. The poi- 8; md;X P
son is manufactured from slime limpet

the PCs become

Lodin’s ste& hwctvise on the stead%

other steads or, if discovered, or they may be


. . ... .... ...
force, they will withdraw into the hills. at a neighbor’s stead when a breathless
The kobold infantry and worg cavalry boy rides up screaming, “Trolls! Trolls!
are well-disciplined and organized. At the farm! Hurry!” The rules of hospi-
Kobolds know it is death to go toe-to-toe tality demand that guests aid their host.
with human fighters. Instead, kobolds While journeying through the valley,
depend on ambushes and hit-and-run the PCs notice black smoke coming from
skirmishes. They prefer using crossbows, a hollow up in the hills. A Nature Lore or
to keep their distance. They try to pick Know Terrain skill check indicates that
out the weakest individual, distracting only a housefuc would cause that sort of
others with feints and missile fire. smoke. Lawful adventurers should feel
Kobolds are patient and methodical, and obligated to investigate.
follow orders effectively. invoked. The PCs have been hired by a jar1 as
Each fighting unit has ten kobolds, Kobold magic users: One LZ magic mercenaries, looking for outlaws and
including a magic user and a cleric for user assigned to each unit of ten monsters. The PCs come across the trail of
magical support. A common tactic is to kobolds. NA 2;AC 3;HD 2*;#AT 1 ; a large group of creatures. Skill ch&
concentrate magical attacks on one victim Damage - 1-3 dagger; MV70’;Save reveal that the creatures are outfitted for
while distracting other foes. The wolf- M 2 ; hfL 6; TT P;XP 35. war. The PCs follow the raiders who are
riding cavalry avoids melee, preferring to Dire Wolf Mounts: NA 4; AC 6; attacking Otkel’s Stead.
hit and run. But if an opportunity to sur- HD 4 + 1; #AT 1 bite; Damage - 2-8;
round a smaller party arises, the cavalry MV 150’; Save F2; ML 8; TT d; XP ’CacriCS aNb ResOunceS
charges. Individuals then dismount and 125.
melee. Dire wolves fight in melee along- Otkel is brave but unsubtle. He will insist
side their dismounted riders. Command Group: This includes the on leading the defense as long as his tac-
The captain in charge of t h i s operation nobles and the chiefs. tics seem eEective. Otkel has the typical
is shrewd. If he discovers that his forces
Northman distrust and ignorance of the great hall and defend from there. If coordinate their efforts. Otherwise, Aud
magic, and no gift for improvisation with the raiders are trolls,there's no danger of and Ben will uy to do what they can in
its resources. Aud might be able to per- fme attack, but ifgnolls or kobolds are the secret. Neither one has experience as an
suade Otkel to follow a PC's counsel, raiders, the great hall is likely to be adventurer or warrior, so they have little
eiven the chance. Otkel's tactics are burned. eift
" for tactics.
&aightfomd: The PCs can bring some variety and 4. Magic This is the F" grcatest
1. Send 0' other steads
mom effective techniques to this linear resource. The midm are generally magic-
ger sons and daughters ye sent out on xquence of tactics, poor, The locals don, know much about
horseback. 1. Fire. acid, and cold steel: W e 1
magic, and the PCs' magical abilities and
2. Gather livestock in barns. Livestock
fought trolls before, and docsn,t tacticswilllssistthemgIeatlyinhaJding
is wealth, and Otkel will not lose it with- know their we;lknesses. He finds it hard the raiders.
out a fight. to imagine that f%hting with a FhaUy, a cheap trick for the DM that
3. Organize a scout@ pvty to get .a is more than using the can the fun: Buy a w $bag of
good look at the Otkel* f m i l y heirloom, an long- plastic barnyard animals at a toy store and
fathw Am&, eldest son Erling, and one let them "wander around" in the barn or
of the laborers go scout the enemy. They
maysnunb1e into Or Too
''
sword.
The do@ aeries with the spe2k
with animdspcll can usc the swift dogs to
outside the stead. Players will quickly
up ~& bad idrls about usingthe
brave to withdraw, they are apt to lose at and rkirmish with the raiders.The as shock aoops, will
least one victim. scream bloody m u r k ifthe raiders kill or
courageous dogs can draw off some raid-
4. Defend the walls of the stead. If ers or disordertheir Ittadrs. steal these treasures.
neighbors have arrived, improvise a 3, and &tr: PCs may discover
defense with fighters d i m h t c d around me on the carved fimily pfi- q e JaKl'S Hal1
the walls armed with javelin, bow, and larsan them with Aud and B ~ ~SCeNaRfo
.
If no are sumatw
Alternatively, when the PCs demonstrate
a successful defense is unlikely unless the of magic, the The PCs visit an well-known aging jar1 to
PCs cover the walls with magic. may &Over the revon for his failing j U d P
meal their powen to the p& and offerto
5. If driven from the walls. retreat to

51
ment. If the jarl has fallen under the service of the jarl. Various skilled, privi- (See the discussion of wise women as an
influence of some evil power, the PCs leged servants of the jarl’s household live NPC class, page 61.) Generous 7, Honest
must search it out and deal with it. here, and honored guests are put up in 5 . Gjaflaug keeps her magical powers
this building. secret. Only Flosi and Hoskuld know of
“He was a great jarl, with all a Northlan- Of the huts, the one farthest from the her abilities, although her daughter Erika
der’s virtues. Now his neighbors speak gate is home to two families of laborers. suspects. The only physical evidence of
openly of his disgrace. He outlawed his The other hut is the guest house for visi- her craft is the collection of runestones
two eldest, and fawns on the least-a tors of lower class and reputation. The used with the in

and has conniv


e jarl’s favorite horses are kept. The

be loyal but dull.

below. The other hut nearest the ga


the Shrine of Thor, and residence o

into the cult of

-blooded cultist might be


Vastergard is in the Sodeifjor a political asset in the future. Hoskuld
The clan seat of Rollag lies in the heart of dresses in black robes like a necromantic
magic user, but everyone in Harek’s Hall
knows his skills and spells are clerical in
nature.
DM Note: Hoskuld’s abilities and his
lages along the coast. connection with the He1 cult are only
The Great Hall itself occupies a low hill effective ruler. He is tough and tenacious,
able to make Plw’mdP f i u e S Work even minor elements of this scenario. Use
overlooking a modest farming village of them as red herrings to draw attention
500 inhabitants. For the layout of the Under the w ~ CO~~tiOns.
~ t His hard-
away from Flosi and the charmed Harek,
Great Hall and associated buildings, use headed, assertive self-confidence, and his if the PCs prove so gullible. Hoskuld’s
the foldout map and 3-D cardboard forty Years as a ~ ~ ~ e s sleader
f u l inspire
trust and loyalty. main function is as a foil and figurehead
buildings, with the buildings being used for Flosi’s machinations.
as described, below. However, the jarl’s recent actions have
tarnished his reputation as an effective Erika: NM, daughter of Harek and
The L~~~ Longhouse is the residence Gjdaug. Energetic 6. Erika is a quiet,
hall of Hard-S&r the jal, his ruler. He has outlawed and banished his
respected elder S O m - made his Youngest plain child of twelve years. She is a
wife, his youngest son, his servants dreamer, spending hours in make-believe
(including Flosi the Fox) and berserkers. son HoSkdd a favorite, and given Prefer-
play with her dolls. Her only friend is
oneLonghouse is designated = the ence to the berserkers over the older,
Skapti the Skald, who entertains her with
residence ofHarek’s Personal Guard, the respected warriors in his Personal Guard.
Even SO, the subtle effects of Flosi the tales of gods and heroes. Erika has an
noble warriors ofthe Vastergard clan who over-developed imagination and sense of
Serve protect the jar1 and his stead, FOX’Smagical influence over Harek have
Yet to affect the overall Prosperity Of the
the dramatic. She is apt to exaggerate and
The other Longhouse is the residence fantasize extravagantly, but she may
of the family of Kalf the Dueler, younger clan.
Gjaflaug Hjaltisdottir, wise woman L2. become a useful informant and ally for
brother of Harek, and steadmaster in the PCS.
She’s always present for formal family potions- healing and plant control. The surfers in a highschoolcr beach movie-
gatherings and official clan audiences, rest are poisons. with souls of flint. These fellows bully
because she is expected to be, but she The locals think Jarrett is hot stuff, anyonewho looks like he ought to be able
stays in the background with the servants with the exception of Flosi who knows to defend himself. They are not
and avoids attracting attention. She has he’s a down. The natives are so intimi- cowuds-they’d just as soon pick on
no interest in the activities of her elders. dated byJarrett that they won’t touch any someone twice their size to show off.
of his possessions, and they rattle on They cheerfully verbal abuse on
about his “evil eve” and his “mastem of maeic users. c of other cults.

associates. though she has no idea where

dle inscribed with tiwarand asrunes. The energy drzh powe?(D&D@Expat Rules,
hammer is a cult heirloom of the house- p 59) Older man. quieter than most.
hold godar of the Vastergard dynasty, Drinks a lot, subject to sudden rages. An
with runes inscribed by an long-dead outlaw, rumored to have accidendy
Thor priest. The entrance to Einar’s resi- slam his son with
dence and the household shrine of Thor Mord: F9 Shie
are guarded by a raidu rune. and the Social leader and
shrine’srunestone (dedicated to Thor) is maneuver others into fights over “hon-
marked with the sowelu rune, also or” and other nouom he finds funny.
inscribed by one of Einar’s predecessors. Knut Kin-slay=: F8, Peaceful 2, For-
Einar is young and e giving 2 Hammer + 1. Earnestly dedi-
ly with the use ofa cane. In fact, Flosi is in dedicated to Tbor, and cated to his lord and to Odin, Knut is
his late thirties. His limp and painful gait otherwise a homicidal maniac. His lord
are feigned and, unobserved, he can reckons that Knut’s violent reputation is
move with agility. well-known, and that those who fool with
Although Plosi conspires with him deserve what they get.
Hoskuld. they are never seen speaking Thorgest One-eyed: F6. Reverent 18,
together. A pet rat carries messages Courageous 18,Loyalty 18.Thorgest is a
between them, detailed under “Reveal- deranged fanatic, totally dedicated to
ing Flosi’s Role.” Odin. Everyone knowshe put out his own
Jarrett Weldon: M3.Royalsorccrerand eye as a measure of his dedication. If
sage advisor. Loyal 8, Modest 5. Jarrett is a shown a sign from Odin (command of an
boastful and flashy mage of few accom- Odin cleric, a wise woman’s prophecy, or
plishments. He’s a real showman, using It has never occurred to Einar that persuasive F‘C mumbo-jumbo), Thorgest
his phantasmal force spell and resit tire) things might not be exactly as they seem. acts instantly and without concern for his
ring to good dfect. At officid functions Never. PCs uying to explain subtle plots well-being. Thorgest is the only Odin
he likes to stand in the center of the to Einar are wasting their time. He sup- cultist among the berserkers, but he is so
hearthtire and spout thaumaturgic gob- ports the accepted guardians o f m t h and totally dedicated the others don’t hold
bledygook to awe the assembled clans- justice: Harek, Hoskuld, and Thor. Einaf hs cult affiliation against him.
men and guests. will Uust PC Thor cultists and distrust “The Hook”: F5. Lost his left hand in
Jarrett has a lovely enamel travel kit, others, especially magic users. thieves, combat. In its place, he wears a wooden
which he hauls around everywhere with and dwarves. fist with a metal hook promding. He
him. Inside the kit are over twenty potion fights with the hook (damage as a dagger,
bottles, each labeled as various magical UpZf3~?R6c?RkW -
second attack, 2 to hit) and a sword in
potions (;.e., diminution, clairvoyance, Think of these characterslike the bad-guy the other hand.
giantcontrol, etc.). Onlytwoareactually Of+ F4. Very dull-witted. he always
laughs about two minutes late. COe Pensolval Guano such a conspiracy.
Sven: F2. ‘Busting 14. Lowest in the Brand, Thorgils, and Stemkel know
pecking order. Young and eager to prove The Guard remains personally loyal to
Harek, though they are bitter that the where Atli and Hogni are, and Brand
himself to his companions, Sven is often remains in contact with Hogni by secret
berserkers have been raised above them as
pushed around for general entertain- messages carried through the Frey cult
the jarl’s closest companions, and that
ment. priesthood. These men are reluctant to
the berserkers are now seated with honor
Horsa: C4. Mace + 1 . Quiet and fairly reveal this knowledge, since it is evidence
at Harek’s right hand. They do not like
bright. Older than Einar, Horsa came up of disloyalty to the jarl. Only if the PCs
Hoskuld, and consider Atli or Hogni
through the ranks. He figures himself to have earned the trust of Brand will the
more worthy of being Harek’s successor.
be the ideal leader of the berserkers, so others be willing to speak openly with the
The members of the Guard have a
he’s just waiting for Einar to make a seri- p c s.
vague distrust of Flosi and Jarrett, sus-
ous mistake. Once a more imposing force, Harek’s
pecting them of having a hand in the
Bersi: C3, Forgiving 1. Bersi has an Personal Guard has declined in quality
trumped-up charges of treason that
exceptionally vicious sense of humor. He since the outlawing of Atli and Hogni.
caused Atli and Hogni to be banished.
makes proper observances to Thor, but is Some noble fighters have found excuses
However, they believe Einar to be the
really a Loki cultist, and uses reversed to absent themselves from Harek’s Hall,
prime agent of the conspiracy to remove
spell effects when they cannot be traced and their places have been assumed by
Atli and Hogni, since Einar and the ber-
back to him. Flosi does not know Bersi is a green social climbers unaware of the
serkers have risen in Harek’s favor since
Loki cultist, nor vice versa. weakening status of clan Vastergard.
he outlawed his elder sons. They believe
Finn: C3. This character is a party ani- the evidence is self-evident: Einar and the Only Brand, Thorgils, and Skamkel
mal. He has a stupendous capacity for remain from the earlier period of the
berserkers have profited, so it must be
food and drink, and occasionally lets Guard’s glory. They do what they can
Einar and the berserkers at the root of the
loose with a blood-curdling shriek he calls with the new men, but the newcomers are
plot. When challenged on their reason-
his “war cry.” The other berserkers always ing, it will be clear that these men are just not first caliber, and they lack the morale
cheer and clap after this prodigious noise. poor judges of character. They do not typical of the unit at its height.
realize that Einar hasn’t the subtlety for Brand Bear-Heart: F11. Sword + I ,
+ 2 vs. spcllcasters. Frey cultist. Leader of

54
A~V€N~UR€S
the Guard, respected and trusted. an with piercing eyes and sharp features. ofa Modrigswerg aaftsmul,for the helm
m 4 : m. ziusriog 5. spear + l . She has beenwith Harek for decades. and to be t a m p e d with. Now in addition to
Frey cultist. For no reason. suspects Pcs he keeps her around as a sort of good luck its origioal &ex, the wearer w)
of conspiring with Einar to accuse the h. He places little faith in her m e - casts on himselfa cham spell when the
whole Pusonal Guard of treason. stone readings, but he respects her command word is spoken. B e a u x the
Slramkel the Hairy: F5. Fine archer knowledge of dark powers and local leg- user casts the spell upon himself, Harek
ends.
She remains hidden in the shadows,
serving her lord’s will. She is learned in

the ownerofa magicalamuletin thefom

losi has made oblique re


ssible mutual interests. but Black
Aggie has pretended indifference. She is
interested only in herself, but will sell out
to the highest bidder. If the PCs turn to
her for information or assistance, they’ll
as or requests for a d from
pay dearly for it. If they are careless and ss those around him.
s To persuade hun
allow Flosi to purchase Black Aggie’s
t show him he IS
assistance, Flosi wil make good use of the ful in hls old age, and f@ more often
wise woman’s poison lore and magical the need to invoke the authority of the
abilities. helm to certlfy h a I + h p . plobi encour-
Servants, Laborers, and other Resi- ages Harek’sparanoia, while maintaining
wounded pride.
dents: NM. The other minor NPCs in this the pretense that F h i himself is a pusf-
Supti the slold: CZ. Open-Minded scenario divide into two groups, neither ing and guileless person. For example:
15, Cautious 5. Skapti is a young travel-
of which can be much help to the PCs. “Lord, how you do m a t the captain of
ing skald. scvching for heroic sagas to There are those who are’tood u l l - w i d your own PersonalGuard, as if you do not
or complacent to notice the gradual trust your own noble wacriors? Would
embellish with his poetry. He seeks out dedine in the fortune and reputation of they conspire against their righdul lord?
ancient forgotten stories on mestones. I’m certain not. True. they hold no affec-
and followswhat heroes he can find, hop-
ing to witness a stirring deed. He is guest- tion for Hoskuld, and they spoke well of
ing at Harek‘s hall. killing time and
those you outlawed-but they are loyal,
httening up while he decides where elsc
surely. and follow your will, do they
to seek adventwe. not?”
Skapti finds some interesting folk
here, but not necessarily those who m G i N 6 the S t X N a K f O
expect his attention. There is Black The Jarh Hall is a complicated detective
Aggie. with her spooky stories; Erika. mleplaying scenario, fkuuring numerous
with her fandid imagination; and Lodin ular they will avoid the PO. Even if cor- NPG with complex motivations, and a
the Berserk, whox dark moods and rages nered privately, they will obstinately play plot full of dimactions and red herrings.
dumb, convinced that the Pcs are spies. Playm who like a lot of action will
seem romantically tragic to Skapti.
The PO, of course, look like a guaran- enjoy thisscenariobest if you guide them
tee of adventure to Skapti, and he’ll cipz SmWliNe through it along the suggested sequence
attach himself to them like a I&. The Valdaheh is a magicalsilver-platedhelm of events k e d below. Players who enjoy
P O cannot get rid of him. and he is so decorated with gold and gems. When roleplayiag and detective work, on the
curious and rash that he’s bound to get worn by the rightful ruler of the Vas- other hand, may be happier if you don’t
them into trouble. tergard clan, the command word lead them by the nos. They may prefer
Black Aggie (Sigrid Halldondottir): “freafad’ automatically rakes the wear- to be tomed into the situation and left to
W k woman L4. L ~ y d2. Honest IS. er’s Charisma to 18. find their own way through the poauriog
Black Aggie is a ditty, unkempt old wom- Flosi the Fox has arranged, with the aid and pretenses of the NPCs, uncovering

55
the central plot of subversion on their C W laws Ft?aS?: The feast is held in enjoying himsclf) orders a halt to the
own. the Great Hall. The berserkers and Einar fight. The berserkers obey, though wher-
sit at Harek’s right hand. Hoskuld, Gjaf- ever they think they can get away with it,
I N t R o b u d i o N to ?OeSceNanio laug, Kalf, Skapti the Skald, and Flosi sit they take one last cheap shot at the PG,
The PC party is asked to visit the Vas- ar Harek’s left hand. The Personal Guard then look innocent.
tergard Great Hall and discover what are seated on the left, below the family Harek sternly asks who started the
influence is undermining the status and members, and the PG are seated on the fight. The
honor of the Vaste right, below the berserkers. P G who innocently
There are a num individuals or
request or com-
checks. Failure cus
and oner for the r

me sum to act

The Odin or FreylFreyja priests of and the PCs participate. Hoskuld is given
domain are concerned for their followers. onor of judging the contest.
They request the services of one or mote e DM should alternate between the
of their followers among the PCs to go three groups, beginning with the the
characters with the lowest levels. The Per- again, damaging, prde
sonal Guard are subdued and u

The P G encounter
or Hogni, and are prormse The offending berserk
positions of honor if they w
from whatever evil influence has turned a
father against his sons. mg across a sue
or’s Hammer, at the PG.
W l C O M t 2 to ?OeHall: The P G go to lippery when If the P G do nothing in response to
Harek’s Hall. They may go directly to the being provoked, the berserkers eventu-
hall or decide to scout first, speaking with f the PCs’ ally quiet down and wink at each other,
villagers or local priests. They present one of the confident that they have a pack of wimps
themselves to Harek, are welcomed and roup goes to play with.
offered hospitality as is customary. Each
PC is honored according to his reputation
and character class (i.e. noted fighters are
given recognition and offered sleeping
space in Kalfs Hall; magic users, dwarves
and such are treated coolly, and offered character like a mage or a thief. (This can
sleeping space in the guest hut). be damaging, but ddinitely non-lethal. we HUN?: The next day Harek propos-
Each of the major NF’G is introduced Ifthe P G are a frail bunch, have the ber- es a little hunt with his guests. Harek,
by name to the PCs, and the PCs are serker do something humiliating like Flosi, Hoskuld, Kalf, Einar, Horsa,
encouraged to make themselves known to spitting, poking or jabbing-something Brand, Stemkel, and the PCs are invited
the jarl’s household. The berserkers will that calls for a response without calling to join the hunt. Only leather amor and
engage in some restrained and dignified for a blood feud!) shield are customary wear for such sport
boasting and PC-baiting. Then the P G What do the PCs do? (loaned by the host ifnecessary), and the
are dismissed, permitted the liberty of If the PC strikes the berserker back, a only weapons are daggers and spears.
the Hall, and requested to attend at a free-for-all ensues between the berserkers Lord Harek wears his chain mail, at Flosi’s
feast in their honor that evening. and the PG. The Personal Guard does urging and in deference to his age. Use of
not get involved. After five to ten rounds magic on such a hunt is considered
of fighting, Harek (who’s obviously unsporting, but it is tolerated when

56
AbveNtUn€s
needed to prevent serious injury to the upright by Flosi and Kalf. Harek then Personal Guard then leave in a huff.
participants. slips into slumber at the table. Harek, shamed, apologizes to the PCs
Sternkel is master of the hounds. The Courtesy demands that none leave the and excuses himself,taking refuge in his
dogs quiddy scare up a herd of boars (NA table without his host’s permission, so private quarters.
6; AC 7; HD 3; #AT 1 tusk;Dam 2-8; everyone sleeps at the table that night.
AWN’; Save Pi’;ML 9; TT Nil; XP 35). None of the NPCs attempt to leave. If the R€V€aliNq PI&S Rolf; The PCs may
d the other iarl’s- PCs attempt to leave, the berserkersrouse
themselves in earnest, drunken indigna-
tion at the insult to their host: “Hey! Sid-
down or we’ll ...w d l ... aBELCHa...rip t them to act
ver arms off?” PCs should understand d n s t the evil Driest. thev are orobablv
e berser
t now. t

cl7all€NG€ to HOlMGaNG: When the the clan’scomplete


PCs wake, there is a lot of muttering and ided to use the PCs

I
confusion as all the hungover heroes (PC C succeed in reveal-
and NPC alike) crash around in p a n er place at Harek‘s
Suddenly, Knut Kin-Slayer, who can’t Hall is o am secure But d the PCs
find his hammer + I, picks a PC and bel- fad and overcomes their threat,
lows that he has stolen his weapon (In Black Aggte’spart is not revealed, leaving
fact, Flosi took the weapon and hid it the her to make her peace w i p Flo!.
preceding evening ) Harek immediately Black Aggie leaves the ollowmg anon-
demands that Knut offer proof of his ymoushint, n runes, where a PC
accusation Knut pouts, and demands a cleric will fin ‘Detect magik-he
NPC individual trial by combat to determine the truth helm or the rm magic-Fllau‘’s
Einar offers to cast a detect Le, hut Knut belt “
stubbornly insists on a mal by combat, 2 Jarrett slinks up to a PC magc or der-
retire to consider thu strange occurrence. claiming that the PC is protected from IC and hints broadly that he knows some-
Double the guards at the gate and on the truth magic by his spellcasting PC thing worth a pair of magic items. If the
walls. No one IS to leave or enter the friends. PCs come across with any two magic items
stead’s walls unless I give permission. Harek regretfully agrees that, by cus- as payment, Jarrett reveals that he has
Please join me again for dinner this eve- bat. ESPed P h i and discovered that Hosi has

I
ning.” es, charmed Harek. “Damned if1 know how
n to the pipsqueak does it, though. He sure
C(7e DRiNkiNG COM€St: At dinner. and ain’t no magic uscr. Besides, even if he
Hyek is in a black mood. and talk is tasa was,thatehymspellisn’tvetyreliable.A
hushed. Finally, in an attempt to lighten weap strong-willed old hero like Harek ain’t
the mood, Einar proposes a drinking con- ons “until one c ontinue.” (This is likely to stay under its idhence.” Then
test. Harek seems cheered by the pros- to unconsciousn eath. Only half of it’s up to the PCs to discover the cbarm
pect, and he invites the PCs to any damage given is permanent; when effect of Valdaheh and H d s control
participate. Harek also invites Hoskuld, the victim falls to zero ht points or amulet on his belt.
Skapti. the berserkers, and the Personal below, he is unconscious. See more about 3. Skapti the Skald comes to the PCs
Guard, and boldly announcesthat he will h o h p g in the PC Book, p. 8.) and tells them some things he’s heard
also participate. If the PC wins, the berserker is fromErika:
After each round of ale downed, make required to apologize to the PC. If the “Look, she’s just a little girl with a wild
a Constitution check for all participants. berserk wins, the PC is rquired to renun imagination, but she’s pretty bright. She
Those who pass remain standing. Reduce the stolen object or pay compensation for says her brother Hoskuld has been sneak-
their Constitution by one point. and it. If the F C loses. then Brand offers to ing out on moonles nights, meeting peo-
repeat the process. The last man standing pay compensation for the lost weapon ple in the forest, then disappearing. She
is the winner, and receives a golden plate himself, disgusted by the berserker’s also thinksFlosi is a spellcaster. She’s seen
from Harek’s treasury, awarded by the jar1 behavior and ashamed of the hospitality him talking to this trained rat that her
with slurred congratulationsas he is held of his lord’s hall. Brand and the rest of the brother has.”

57
If questioned further, Skapti mentions kin. I welcome the opportunity to set sible, he’ll order Einar and the betserkers
that Hoskuld also speaks to this pet rat, things aright, particularly to.;.” (Flosi’s after Hoskuld and Flosi instead-
although it doesn’t occur to either Erika voice changes to one of confident com- probably a quick and easy win for the
or Skapti that this is very unusu al... mand, and he points boldly at the PCs) Good Guys. Wordiness will mean long
“After all, everybody knows that “...reveal the agents that threaten you arguments and counteraccusations from
Hoskuld is a cleric, and clerics talk to ani- and all of Vastergard! Behold-these folk everyone.
mals all the time, don’t they?” come as assassins and spies! Sieze them! ” On the other hand, a pitched battle of
s Harek, Hoskuld,
Flosi communicat rserkers should be
matters concemin

Since Hoskuld are never seen obedient- vorite horses are

ill reveal all the

een ensorc

of Erika, who is more


nap the rat and deliver it to
t, then he sends his ber-
-4 AdON e unarmed outlaws.
stances should have re
now where the players are really hot for ever, the PCs s the Person- -e m p - ~ pThe
: PCs need to hold

feast in Harek’s Hall. on’t have a guy, and smart enough to realize that a
After all the recent trouble, everybody is chance.
on edge but no one can refuse the lord’s
request to join him for dinner. Harek Erika, unless bcf%edcd by the PCs. banishment of Atli and Hogni. Einar is
starts out by invoking his helm, turning Kalf, Black Aggie, md Gjaflaug uy to not obligated to follow the orders of an
on his Charisma, then apologizing to his withdraw to Harek‘s private quarters. Eri- ensorcelled lord.
guests and his followers for the unfortu- ka may be an excited spectator or, if Once doubts are planted, Einar gets his
nate events of the last few days. He takes befriended by the PCs, she’ll play some men under control. The berserkers and
the responsibilities upon himself, as lord trick on Flosi or Hoskuld, causing them to the Personal Guard are deeply involved
and host. Harek begs everyone to aban- lose rounds of actions. Jarrett will stay in their own grudges, but both groups are
don their grudges and grace the hospitali- clear and protect himself, unless he previ- loyal to their lord and their commander.
ty of his table with polite talk and ouslymadeadealwith thePCs. Also, like all Northmen, they are umet-
pleasurable feasting. If a PC can get to Harek, remove Valda- tled by magic, and deeply disturbed at
But before Harek takes off the helm, helm, and dispel the charm or replace it the idea that their lord might be a spell-
Flosi stands up, thanks his lord, and with another charm spell, Harek will real- caster’s puppet.
begins a speech in a quiet voice: ize he’s been duped. He’ll order everyone Once things are under control, Flosi
“Indeed, the events of the last few days to stop fighting. Einar will obey, and deal and Hoskuld are doomed. Flosi realizes it
have been regretable-and all the more with any berserkers who fail to obey. If at once and tries to escape on horseback,
for the distress and unwonted peril that the PCs can, in a very few words, tell which alert PCs should be able to pre-
has threatened you and your clan and Harek that Hoskuld and Flosi are respon- vent. Hoskuld is not so clever, and con-
tinues fighting until slain or disabled. of Hel. An fiSPcast on Hoskuld is likely serkeware temnically neutral. they are as
When H a d is freed from Flosi’s magi- to catch him scheming on his plots with bullying and --spirited as o m , and
cal control, he immediately orders Flosi the H d cultists-generally riding around unlikely to be good allies.
and Hoskuld taken prisoner, and invites and digging things up out of NF’Cs W r e J m a n d B l a c k Aggieare
the Pcs and NPCs to explain the mystery. graveyards- than on the conspiracy with strictly self-interested. Unless the Pcs
Mm the conspiracy is explained to him, Flosi.
An EsPof Harek reveals no more than unreliable allies.
would be expected of the jarl: cautious
suspicion of his damiliac guests, and and others, are naturally inclined m aid
concern for his household and clan.How- the PC. They can believe in the PCs’
good intentions, and will listen to evi-

example, always detects as evil-that is, from


as having hostile intent toward the PCs.
This is actually the effect of Valdahelm’s concealed his identity an+gned on as a
enchantment and Flosi’s counsel, rather cre
than a sign that Harek is evil. Further, the ship
only other NPC who initially detects as Ostl
and NPC opponents b evil is Hoskuld, who is bad news and too
Two spells-ESP and dumb to conceal it. As the scenario pro-
gresses, and Einar and his berserkers get n . He stays in touch with
tail can learn a lot while observing a sus- on the wrong side of the PCs, they will
pect. detect as evil. The attitude ofother NPCs raent FreylFreyja priests. The PCs can
It is extremely discourteous to cast toward the PCs may become hostile travel to Nom& to enlist Hogni’s aid.
spells without a host’s or the subject’s according to the PCs’ action. Flosi takes Hogni will refuse to become involved
permission, particularly in the Northern stility unless the Pcs have d i d evidence that
Reaches where magic users are distrusted. hunt, his father is being magically controlled.
Any character observed casting a spell can k the Hogni already assumes his father is being
be challenged to a duel for the offense, nario influenced by his advisors, a common
and placed under house arrest. With cau- that enough problem in a jarls household.
tion and wit, PCs should be able to cast and feels there is nothing he can do about
spells unobserved or when others are dis- retation of the it lawfully
tracted. The results:
If the Pcs gain Hogni’s aid, he will
en return to Harek‘s Hall only if the P G can
Flosi is effectively absorbed into his
above. Ifso, the PCs can use the spell in a devise some very effective disguise;
assumed role as an elderly, well-meaning more straightforward way to identify the Hogni has been outlawed, and to return
advisor to the jarl. His surface thoughts as without permission is certain death.
read by ESPwill usually reveal nothing to bad gugs.
2. Seeking NPC Allies: This is awise
contradict that image. However, when he
idea. Friendly NPCs can assist with the AmIcNate Scervatllos

-
believes himselfunobxrved, he slips out
of the advisor personality and into his inVestbtiO& and stand by the pes in neoved and ~ p ofthejuls
~ s
scheming personality; ESP at this time the climactic melee. Hall scenario are easily adapted for other
may reveal his plots a-hatching. some like Einv and the her- adventures of your devising. Sima-
Hoskuld is less well-disciplined, but serkers. are dogmatically loyal to Harek tions and persodtiesmay need adjust-
also less intent on controlling his father and his followers and automatically NS- ing to fit the OUfcOme ,f any
than on sharpening his skius as a follower picious of suangcrs. They won’t be very
willing to listen. Also, while the ber- played

59
Abve~tunes
s€ttiNG Up a NORtnenN raiders, invaders, or monsters. Able-Bodied Non-Combatant: 20 % .
Reacnes CaMpaiGN Clerics, Magic Users, Thieves, Demi- NM-men and women from teens to
Humans, and other Adventurers: 1% . late middle-age; healthy, but no arms or
Q€Hospitality Of to€ H€aRto - Various classes and levels. Only a frac- armor. Many of these are women with no
The COnventional starting Place for many tion of this number are active adventurers interest in warfare. Others are too poor to
adventures is the tavern. In the Northern at any giventime. own weapons, or are prohibited from
Reaches, starting in a tavern is feasible in
Non-Adventurer Dwarves: 2 % .

in a commercial e
o never consid-

and hospitality-this is a deeply-

that are provided. In


offer is refused
a reason

s or orders from

will be under the same


get little in the way of news, accept the appointed task.
await it from travelers. At the same time, Alternative 2: PCs are from different
the host is expected to hold up his end clans, but the DM limits or actually
with information about local events. chooses which clans. The simplest form of
This cultural quirk gives the DM an ers turned labor this is restricting PCs to clans from a spe-
excellent way to offer players adventure and merchants. cific region or nation.
hooks, hints, and clues important to the Armed and Skilled: 15%. There are several considerations here.
scenario, or general information about local Fighter or Thief 1-2-men and women Fim, note that many Soderfiord clans have
people, places, things, and legends. In this from teens to late middle-age with weap intrinsic political and clan conflicts. If you
way, the host, his family, servants, and ons, armor, training, and experience. plan to develop these during the campaign,
hired laborers become informants just as a Assorted weapons, shield, 90% leather it is unwise to have player characters from
taverner and his clientele are informants in armor, 10% chain. This includes military enemy clans in the same party.
a conventional tavern setting. recruits, young nobles, and guards, as Second, Soderfiord and Vestland have
well as street-tough town dwellers and more open societies and plenty of wilder-
Popu/atioN DistRibutioN iN GaM€ frontier settlers experienced in conflicts ness, and are better settings for lower and
C€RMS with raiders and monsters. middle level wilderness and campaign play.
Finally,certain clans have specific roles in
The following describes the distribution Armed but Unskilled: 10%. the campaign background-for example,
of various character types by percentage NM-men and women from teens to the Ostman clan of W o Island is estab-
in a typical Northern Reaches popula- late middle-age who possess arms but have lished as a piratelrebel clan opposing the
tion. Non-adventuring character types no uaining or combat experience. 30% powerful clan that rules Ostland. Plan
are briefly described in terms of their spear & shield; 10% bow. A substantial ahead, and consider what clans that you
ability to fight at need. This information number of freemen possess arms but have intend to develop (and how) as important
is useful to establish the resources of a vil- no uaining or experience in their use. elements in the overall campaign narrative.
lage or that of a whole region for self- Alternative 3: PCs choose their own
defense when the area is attacked by clans without DM guidance. This can
Abve~tunes
cause intrapany squabbles and scenario Polymorph SeE L4 magic user spell power-so Odin forever altered the rune,
problems when clan membership plays (X13). and it never worked that way again.
an important role in the adventure. Ifthe Fifth Levd Spells Artifact Enhancement: Runes were
PCS will do most of their adventuring in MagicJac LS magic user spell (XU). widely used by the historical Vikings to
wildernesses, dungeons, or outside of the Polymorph Others: L4 magic user spell identify their personal belongings, and
Northern Reaches, this is not a concern. (X13). for the magical enhancements they
Massmorph: L4 magic user spell
(X13).
This NPC Clars 0 Pas Wall:LS magic user spell (XIS).
the Northland c ISC women
SixthLevelSpelLs ___
have the Read Runes and Deceive skills. Anti-Mazic Shell
L
n u i c user me11
(XW.
Conjure Elemental: LS m
spell (X14).
Death Spell: L6 magic user spell
(Xl6).
Word ofllecall: L6 clerical spell (X9).

RUN€ MaGic
Personal Runes: On rare occasions. PCs
magic user spell (B40). may receive a unique personal rune from
es: L2 clerical sDel1 (as

their patron Immortal. This is usually
descAbed ih Player Book, p. 2;) only appropriate if you are about to seri-
Second Level SpeuS, ously challenge that character. For exam-
Ventriloquism: L1 magic user spell ple, if you want to encourage a PC to take ’ tives more safe
on a long-term, difficult task that he or
(MI). she would sensibly refuse, it may he time
Charm Animal: This ffect is
identical to that of a person to provide a rune. The rune should have more than it’s worth.
spell (B39). but any one normal ani- some relatively significant magical effect The suggestions below offer ways to dis-
mal may be affected. The animal may that almost compensates for the Pc‘s courage such abuse.
make a saving throw vs. spells to avoid uneasiness about the task. Assess bonuses and p e d t i e s for skill
the effect. Prevenh Abuse of Rums: DMs will checks according to the difficulty of a
Detect Invisible; L2 magic user spell given task. Many mks witbin a described
W1). skill should be considerably more or less
ESP: L2 magic user spell (B41). difficult than is indicated by the solitary
*Remove Curse: L3 clerical spell (X6). value of the character’s statistic.
Knows spell and its reverse at 2nd DiscoUragejerkyorabusiveskilluseby
level. penalidng the chvvter if his player is
Third Level Spells going beyond the bounds of sense. “Surc.
Charm Person: L1 magic user spell Aifgeit can use his Musde skill to pi& up
(B39). many of the runepowers are already availa- that hose. Ofcollls, if you fail the check.
Uairvoyance: L3 magic user spell ble as spells of one sort or another. This sue your hernia will mch your buddies all
gests that spell powers not adapted to date about the color of your hides. Fine, no
(XW. might make good starting ideas for new
Fly: L3 magic user spell (X12). problem; toll those dim.’’
Phantlvnal Force: L2 magic user spell rune powets. Achvacterrmdygetsonechanceto
(XW. If you think the players are likely to m e e d in a skill check. At your option, a
Sleep: L1 magic user spell (B40). abuse the runes, establish a precedent for second check may be permitted if the cir-
F d Levd Spells cosmic alterations in the functions of cumstlllces change,or if the player sum-
Charm Monster: L4 magic user spell runes early in the campaign, just in case mons up new I. G m d y , the
(X13). one rune power tums out to unbalance repeaaduse ofaskillmay also be assigned
Dispel Magic: L3 magic user spell everything. For instance, provide a myth penalties. given that the skill hu a l m d y
(X11). of how a rune once meant some wonder- failed on the d e r ammpt.
Locate Object: L4 clerical spell (X6). ful thing, but some scumbag abused the
UsiNG aanactten Cnaits - ox cart or pack animals, headed by an F1 ground, with a wooden palisade, a gate
or D1 heavy foot, with ld4 peasant labor- tower and one large longhouse. Sheds
Remember that P G are not obliged to use ers and 1D4 NM heavy foot. Typical car-
traits. Even ifthey do, the DM should never protect the horses, oxen and vehicles.
gos include hides and leather, raw wool, They arestaffed by 10 heavy foot, 20 light
try to force a player to run a character is a
woven cloth, and tools. foot, 5 mounted bow (scouts and cou-
way that the player feels is inappropriate. 2. Substantial (value 1D8 x 300 gp):
For NPG, it's not necessary to roll up in riers), 10 peasant laborers.
advance the full se of character trait
heavy horse OR Charge for
you encounter a

score for future


This section desc

--Known World.

es on Norse his-
cIXaV€l ON to€ OV€
Gnaw Route
c and Expert play. Charac-
Players will want to know how many cara-
vans and travelers travel the route.. . What
types of travelers and caravans are com-
mon? What do they carry -and what is it
worth?What're the tolls? How are the shel-
ters?
M c : On busy sections of the route
(like the section between Soderfjord
Beach and Castellan), the DM can
assume one might encounter anywhere home of the Aes2, one of the two main
from ten to twenty private parties and
caravans during a day's travel. In the shel- are bY diSplaYk showy magical wcaPOm important gods of Asgard are Odin,
ters along the Great Marsh Road, the for- and Other S i p Of&& status to discoutage Thor, and hki.In Asgard is Odin's great
tifed camping areas will be the place to though& bandits. of C O W , h e r level hall, Valhalla, where Odin's senants and
encounter those who pass in similar num- couriers also uy to look tough. guardians dwell, including the renowned
bers during cold dry seasons. Veryvauablepackages ate always accom- v&yries (magical warrior women with
Caravans: Three levels of caravan are
d e d bY capable @Cmers ( d e i a for the powers of fight and plane s h ~ ,
d t dqatches, magic users for business among other abilities).
described below according to the value of
their cargos-modest, substantial, or fab- and private &). These spellcasters These Valkyries come to the Prime Plane
ulous. (See D&D@'ExpertRdes,page 24. use SKh MlY and often When attacked. to retrieve the spirits of heroic Northman
for the cost, equipment and skills of (Bandits and raiders seldom have access to don who fall in nese hemic
heavy foot, light foot, heavy horse, SpellCmers, and must *eck when spirits are brought to Valhalla. By day the
mounted bowman, and peasant laborer.) confronted with magic.) heroes contest with one another in battle; at
1. Modest (value 2d4 x 1OOgp): small
Overland Trade Route shelters are for- night, the dead are and share in
tified camping areas on cleared high

62
A-ues
the celebnttoos in odio’s Hall. shades arc still “alive”, but t h e i ~exist- Known World‘s Dark Elves. An evil
Theodylccesto Asgardishoughthe ence is that of a zombie or the waking realm, knowledge of any exking gate is
Outer Plane called the Rainbow Bridge, a dead. They dwell on the island Naastmnd carefilly hidden by the Dark Elm.

by Heim- entwined serpents. whose scaring venom


mortal or drips down on those inside.

ash tree the size of several solar systems.


musf pe- Along the branches and roots ofthis giant
mate make th& tree are gates providing access into the
snow, and freezing fog. The river
Vergelmu, the Roving Cauldron,forms a

dis is the Realm of Hd, the underworld Reaches. The High Elves, ancestors of the forth between the eagle and the dngon,
where the Rcstlss Dead dwell. The road to Prime Plane elves, are a long-lived, high- % is the ftre upon which
Hd *-Zags down black vertical &%, with
~

1y magical me. They possess an ancient hung by the & fot sNen d.~., .wi.gi.g
violent, icy winds whipping up h m the and civilized culture, with a refiied out oyer the abyss. prom this he
lower regions. Gnipahdlir (a Cave) is appreciation of music, dance, poetry, d-dd
~

with the NI1cs, gift ofknml*


the entranm to Hd itself, guarded by the magic, and the other sublime arts. edgeand wisdom dnt he gave to Mankind.
bloody-chd giant hound Gamu.
In Hd are the shades Of men’ giants* Svafztalfwh:This Outer Plane is the
and gods: the Restless Dead. These home of the Dark Elves, ancient enemies
of the High Elves, uwi a n c ~ of o the
~

61
Gazetteer nations can now be set up in oth- any Norse culture in your own AD&D NFG who reached level 36 and completed
er campaign worlds, such as those described game campaign setting. a heroic quest to qualify as Immortals.
in the F O R G O “ REALMS“ campaign Mode: Whenever NPCs or monsters are
set, or the WORLD OF GREYHAWK@ Ceclyvical maNqes aNb seriously threatened, especially during
Fantasy Game Setting. When adapted for combat, they may surrender or flee if they
use with the AD&D@game, the Gazetteers
EQuivalcNcies fail a morale check. For AD&D game, use
Technical differences between the D&D the reactio
able adventure r
e creatures, or
For DMs wishi
in this Gazetteer into an AD&D game
campaign, the following notes should be
helpful. When making the adaptation of
D&D@adventures for the AD&D game,
keep in mind that AD&D game charac-
ters are somewhat tougher at low levels,
but D&D game characters can deliver classes: In the D&D game, elves, dwarves, game are given in
more damage at mid-to-high levels. Fur- and halflings -~UY character h. parentheses, in ound. In D&D
ther, AD&D game spellcasters have access D&D game elves cotrespond to AD&D ‘Iturn equals 10”lround in
game elven fighterlmagic users. D&D
game dwarves and h a l h g s are fighters. At

both games. D&D game


assume that each two D&
ter levels equal one character level in the
AD&D game, rounded up. Using this
guideline, a level 36 D&D game wizard is
equivalent to a level 28 arch-mage in the 7 as converting.
AD&D game. well as income and Spells: Some D&D game spells have
Access from the Northern Reaches to services. D&D gdme dO*nPP~atiOns slightly different names than their
other campaign worlds is possible grow an a v e W 15% Per mOnth-5dlo AD&D game counterparts. Modify the
through Yggdrasil, the World Ash (see Persons. At 50 idxditants Per Square d e , number of memorized spells per spell-
page 63). an Outer Plane with numerous the growth t o p Out at Id596 - 5dlo Per- caster character level to match AD&D
gates to other worlds. Adventurers can sons. use AD&D game rules. AD&D game spellcasters
reach Yggdrasil through the use of the Equipment: Te the D&D have many spells not available to D&D
clerical travel spell (in the D&D game) or game game is very Similar to AD&D game spellcasters. Adapt NF’C spellcaster
plane shift or gate spell (in the AD&D game. Equipment Cost, encumbrance, strategies to take advantage of AD&D
game) or use of an artifact with similar damage in combat, or AC protection may game spells.
powers. Such artifacts may be found as be slightly different; when in doubt, & -e: %D&D game come
sacred cult treasures of any one of the var- check AD&D game references. bat system has no AD&D game counter-
ious Northman cults, and may also be Encumbrance: See cn or coins. part. “BR” stands for Battle Rating and is
found in the treasure hoards of the Experience: Total accumulated experi- used only with the war Ma&& system.
Modrigswerg. ence for character classes may differ in the we suggest the -B- ~antasy
From Yggdrasil, adventurers may come two systems, but not enough to affect Combat Supplement which handles mas
to the Sea of Moving Ice, enter the lands of play significantly. There’s stdl an obvious combat for both
the Moonshae Northmen (both of the difference betweeen a level 1 magic user Weapon Masterg: Ignore references to
F O R G O ” REALMS boxed set), or to and a level 15 wizard! D&D game weapon mastery and profi-
the Snow Barbarians (Kingdom of Schnai) Immmtak Equivaent to AD&D W e ciency; replace with the AD&D game
of the World of *hawk@ boxed set, or deities, these powerful beings often are equivalent.

64
.
About to€ KiNGbOM Of
OstlaNb
fishing and trading t
as told by Onund Tolundmire, priest of modem and, I think
O h , runemaster and sMd, a native of mo6f 0 d a n d ram,
Ostland
n e People: “We are a great nation, pros- pie.’’
perous, powerful and proud. Our people
have always been masters of raiding and the service Of some f l a t 01%
warfare. A sword is as natural to the hand Y e t , bin the service of the king h
of a farm+r as is the plow. ourking Sail with the raiders. The king’s
springs from a line ofgre;lt warrior-kings, u e fighting in the local squabbles beautiful country. But there’s something
and his jarls and their men are wi between Thyatis and Alphatia, and there to be said for Vestland’s fjords, with their
peer in courage and might of a r m s is much glory to be won. Join a colonizing fertile lowland farms and steep valley
nation is blessed by Odin and Thor.
mire distant shores?
-
expedition to the Isle of Dawn or eo on to sides leadine UD to the rockv Dlateau
I _

can question our glory and honor, land. There’s some excellent ‘ f a h a n d
none shd stand against us in battle, Hot Tips: ‘‘Don’t look for taverns or g the coast, I‘m told, but inland’s no
“Others call us violent and brutal. and inns-there are none. In OstIand, you’re good yone but the sheep. The
condemn our right to raid and make either family, a guest, or an enemy. Ttollh Is-well, they have their
slaves of those who war against us. These Because it is the heart of the nation, own guess-bare granite tots
are the craven cawings of the weak. None Zeaburg treats foreigners a little differ- and wild, wet marshlands. It’s no place
shall win power or glory without strength ently, but ask for hospitality elsewhere in for sightseeing, though.”
and determined will. the islands, and you’ll not be denied. Norrvik: “A real, honest-to-Odin city,
primitive barbarians, Treat your host generously and honor- high on the bluffs over the river. The
t fot the old ways. We ably, and you’ll be well-treated in turn. Market Square district’s pretty fine if
are doubtful of the honor of ‘civilized’ “In Ostland, we do not mock the you’re out to blow your money. I prefer
men. We do not asp fat mer- Immortals or the ancient traditions, and a the College District. Good folk and qui-
chants or scribbling cl traveler is adviscd to respect that, be he et, and those charming, worthless stu-
The Land: “The win endlessly, Northman or dwarf, warrior or cleric of dents. Students? As the locals brag,
and there are precious few hills and for- some other god. Ostlanders are a proud they’re studying at the only magic college
ests to break its force. In winter, the fury and proper folk, and we do not tolerate in the Northlands. Now the Docks are
of the ocean storms is terrible to bear. Yet, disrespect for the faiths or observances of another thing: dirty, cheap, but never
our other seasons are moderate, the grow- our fathers.” dull. I stay out of Dwarftown-no fond
ing seasons long, and the land fertile and memories of my childhood there. It’s a
generous. The main island is thoroughly rough place, not cheerful.”
settled. Folk generally live in Iarge villa- Other %wns: “Rhoona’s busy, filthy, a
ges and clan settlements, close to their frontier town full of dwarves, merchants,
kin, and most of the land is well- accordng to i h a f i h~ e h a d ; ahen- adventurers. and hunters of giants.
cultivated. The other islands are wilder furer, PhilosoPher, and tavern lout, Rough town, but lots of loose money and
and more sparsely populated.” native of Vest/& plenty of excitement. Landenfjord? Big
Zeabutg: “Our capital is an ancient nepeople: - F ~ ~ ill, Vestland is and getting bigger, right on the Overland
clan scat, the court of the High King what they call a Trade Route, with ships heading west and
Hord Dark-Eye, and the winter quarters towns along the coast, most buildings east. Pfenty of wo* with caravans and
for the twenty Great Houses of Ostland. stone-dwarf work, most like-and
Zeahurg is not like your dark stone
cities-it’s more a scatter of friendly vil-
lages close together. In the center lies
DUNGEONS B DRAGONS and DhD are registered trademarks owned by TS PRODUCTS C
Hord’s Royal Compound, a great foruess. IMAGINATIONand IheTSR b p u e t r a d e m u k s m m d by TSR, Inc. Distributedmthe booktradeinlhe Units
and center of culture and hospitality Salos by Random House, IN., and in Canada by Randam Houae of Canada, Ud. Distributed to the mv an
among the Ostland folk. Outlander visi- iwbbylrade by regionaldimibumrs. Distributed in lhe United Kingdom by TSR UK Ud.
tors can be too disruptive, and they must This modvl6 is polwsd Under the W r i Q M laws of lhe Uded States of Amerim. Any reproductionor Mht
keep to the the Foreigners’ Compound.“ unauthor~dwofthswrinenmaterialorallwork hersinispohibitedwahoutmeexpresswrinenpermissionI
Other Towns: “The fortresses of
Woat Everrgo~eKNOWS...

How to Get Rich and Famous: “Hunt steaders, hut the poor folk don’t get fiord. There’s good farming in the SnoF
giants and their kin. Join a mercenary much peace, what with the clans all vale Valley north of Castellan, too, I hea
band and fight in the Troll Border Wars, squabblin’ with each other, and the bul- Now inland, it’s all
or ride the highways with the Home lies that the jarls hire for their guards. mer’d never prosper ther
Guard. Join the treasure hunters looking Every little headman thinks he’s the High
for lost artifacts of the molder dwarves.King, an’ he lords it over his people even
The pay for caravan guards is pretty good,
though they’re all living in mud huts,
but you earn every copper.” from the headman on down. Sure. some
Hot Tips: “Watch out for dwarf- clanholds are better than others, but it’s Mountains to the west
haters-every little frontier hamlet has its
no pleasure to travel among ’em. They but there’s little trouble
frothing bigots. Don’t believe that offer their hospitality, but you’ve got to
cheery crap the Council’s spreading abouteat their dirt thanking ’em for it, they fig
peace and prosperity in the Trollheim col-
ure they done you such a favor. country, and thick with gnoll war ban
onies: things are bad up there. and no “And fighters? Well, we’re a loud and Finally, there’s the Hardanger Range
mistake. And those hill giants are big! rash lot, but not too bad in a fight. Prob- the south. That’s nothing but jagg
and not as stupid as the stories say. Don’t
lem is, it’s each man for himself. No one peaks, glaciers, and kobolds.”
get cocky.” can tell nobody else what to do. No won- sodertjord Beach: “Compared to No
der the Ostlanders push us around like mik, it’s pretty mean and muddy, though
About Q e SowIzfionb nithlings. I think it’s right lively. Merchants and
JaRlOOMS “Me, I like the frontier. No big jarls or traders a-plenty, from all over. You can
clans out there. just roughnecks and get what you need there. and lots of stuff
as told by Helfdan Halfroll, warrior and frontier folk, the hunters, trappers, you don’t, but it’s not a real nice place.
roughneck, native of thejarldoms adventurers. Sure it’s rough, but a man’s Ragnar’s the war leader, and his fortress
The People: “Yeah, the Jarldoms are h- respected for his own worth, not his out in the river is something to see, big
da backward, I guess. You won’t find father’s or his clan’s name.” thing and real ’mpressive. it is.”
more friendly folk than our farmers and The land: “Good farmland along the Other Towns: “Castellan is a pretty lit-
coast and along the Saltfjord and Oto- tle town, mostly stone. It’s a big trading
What Evellpo~fKNOWS...
center, and there’s lots of furriners- personal strength of arms. Vestland is a CoMpaniNc; C n a b i t i o N a l
elves, Ylari, dwarves, and such like. Lots more modem nation, where the authority NonthlaNb ViRtues w i t 0
of outiitters, too, if you’ve a mind to go of the law, rather than personal strength of M o W ~ NCivilize0 NOtiONS -
trekkin’ ’round the backwoods.” arms. protects its citizens.
How to Get Rich and Famous: ”Hire “Soderford is a young nation in transi- Helfdan and Sam examine the M e r -
out as a bully for a jarl-or beat up bullies tion from the older barbarian ways like ences
and rob them. You can go pirate raiding, Ostland’s, to a more modern culture like Helfdan: “These scribblers and fops, why
like the Ostlanders do, by finding a Vestland’s. In Soderfjord, the larger the do Vestlanders put up with them? I step
captain-ask around. Or buy your own town, the more modem the local values. from my ship in Dremmen Harbor, and
longship, and you captain it. Guarding Conversely, the more remote the place, this pipsqueak in fancy dress comes up,
caravans is good pay, and it keeps you the more traditional and barbaric the jabs me in the stomach! Says, ‘Customs
away from the clan bullies. Oh, there’s people will be. and Immigration. Where’s your cargo
mountains of treaure in the Hardangel in Soderfjords current tur- list?’ I grabbed his dinky pink fist,
they say, down in those old gnome hole cal climate, it’s possible to jammed his pen into his palm, and told
power ofthe war lead- the little runt what he could do with the
er, Ragnar. Every year he looksmore capa- cargo list if he ever found it.. .”
ble ofunifying the Jarldoms into a nation Saru: “...and. in fact, I believe our
like Vestland. Unfortunately, there are friend Helfdan might have killed the fel-
many other nations-particularly low had we not intervened. You see,
the Sodewirk-th Ostland, Ylaruam, Ethengar, and Helfdan and other champions of ancient
Gnollheim border.” Thyatis-that prefer to pmerve the cur- Northland virtues feel that a man has no
dear of dan squab- rent political chaos in the Jarldoms.” authority unless he can back it up with his
e to make money on Proapccts for Adventurers: “In gen- fist. The notion of Vestland government
sh your luck with eral, look to the borders and witderness- officials making demands on manly war-
ullies. The jarls are es. Vestland and the Jarldoms seek riors. .. well, it often leads to fatal misun-
the law in Soderfjord. If expansion into the wild hills and mou derstandings.
you. they can chop your h tains that surround the nation to d “In Vestland, a government official
twice as easy if you’re not protected I south. The humano feels safe from physical threats because of
your kin in some other clan. Don’t tn must be controlled the strength of the law and the Home
nobody rich or powerful-you’re just a of plunder may be Guard. Helfdan had some trouble there,
pawn to ’em.” gained. I’m afraid, and we had to smooth a few
“Ostland has no wilderness left. It ruffled feathers.”
AN OutsiWn’s P e n s p e c t i v e seeks new land acm the ocean to the Helfdan: “Pipsqueak. Fines weren’t
southeast on the Isle of Dawn. As much after I had a good roar at the fel-
ON Ct)€NORtoenN Reacoes Ostland cements its ties with Thyatis, low.”
from Sam the Serpent, sorcerer and perhaps the nation will expand to the Saru: “Now in Sodelfjord, a local offi-
scholar, anditinerant citizen ofthe whole north into Norwold.” cial needn’t be a wartior to collect a jarl’s
of the Known World Prospects for Crusaders: “Do-gooders tribute, but he is wise to accompany him-
Contrasting the Three Nations: “Ostland will find plenty of work in Sodelfjord, self with a band of persuasive-looking
dings to tradition, while Vestland strug- where the common folk are often caught thugs. In Ostland, everything is a person-
gles to be a modern nation. Soderford between feuding clan nobles. Enemies of al matter. The king himself, traveling
lies somewhere between. Many folk in Chaos may contend with the troll nations with the Personal Guard, come to his jarls
the Jarldoms still hold firmly to the to the north, the giantish races to the to collect the tribute. And, in tum, the
Northman values, hut small, influential west, and the growing armies of the jarls go personally among their freemen
groups-particularly the merchant class koholds in the Hardanger Range. to collect their tribute. In Ostland, a man
in the growing towns-want to see “One problem for the thoughtful CN- does not make demands he cannot per-
Sodelfjord a modern trading nation like sader: the warlike and violent cultures of sonally back up with force, and it is not
Vestland. Their money buys influence the Northern Reaches have produced a considered improper to thrash someone
and political power, so the traditionalists people who accept brute force as a stand- for impudent behavior.”
cannot ignore them. ard tool of rulership. Crusaders from
“Ostland is a barbarian culture, with a n more peace-loving cultures must be care-
emphasis on the warrior virtues, where a ful before they judge actions as ‘evil’ or
leader must defend his authority through ‘chaotic.”’
cn€NORtlp3ZN the other hand, law and tradition require occasion for a lesson in manners:’
c€MP€lCaM€Nt that vengeance be forgotten ifweregild is
paid-weregild being a mutually agreed- Zn€NORtlJlaNb Lifestyle -
as told by Saru the Serpent upon payment made in compensation for
“‘What’s the Northman like?’ you ask. the injury. as told by Onund Tolundmire
“Well, foremost, a Northman is loyal “The Northman prefers impulsive “Most Northmen are farmers aou
--loyal to his family, to his clan, and to action over cautious deliberation, and herders. In the good low-lying fardand,
his friends. A man who honors these quickly grows impatient with long discus- the folk gather in small villages. On the
bonds and their obligations is well. sions. Some say it is because the North- plateau and on the borderlands they live
respected. A man who turns his back on man believes his fate is already in isolated farmsteads, often fortified
his family, clan, or friends is a scoundrel. determined by the Immortals. Others say against humanoid attackers and clan
A man who allows others to speak ill of it is because the Northmen are a fero- raiders. The common people raise grain
family, clan, or friends is a coward. cious, warlike people obsessed by courage and vegetables, often with enough sur.
“The Northlander values hospitality rather than reflection. Others say it is plus to sell or trade at local markets. They
and genero$y. The cqtoms concerning because the Northlander is quick-witted raise livestock for meat, milk, and wool.
host’s duty are detailed and well and clever at improvisation in the face of “Nobles and clan guards live in great
established in the NoGern Rea danger. There’s considerable truth in timbered longhouses, forty to a hundred
welcome, shelter, and protect gue each of these views. foot long. Freemen farmers and crafts-
guest has a reciprocal obligation t “I do not see the average Northman as men live in smaller houses and huts. They
and defend the host, without pausing to particularly respectful or reverent of the dig below ground level to level their
examine rigbt nr wrong. Wealth in itself Immortals. There are many traditional- floors. This gives them deep foundations
ists, of course, especially in Ostland and for the walls, and helps to protect the
the backwoods of the other lands. And steaders and their animals from cold
clerics, ofcourse, aremorededicated. But weather.
the modern ‘civilized’ Northman thinks “The walls are made of logs, planks, or
“All Northlanders honor little of the gods or how to please them wattle-and-daub, and the high, thatched
scorn weak-willed men. Thi Certain fighters, particularly the ber -oafs are supported by thick timber pil-
the courage of war, though that is most sakers, appear to serve their Immortal ars. Hearthfires burn for heat and cook-
important, and quickest to mind getichiy but, in truth, I think~s;: ng. Family and guests sleep wrapped in
most. It also includes courage to fac are more dedicated to the fun of warm furs on sleeping benches along the
hardship and misfortune, to accept one ing than to the Immortals them- walls. and not shut away from each other
fate as assigned by the Immortals, and t( ~
.
s. It is no disence in the ciries~
~~~~~. a--t like they do in the south.
remain cheerful and content even in grea east, to deny the &&a godless man is “The Northman is self-reliant, and
pain or privation. It is dishonorable to ifof particularly respected, but neither is well-rounded in many skills. The farmer
complain of bad luck, or to whine about he scorned. can take up the sword or tend a forge as
impossible odds. “Neither are Northmen what I call easily as he guides the plow or shears hi
“In fact, Northerners greatly appreci- honest. They are loyal to their word, yes: sheep. Even the soft city folk are less help
ate wit and jokes when the prospect is if they swear an oath, they are honor- less than most civilized folk, and are
bleakest. I saw Helfdan here jest when we bound to respect it. On the other hand, often no stranger to shield and spear.
were outnumbered ten to one. ‘Ho- shrewd or clever speech is considered per- “In the warm summers and cool spring
hum,‘ he said. ‘I’d hoped for something fectly fair, and misleading by omission or and fall, the Northman enjoys working
more exciting. Hate to get this nice floor misdirection is not considered wrong or hard outdoors, and takes great pleasure
all awash with their blood, but I don’t dishonest. in hunting or weapons-play for leisure. In
think they just wanna play tag with us!’ “Thus, when a Northlander gives his the harsh, brutal winters, he invites his
“Forgiveness is not considered a virtue word, you are expected to trust him. 0th- livestock into his house, for their protec-
in the North. The Northman is slow to erwise, the listener is expected to be sus- tion and for his warmth. He barely stirs
forget an insult or injury. particularly picious, and to require proof in doubtful for months, hibernating like the great
where the injury affects a friend or family circumstances. bear waiting for spring.
or clan member. Northmen look upon “Now boasting-boasting is not con- “Life in the larger settlements is
cruel and ruthless pursuit of vengeance as sidered a fault. A certain amount of exag- scarcely different, though many more
simply the most effective method of geration is acceptable, particularly if it men specialize in crafts, and merchants
insuring that everyone behaves himself enhances the story. Idle boasting, or and traders buy their products and sell
properly or faces the consequences. On claiming honors to which one has no hem throughout the Northern Reaches
claim. is considered foolish, and a propet
..
've in Stone down
according to receive

ass style them- quite w

*'&e jarlr are &e noble dass of the

. - he oldest free at the


ler, since faithful se
notions are partially rooted in the ions are still sometimes referred to as Lmandsof anandfam
Northlander’s awed fear and distrust of kings and kingdoms. though the title of
witch-wizardry, I suspect. Still, I don’t jar1 has become common for less formal
find it surprising that a Northerner pre- occasions.
fers the mace-wielding, shield-bashing “However, ever since King Cnute
spirit of clerical spellcasting to the refined Bear-chest, Ostland has been ruled by a
and subtle arts of thaumaturgy and High King, a king among kings. Vestland
enchantment. I imagine a wizard who also has a High King, also a descendant of
wore chain mail and charged into battle Cnute, but he shares his power with the ei
howling, his axe raised on high, would Royal Council, becoming less of a mon-
suit the Northman better. You don’t see arch and more of a figurehead.
many elves in the Northern Reaches, but ord has many chiefs who style
I suspect their more violent tradition c ‘High King,’ but none hav
spellcasting suits the Northlander’s tastc to make good their clain
the major cults of tb Ragnar the Stout, the war leader of that
din, Thor, and FreylFreyj country, now enjoys some of the powers
ts. called godat The godar of a High King, though I thinkit unlikely c
are generally of three types. Household that he will officially wear such a title in
godar are attached to the household of our lifetimes.
the clanhead, or to the chosen headman “Northmen think of themselves as a
people, not as citizens of particular their family, and to protect and gener-
nations, at least not in the southern ously aid their siblings and kin. One is
eeds of thc local sense. Vestlanders are the exception in expected to stand by one’s fanuly, often
this regard, but even those in the border- without regard to the right or wrong of
lands regard themselves as dansmen fmt, the circumstances. As with
the site of some special and Vestlanders last. Ostlanders tbink in adoution into a familv is com
sacred to the cult Iti terms of their personal obligation to their
priests who travel from community to ruler, rather than to their ‘nation ’ Th
community to serve the fait “1 Jarldoms are still too rec
remote regions, and also to serve nation to have developed any identity,
and defenders of their cult’s interests. and the political situation is too unstable
“In addition to the house guard- the to expect significant changes in the near
noble supporters of the clanhead- many future. The people of the Jarldoms still
clan rulers have something called the think in terms of the traditional chain of
Hird, a group of freemen warriors of com- command: where one might fight one’s
mon birth who are sworn retainers of the brother, but brothers jo% together to
jarl. In earlier times, the Hird was simply fight cousins, who will lay aside a r p
a skilled reserve force for the clan. In mens to fght together against other
modern times, the Hird has become a families, who wdl in turn join together
small standing army of professional war- against a separate clan.
riors in the service of the danhead. Often “Loyalty to clan and clan chief is
cnough, the jarl they serve gives the Hird another important element in the North-
a special name, as King Hord of Ostland man’s sense of social identity, sometimes
has named his Hird the Ravenguard.” hard for an outsider to comprehend. The
Northman owes allegiance to the
RaNk aNb ‘Clp Social clanhead, and expects protection and
OR-R respect in return. At bcst, the relation-
ship between clansman and danhead is a
as told by Sam the Serpent pemnal and generous one; at worst, it is
the top social order is the High arbitrary and autocratic. o n e is expected
in^. tn andent there many to defend the dan and its reputation as a
kings and many small kingdoms. In matter Of Penonal honor.
Ostland, the danheads and their domin- “Loyalty to family and its patriarch or
matriarch is also a potent obligation.
NORtnlaNaS S O C i W
himself. whether he’s a jarl’s guard or a “There’s plenty of work in the North- acknowledged wise counselors-the der-
farmer. With all them nasty monsters and lands for a fighting man. Now the North- ics, elders, and wise women of the com-
raiders. it’s smart to be handy with shield man kings have their professional armies. munity, most often. Northmen do not
and spear. And we start young. Hord Dark-Eye’s brigades get lots of trust written laws and they scorn ‘civi-
“When I was fourteen. I was made a action, and good pay, I hear, though I’m lized’ notions of law and lawyers, which
house guard to Askold Ubbison, not too keen on being a Thyatian merce- they believe to be elaborate schemes
clanhead of Varmgard, a great jar]. nary like what Dwalinn says the Ostland dreamed up by merchants and cowards to
“House guard? Well, I guess it’s like armies are, mercenaries for them Thy- cheat and abuse honest men.
being a household knight to a duke or atians. And there’s caravan guards and “When a man is accused of a crime,
maybe to a prince in one of them south- border riders io the outlands -oow notice of the hearing is spread through
ern nations like Karameikos. that’s the work for me. Plenty of uglies the community, and the accused is
“I spoke this oath, a shield oath, out there, and poor homesteaders what brought before the community leader. In
before my jarl and before my shield- need an honest warrior to protect ’em. the search for truth, Odin’s Ravens-
brothers. Other Northern warriors speak And there’s always treasure-hunting folks specially-trained clerics of Odin-are
some sort of oath like this when they join who need a strong arm and sharp wits to summoned to cast the detect liesspell on
in a common cause. These are good words guide ’em to the uglies’ lairs.” the accused and on witnesses.
to live by-even for weaselly little “Each community has ground sacred
dwarves like Dwalinn.. . N0Rtl)laNb Law - - to Odin called the Place of Judgement.
Here is a small shrine dedicated to Odin,
“Honor thy lord, and avenge any as told by Onund Tolundmire often marked with tunes for the use of
injury upon him. “The Northmen believe that once the Odin’s Ravens. These runes have magical
Honor thy word and oath. facts of a case are made clear, a just judge- powers to help ensure peace during the
Honor thy friend and fellow war- ment is obvious to any sane person. The trial.
rior,and desert him not in his need. right and duty of judgement belongs to “The leader listens to the evidence,
Honor the hospitality of thy host, the leader of the community, whether it is then to comments and recommendations
and make no breach of the peace. the king, a jarl, a village headman, or the for judgement. He or she then retires to
Honor the stranger, give him shel- captain of a raiding longship. Although consider the case, usually for no more
ter and protection. it is the leader’s right to judge, it is also than an hour, but at times for days or
Honor thyname, andmakenofalse his or her responsibility to give consider- even weeks. Then the leader returns and
pretense upon it. ation to all testimonies of those con- announces his judgement.
Be fearless. cerned, and to weigh the advice of
At the end, hope for death in bat-
de, weapon in hand, the bodies of
thy enemies heaped about thee.”

“Sure, I went raiding when I was a kid.


It’s a good way to get rich and make your
reputation. I never hurt no women or
children, and I never burnt no houses-
well, ’cept once when we was gettin’ even
with some other pirates who’d come
burning our houses. I killed some men,
true, but I never tried to start a fight-
and I never finished anybody off while he
was down, the way those berserks do,
when they get into a chopping fury.
“I don’t go raiding no more. I get plenty
of action adventuiig and campaigning
against the trolls and gnolls. I don’t miss
raiding. I kinda agree with Sari-things
are getting too civilized around here to let
that old-fashioned raiding go on. It ain’t
gonna stop, though, not as long as Hord
Dark-Eye winks at his Osdander jark when
they go out for loot.
“Because of the vengeful Norther “Well, you wouldn’t believe some of the fell in with a man who I later found was
temperament, the most common senter.- quaint practices reported by travelers., . pursued by three brothers who wanted
ce simply encourages the aggrieved party and neither would I. I’ll speak of what his head for an affront to their sister. Fel-
to take his venegeance on the evil-doer. I’ve seen with my own eyes, or learned low swore he was innocent. but these
Neither the judge nor the community through bitter experience. brothers chased us all over Vestland.
necessarily owes any aid in enforcing a “Burials, for example, of some king or ambushing us a couple times a week,
sentence, though it is common for the powerful jarl. The noble got a hollowed- until we got lucky and finished them off.
judge and the honest people of the com- out oak for his coffin, full of finest wools Good thing they were stupid, ’cause they
munity to side with the victim. and furs, and they raised a mound of were sure enough persistent.
“Because vengeance can be so distup- earth above him. They cut the slaves’ “Northmen have a nice dueling cus-
tive to the community, Northmen have throats and threw the bodies into the tom -it’s called ‘holmgang.’ what hap-
evolved the concept of weregild- com- bogs, then followed that with barrels of pens is two parties who have taken
pensation paid for an injury. Essentiall: trea.dE. Now that I didn’t see, but th offense with one another will put down a
the victim is offered a payment to abar wise woman who told me could not hav cloth about fdteen feet on a side, then
been lying, under the circumstances. drive stakes at the four corners and tie a
“I did see a jar1 burned in a longship d the area. Then the two men
built just to be his funeral pyre. I watched
his wife march right into the fm and sit pes or steps out of
next down on burning cushions next to
small compensation. according to circum- her dead lord. Spooky. And tbis old hag,
a wise woman, or as they d l them the ‘fight to hcst blood‘-the first man to
‘Angels of Death,’ hovered around the bleed on the doth is the loser. The other
pyre. jabbering nonsense and waving a is ‘fight until one can’t continue.’ T h e
wand covered with runes. They say the two tight until one is unconscious or od
old kings were buried or burned in deep d,.usually only with
uypa, with hundreds of warriors slain to eep them both hones
guard over the tombs as living dead. Red gical weapons, just wa
quaint, huh?
Th- e boasting contest
time, a jarl often demands stages. Seems their fussiness about sworn oad
tim’s weregild. When you realize that the They figure if they have your brother 01 disappears when they s t a t spinning
parties might never be able to make good sister or a close friend, you’ll never do yarn. Folk take it none amiss when you
their claim on the compensation money anything for fear they’ll croak the hos- wildly exaggerate your adventures and
without the armed might of their jarls, tages. And it seems to work, most of the accomplishments, particularly around
such an arrangement makes sense. &e. though sometimes the hearth or when chewing a few flagons
“In certain cases of particularly con- slain in cold blood, and down at the tap. They don’t like being
temptible crimes-kinslaying, betrayal ancc is terrible to see. lied to at all, but you can tell by their atti-
of one’s lord, murder of a cleric, or the “Hospitality. Outsides find it hard to tude whether they expect the stnight
like-a man may be outlawed. The com- man doesn’t hesi- truth or a rousing epic.
mon term for a n outlaw is ‘black sheep’ adventurers in to “And drink? Look, I’m a dwad, and
or ‘namelessman.’ An outlaw is banished share his hearth and bread. And I’ve had dwarves are no slouches at drinking, but
from a region- generally from the clan my host-a man I’d never seen before- I’m usually legless while those big
domain, but in some cases, from a group take up arms against a crowd of bullies Northlander clowns ate still prancing
of domains or wen a nation-and forbid- who pursued me to his door. Partly it’s around with two mugs in each fist. It’s an
den to return, even in death. The accusa- the fearless courage of the freeman, and important sign of strong character to t
tion of treason is a powerful weapon for a his confidence in his weapons. Partly, the last man to fall over at a feast or drinl
jarl, and many men have been banished too. the one who violated the sanctity of ing contest. I’m not complaining, no.
from their communities for no greater hearth and hospitality would risk a terri- they do make a passable lager. Stay awa
crime than incurring their lord’s enmity.” ble vengeance. Admittedly, things are from that mead stuff, though. It’s fer-
not so nice down in Soderfjord, with all mented honey, sweet as can be. You can
CUStOMS Of tho N O R t h ~
the clan warfare and political brouhaha.. . drink a tank of it and never even notice
too much bad blood, now. you’ve died. But the headache the morn-
as told by Dwalinn the Dwarf “The Northman blood feud is serious ing after?Even a cure serinm won’t towL
business. Don’t get mixed up in it. I once it.”
Chancta Creation name until you reach Step Seven Mow. an Intelligence bonus, select yoour
Before you create a character from the (Steps Two through Six should give you an beginning skills. Record your c h a r a c ~3 ~ ~
background and beginning skills.
Northland’, read through the entire idea you your chancvr is like, which will
help what
Player Book. Knowledge of the special an approp&te name,) Step Five: m ~ iSorial ~ e
rules and abilities desciibed may -&flu- Step -0 ( O p t i O N a l b LW&RM/N€ Cl- a N 0 F a M i l 9 m t U S
ence your choices in character creation. P e t c 6 o N a l i t p ‘Cmit~
Use the Social Class and Family Status
Be sure to With your DM. He Or Follow the pro,-edure in the % b b , page 20. Record your social dass
she may prefer that you use the simpler ,.Personality Traias. below. and family status. Make a note of you
character creation system from the Heyday gifts, and note any Charism
D m Basic Playa Book. Step Qtzee: L W ~ ~ K M ~ N ~ bonuses or penalties in parentheses next
Use the followine mocedwes to create NafiONaW a a N . a N 0HCX~
to your Charisma ability score.
i.3 a beeinnine charaFt& from the North- D O M a i N
land;. DM.-may also use this procedure Consult with your DM. He may assign six ( W O N a 1 ) : m e R M i N €
to create fully realized NF’C characters. your nationality, clan, and home
h f P O R a N l PaSt E x p e n i f ~ m s -
Choosing Character Race Neither elves domain, or allow you to choose them. If Use the four tables on pages 20-22 to dis-
nor halflings are common characters in you are allowed to choose, see the cham cover important biographical details that
the Northern Reaches. Check with your on pages 13 and 14. may affect your character’s abilities or
DM; he or she may prefer that you play posses.siom. Some of these details may
human or dwawen characters. Step F O U n L M ~ R M C ~M N ~N~NG
affect previously-determined character-
BaCkC;ROUNb a N 0 m G i N N i N G
Step m e : meate the Basic skms istics; adjust as necessary.
cl,lamctert
Follow the procedures in “Making Up a
To determine the experiences and skills S€V€N: -€a NaM€ -
learned by your character before he
New Character,’:’W Basic F’laye~Book, Select a name for your character. See th
became an adventurer, use the Training
pages 48-51. Choose your alignment, as Bdground Xble. If your character has list of suggested names and the accom
&on 9 says, but wait to choose your panying notes on page 23.
gers offering gifts (Cautious 15). rewarding challenge to play a charactc
sonality Traits Chart Dnund’s player isn’t sure what Onund with unusual traits that they would new
would do in such a tricky situation, so have chosen themselves.
IawfnI: 12 + d6 decides to check both traits to see whether
Nentral: 6 + d6 Dnund accepts the crone’s offer. NPC R a ~ b ‘Ilnait
o ~ Scones
chaotic: 2d6 The player rolls the dice. Onund passes
his Trusting check with a I, and passes his DMs may follow the procedure klow to
Cautious check with an 11. Since both establish a character’s trait scores with the
checks are successful, the higher score has aid of dice and random chance. The DM is
the greater influence. Onund peers not obligated to use this table to determine
thoughtfully into the cauldron, and cau- NFC trait scores; he or she may always
tiously but politely declines her offer. assign or alter NPC initial trait scores as
needed for scenarios. However, once an
aoosiN6 PC ‘Ilnait Scones NPCs traits have k e n established, major
changes are not appropriate without a very
For each personality trait, choose a num- good explanation and justification.
ber from 1-20 to represent how strongly Examine the modifiers noted on the
the character is influenced by that per- Personality Trait Chart to understand
sonality trait. how alignment, nationality, character
For example, if your character is a class, and dedication to an Immortal ma
National MncIiliem fighter, he should probably be fairly Cou- affmt a character’s personality. Read th
rageous. Choosing a Courage trait score Trait Descriptions below before continu
KulmeiLos: no m&en
yluuyn: + 2 Reverent. -
1 Modest.
of at least 10, or as high as 20, might be ing, so that you understand what kinds a
- 1 Forgiving, + 1Dogmatic appropriate. A magic user, on the other behavior each trait represents.
- -
G h m : 3 Reverent, 2 Dngmatic hand, might think it no shame to be
much more Cautious than Courageous,
1. Choose alignment. Characters a
laendi: +2 Tnrstiag, - 2 Encgctir. each alignment establish their trait score
+ 1 Generous and so might have a Cautious trait score differently, as indicated on the chart tt
RaLhome: see below, under Dmnrva of 10 to 20, and a Courage score of no the left. Alignment must be decide(
Aubcim:see Mow, under E l m higher than 10. before continuing.
Nolrhem Renchcs: +2 loyal, Trait scores of 15 or more indicate very 2 . For each trait, roll dice as directed tt
- 1 Forgiving, + 1 Counghous. strong personality traits. Conversely, trait determine the trait score for each align
- 1 cautious
scores of 5 or less are equally strong ment. Roll for each trait score separate1
CharactuClassMndiiim expressions of the opposite trait. Note Lawfuls roll ld6 and add 12.Neutrals
that the characteristics are always referred ld6 and add 6. Chaotics roll 2d6. Recor ro#i I!
-
Fighters: + 3 Courageous, 3 Gwqous to in their positive form-Peaceful, Hon- the scores in pencil; you’ll continue 4t
CLcriCo: + 3 Rocrent. + 2 Dogmpti., est, or Forgiving-even if the character alter the scores in the steps below.
+1 loyal has a low rating in that quality, implying
-
Magic usas: 2 Coungenus, the opposite behaviors are a more pictur-
Note that Lawfuls generally have higl
trait srores. Neutrals generally have lowe
+2 cautious. - 2 Tnwtiog
Tbkvcs: - 2 Honest, + 2 Cautious, esque assessment of the person-Violent, trait scores. Chaotics’ trait scores vary th,
- 2 austing Deceitful, or Vengeful. most, and are generally lower than eithe
Ihncpep: -2TiuRing. +zDogInatic.
-2 Generous
BLm: + 2 Honest. - 2 Modest, +2 Cau-
tious
I Characters with very high or very low
trait scores will develop a reputation for
these m n g traits. As they become more
famous and successful. anyone who recog-
Lawfuls or Neutrals.
3. Assign National, Character Class
and Immortal Served Modifiers. Certait
nations, cultures, and Immortals favo
Haitlings: +2 Pnrdul. - 2 cautious, nizes them is likely to know them in terms some traits over others, and each charac
+2 Energetic of those very high and low trait scores. (See ter class has its own preferred characte
“Reputation”on page 12 formore details.) traits. Alter the trait scores as directed 01
lmmonalscmdMncIili~
odin: - 1 Pnrcful, +1 Courngcous
Thor: -6 P d , + 3 C a w u s ,
I If a player chooses. he or she may use
the NPC Random Traits Score system
(below) to determine a character’s per-
the table.
4. Distribute optional points to sui
your conception of the character’s person
sonality trait scores. In this case, the play- ality (optional, for PCs developed usin#
er has less control over the scores the the random trait score system). You ma!
a:
- 3 Honest, l 3 Jhgmaric
____________ character will have. However, used with add up to six points total to any one trait
caution, experienced players will find it a You can add fewer than six points’worth

10
U

cR€atiNF NORtlpfaN PlaY€R a a M C t € R S


ink negotia- wisdom of an Immortal and his servants,
dly, and or may compromise his principlesin a dif-
Z n a i t DfSCRiptiONS scorn those who shrink from violence. In ficult or ambiguous situation.

the Same Order the PersonaliryTcaits ""


The traits described here are Organized in

is organized. T h e characteristic and its


hostile dungeons or wildernesses. or in
warfare, violent people may make good
heroes. In civilized regions, such people
are a definite danger society,
FORG~V~NG
Forgiving
(Vf"ffU1)
undernand that no
opposite are treated together. one is perfect, and that people sometimes
act carelessly or thoughtlessly without nec-
G€N€ROUS (GR€€W) essarily being evil. Forgiving characters also
Cautious ( R a m )
Generous characters give freely of their realize that other people may not share
Cautious characters like to consider and time and wealth to friends, family, and their enlightenment. and make allowances
discuss before they act. They are d v e n ?and are prudently generous even for the ignorant and uneducated.
to act imPulsivelY,even haste is to stc"ngers. They d y honor the d e s Vengeful characters know that the only
essary. when back-up of hospitality, extending protection to way to eradicate evil behavior is to punish
routes have been plot- guem G- 4. it ruthlessly. They treat an offender
ted out in-detail. ! Greedy characters don't like to share harshly, believing that he'll hesitate
Rash do' the fnst thing their time or wealth with others, and are before he offends again. Even normally
to mind. might think that always eager to add to their possessions. forgiving persons may sometimes be
acting quickly gives Some Or Such people are scorned by the vengeful, panicularly when an important
that are deverat improvisinga ph Northmen but, at the same time, loyalty or principle is involved-or when
Once have gained the intitiative. The Northmen respect a wealthy man, and the p e w n is in a parti&ly bad mood.
other explanation that they may simply the way to become to be
be unable to control their impulses. careful with the belongings you do have.

MObfSt (PRO COURaGfOUB (FeaRflII)


Modest characters are bum tendingto Courageous characters don't hesitate .to thing.They consider laziness a great evil.
understate their own ac n it might and consider it a virtue to work for the sake
and abilities. They are not easily offend- of working. if there is no better reason.
ed when others criticize or mock the;:., Iazy characters can't see what all the fuss
and they easily ignore jokes Or taunts. between counge and is about. Haste makes waste, they say. They
Proud characters have a poor Of Fearful characters prefer to get out of a often conceive very elaborate excuses for
humor when it to and dangerous situation, occasionally leaving avoiding tasks that they are just too lazy to
principles and They are at a dead run. Fcyful behavior can be a do. Even energetic people get tired and fed
quick avenge an real Or matter of careful, sensible evaluation of up sometimes, refusing to budge-because
ined, and to answer the odds, and sometimes it is simply a they are usually so energetic, they feel enti-
lenges, even when they are at a failureofnerve. tled to relax now and then.
considerable disadvantage.
R € v € R € N(GoOIe6
~ HONeSt ( D € C € i t f U I )
Peaceful (VioIeNt)
Reverent characters honor and fear the Honest characters tend to speak the
Peaceful characters prefer an ordinary Immortals and their servants on the truth, even when it might have been bet-
normal life to a life of conflict. When Prime Plane. They faithfully observe the ter to keep quiet. They may be painfully
possible, they try to resolve disagree- rituals and strictures of the Immortal's frank, and may thoughtlessly reveal
ments by negotiation and, when threat- cult, and give great weight to the counsel information they should have kept secret.
ened by violent enemies, they try to of priests and holy men. Their faith On the other hand, you can generally
eliminate the threat with the least danger makes them strong, and occasionally trust what they say.
of injury to themselves and others. On hard-headed or foolish in following the Deceitful characters seem to actudy
the other band, peaceful personalities principles of their cult. enjoy telling untruths. Sometimes such
need not avoid all violence categorically. Godless characters may refuse to honor characters misrepresent the truth to take
They understand that it can be a neces- the Immortals on principle, or they may advantage of others. other characters may
sary defense against a violent opponent. simply be careless or frivolous in their speak untruths or wild exaggerations just to
A peaceful character will simply try the religious observances. Even a reverent be entertaining, or to make themselves
other choices first. character might sometimes doubt the seem more important. A character who fails
Violent characters enjoy fighting for
to be honest doesn’t necessarily lie. More virtue. Being open-minded a b u t tom in his arms. Want to go over for
often. he simply fails to tell the whole or mass slaughter is hardly praiseworthy, for closer look?”
truth, at he refuss to say anything. example. B i d s Player: “Sure. I go poke him d
ribs until he looks up at me.”
CRUSffNG ( S U S p i C i O U S ) RfPUtatiON DM: “Uh, give me a second.” (Bjarni
Trustina characters see t no skald, for sure, but the snoring figu.-
Adventurers in the Northern Reaches are is Dwalinn, a dwarf with an E Attack
trustworthy, and expect others to be ms like SDOI~S Dersonalities in the modem
worthy also. They tend to accept others at Rank. Starting at Dwalinn’s 12 levels at
twentieth century world. The more expe- 5 % each (60%), plus an additional 2 5 %
their word, and can be duped by dishon- rienced a character becomes, the more for Attack Ranks A-E, Bjarni has an 85 %
est or deceitful persons. people will recognize him or her, and the chance to recognize Dwalinn.) ”Oka
Suspicious characters may be suspi- more they know about that character’s
cious because they themselves are sneaky, hi life. - roll percentiles.”
Bjami’s Player: (Rolls a 43.) “Do I recoi
or they may have learned their suspicious rimer may bc
1 experiences with nize him?”
nized by another character. Someouc wnu DM: “Sure enough. That’s Dwalinn d
Iv even very trus recngnizes a character will know that , a noted adventurer.”
hesitate td.trust others, pe. character’s Repu~tion-~ose A-ter s Flayer: “Oh yeah! What’s h
haps on the basis of a vague intuition, or &a that are exception&y high or low. renutation?”
when remembering the --s~ ~~~~~~~

acquaintances.
D M (Looking at Dwalion’s traits.) Well,
R ~ C O G N ~ Za ~NNAin?€NhlRfR
G he likes to fight (Peaceful 4), he’s pretty
Skalds have a chance of recognizing a PC impulsive (Cautious 5 ) . and he doesn’t
or NF’C adventurer equal to 10% multi- show much respect to the Immortals
plied by the chvacter’s level. Thus, a (Reverent 3). (Adding a little flourish ’
skald has a 20% chance of recognizing a “And you’ve heard he doesn’t like to t
second level character, and a 100% disturbed while he’s sleeping.”
chance of recognizing any chvacter at B j d ’ s Player: “Oh. Say, did I leave d
tenth level or bigher. door open on the way in?”
n o h y loyal peoge & unreliibly, it may Normal men &d advennum withnl
be an isolated incident of forxe e only a
carelessness, or inconsideratene& level of recognizing another adventurer. ClaN aNb DoMaiN __
DOGMatfC (oP€N-MiN&b) Dominions are usually known by the name
of the ruling dan; thus, the Olvasford
Dogmatic characters tend to follow the clan’s dominion is known as “Olvasford.”
letter of the law, regardless of extenuat- The Great Hall of the rul.lg clanhead is
ing circumstances. Law and tradition are located in the town or village indicated on
sacred. and disagreeingwith their princi- the clan charts printed on the following
ples is evil. They often emphasize justice his mo pages. (Olv4ord clan’s Great Hall is in
over mercy, and have a reputation for e kmwn. Any trait the town ofwilmik.) There m a y be one or
hardheadedness and moral arrogance. ny trait more dom& under a single &’s do--
At their best, open-minded characters with a score of 5 or lower, is identified by & conmk more
ion. f f a characterss
can consider b t h sides of a problem, and the one who recognizes the character as one do-, then one of them must be
are not b u n d by the blinders of habit and either “high” or “low.” The exact trait chosen as the home do-.
tradition. At their worst, they com- score is not known. These high or low
pletely arbitrary and unpredictahle, and traits are known as a character’s “reputa- claN~ b j f ~ f i ~ , . , ~
honor no principles but their own whims. tion.”
DM Nom: For all their virtues, Iawfuls 1. Clansmen must obtain permissic,u
can hardly be credited with being open- Example: Bjmi DrooP-Lid. a 4th level to travel or take employment outside the
minded. In fact, their narrow-mindedness fighter, strolls into the Crushed Thrush c~an~dom~;on. pcsmust visit the clan’s
often keeps them from appreciating other Tavern and looks around. He sees a slight- G~~~ ~ a l andf apply in person for per-
points of view. and makes them unsympa- k~ overweight, balding dwarf slumped mission from the clanhead or subordinate
thetic where they could be more under- over a table in the corner, snoring fitfully. clan chief. such per&sion usually
standing and compassionate. On the other Bjards Player: “Say, do I know that automatic for PC adventurers. However.
hand, being open-minded isn’t always a guy?” a DM may decide to hold characters wit‘
DM: “It’s pretty dark, and his head is cra-

12
in the dominion for campaign reasons. of a jarl. Defense of the clan as a whole, in dominions changing hands.
2. Clansmenmustan~eracaUtoacms however, is a strong obligation. A player character may also challenge
from their clanhead. An adventurer who 3. clansman are familiar m’th the land, the danhead of his own clan for ruler-
hears his clan is in trouble is expected to the dimate, and thepeoples of& clan and ship. The chancter must be of name
drop everything and come to its aid. even home domain. A c l m a n knows his level, and must defeat the current head-
if he must travel long distances and for- home domain very well. He is familiar with man (or his champion) in single combat.
sake valuable opportunities. local legends, and knows where to go for A player who wants his character to chal-
3. Obey the clanhead. Normally, when the most generous lodgings, best informa- lenge the head of that character’s clan
a character is away from his home tion,or strongest aid. For more difticul should inform his DM. The DM will then
domain, he won’t have to deal with such obscure information, the DM may req~ prepare an opponent and decide the con-
orders. However, an entire adventure an Intelligence check. ditions of the challenge; these are the
might be based on a character’s response rights of the challenged clanhead in dis-
to an unjust order
4. Protect the reputation of the clan.
-
ObtaiNiNc, a DOMINION putes over clan leadership.
(DGD@COMpaNiON DM
Player characters are expected to bring COlONiZatiON
glory to the clan, to make the clan proud. Rules)
Arcas designated as “wilderness” on the
Characters are also expected to stand up A dominion may be obtained io two large map may be colonized with the 1
for the clan. Falure of a Modest t r a t ways: by a successful challenge of a mission of the nation’s ruler or rul
check may induce a character to fight to clanhead, or by colonization of an unoc body. A borderland or wilderness don
avenge insults to the clan’s good name. cupied dominion.
ion may be obtained with a charter ft
the King of Vestland or from the Count
CIaN S € N € f i t S C f J a I l f N G i N Ga C I a N f J f a b
of Soderfjord.There are no opportuniti
1 A clansman fi always enutled to the This is obtaining a dominion by conquest for colonization in Ostland but the r
hospitality of the clan from a fillow clans- (see D&D@Comoanion DM Rules. naee I _
may permit landseeken to start or expa
man, including food, shelter, and weap- 4). Normally a dominion must be con- colonies on the Isle of Dawn with the q -
om. quered by armies The kings of Vestland port of the King of Ostland.
2. A clansman may expect the aid and and Ostland already control armies pow- Any territory not already settled in the
protection of other clansmen m honorable erful enough to prevent a player character Northern Reaches tends to be terrain less
and worthy endeavors This doesn’t mean a from rasing a force that could threaten than suitable for human habitation, or
clansman is obligated to drop everything to their security. Soderfjord, on the other already occupied bv powerful, hostile
help, regardless of his own mterests- hand, is poorly organized and unable to
unless the player character has the authority prevent the small internal i iat res

Some dins hold mocc thm one of rhc domans marked on the fold-out map
No Osdvld domains are landlocl
Civl Name Had of
Vestponr A n l d Gcirmundron
Sumarland Gcsr rhc Hook
Ringmark Herplk Emkron

Havardholm
Suddmore Gunnhild Svalasdori
Romalmd Hygclac rhe Doubrc
Fallcrsholm Karlscfni Ganon
ZEamvk King Hord Dark-Ey
Godand Mad rhe Grccdy
OStdO Starkid the Huntci
Sogncrholm Rollo the Cmcl
Ortmanlande . . ( ,
*I , , 8 --G>:~> Thonr the Wealthy
Kalslov Ilu ’
, i,:?$>j Rognvald the
Oland . ,. Orrar rhe Swi
Kundo ‘’ ’’ Hakon Halfd,
Some clans hold more than one of the domains ma on t h t -out map.
Domains marked with an asterisk (*) are landlocke

Clan Name read of Cku :eat Hall


..
lore Askold Steinson Hostpork
d Aslak Illugison Laisvall
Erik Rhorvaldson Halmstad
kiarsfjord Runolf the Dandy Dremmen
heamark King Harald Gudmundson Nor~ik
Fosterhead Alfgeir Vagnson Valjok
Ranviki GormtheDi " Bergen
Falsterholm Thrain Helg; Namsen
Fynmark Rurik SturlasvLl
qamahed Eyvind the Odd
ikanicost Jamtkjord
Horsi Ulfson
Norrland Skapti the Skald
Bornbank Rotolf Kalfson
Erlund the D
Vandradthe ,
Landersfiord B m
Haverhoid I
Jplands Bersi Broadaxe
Iallmark Herigar Tree-Foot
a udwulf the Gold, Rhoona Rhoona
-
Some clans hold more than one of the domains marKea on the
Domains marked with an asterisk (*) are landlocked.
Clanhead marked t is war leader of the Soderfiord

Clan Name Head of Clan


Ilvasford Sokki Sturlso~
uddland Ulf Kolson Suddland, Moderteld*
[eddesfjord Gudrid Thorsdottit
oderfjord Ragnar the Stoutt
ithesfeld Thorkell Gydason
-ergholm Flak the Fat
Vastergard Harek Hard-Sailer
Vandermark Knute the White
Haltford Halfden Greybeard .: .,'~
.
Oberbeck Vigfus Ketilson :,.h
, ,~:.':i'
Ozurfold Vandrad Horikson Ozurfold. Rurrland*
Hedden Ceowulf War-Tooth Hedden, Gudholm*
Hadmark Helgi Horse-Killer
Highland Keul Skull-Scattere
Hillgard Steinthor Pin-1
Ranholm Ottar Heathco
Boddergard Guthorm Brittle-Done
Gretmarsh Thorbjorn Rorikson
Rollo Harekso-
Solvi Hardhar
ZlCaiNiNG BaCkGnOUNb aNb a character sheet by marking the number
WGiNNiNG S k i l l s of additional points with a “plus” sign
after the skill name (ie., Jeweler + I ,
be used against other player characters.
Nature Lore + 2 , etc.). Improving a skill
B C G ~ N N ~Skills:
NG All beginning Certain skills, particularly Charisma
increases the chance of a successful check
(first-level) Northman characters know skills, can be used only against NPCs.
A roll of 20 always fails. The higher against that skill. Other benefits con-
four skills: two skills related to character ferred by that skill are not affected. These
class, and two background skills. These the successful roll (so long as it is success-
are permanent choices; you cannot shuf-
skills are determined with the Training ful!), the more effectively the skill has
been used. The more difficult the task, fle skill scores after the character starts
Background Table found on the next adventuring.
page. Read the table for directions to the more modest the benefits nf a succes-
determine your character’s four initial ful check.
skills. A roll of 1is notan automatic success. 1
When a very difficult task is attempted, Notes on the “ n g
BONUSSkills: A beginning character the DM may assign penalties to the roll to Background Table
knows more skills if he is particularly reflect the increased difficulty of the task. Class-Related Skills
intelligent, exactly as a character knows If the task is exceptionally difficult, the Young fighters learn to be very aggres-
more languages if he is intelligent. If he DM may rule before the dice are rolled sive in combat. They also learn how to
has an Intelligence of 13-15, he knows that, although the effort is remotely pos- intimidate, which allows them to
one extra skill (for a total of five). If she sible, it is incredibly unlikely. In such a avoid bloodshed without being cow-
bas an Intelligence of 16-17, she knows c a x he or she may require the player to ardly.
two exua skills (for a total of six.) If he has roll two consecutive 1’s to succeed at a A Northman thief wants to avoid
an Intelligence of 18, he knows three task. If the player can roll two consecutive violence. He cultivates stealth and
extra skills (for a total of seven.) These 1’s. a case can be made for divine inspira- avoidance rather than combat skills
skills are selected from the skills described tion! Those destined to be Northm
on the next several pages. The DM may decide that use of a skill clerics are schooled by local priests
Note that the optional Step Six in in easy tasks is automatic, or receives a the cult principles and rituals.
Northland character creation may affect bonus to the roll. In addition to basic spellcastir
Intelligence or other ability scores, and The DM determines the amount of magic users learn to read for researc
therefore change how many skills and time required for a successful use of a and a general history of the North€---
which ones may be obtained. Some ele- skill. Building a small boat may take sev- Reaches.
ments of Step Six depend on earlier steps, eral days, while identifying a curious arti-
so just work in pencil and be prepared to fact may take only seconds. Background Skills
make adjustments as necessary ifyou use The DM determines the conditions
concerning the successful use of a skill. Sailor, Fatmer/Herder: Hard physical
that step. labor and the associated skills.
He may rule that successful use of the
Sailing Weather skill will give advance Craftsman: This represents a basic
How Skills apprenticeship in the chosen craft.
based on one of a character’s ability scores warning of a storm, or be may rule that it
only permits the character to deal with Laborer, Servant/Thrall: This repre-
(Strength, Intelligence, Wisdom, Consti- sen= physical and/or menial work.
tution, Dexterity, or Charisma). the storm when it strikes, according to cir-
cumstances. Even characters of high social class may
During a game session, the DM may have such a background due to cl
decide that a character’s skill may help The DM’s ruling is final. If, as a play-
er, you think a judgement was unreasona- obligations or family disgrace. Laboi
him in a situation. Also, the player may not a respected vocation in the Non
ask the DM to consider whether his char- ble, discuss it with the DM after the
game, with the hope of avoiding misun- Merchant/Trader: Usually worki
acter’s skill might be applicable, but it is I an experienced merchant or uac
the DM’s decision. derstandings in the future.
I low wages. May indude selling in I
If the DM decides use of the character’s lage markets and traveling with ca
skill is appropriate to the situation, the
player is asked to roll a twenty-sided die
IM~ROV~NG Skills: If you wish, a char-
acter’s skill score may be raised above the I vans.
Hunter: All occupations where o
against the current ability score the skill is ability score that the skill is based on. To
improve a skill score, you must trade in must live off the land in wild regiot
based on. If the roll is equal to or less than Priest of Odin: Generally irnportaiL
the ability score, the skill has been used one ordinary skill choice to increase a dif-
ferent skill score by one point. an counselors, valued for their
successfully.
Such an improved skill is indicated on
CRaiNiNG FhCkGltOUNb Cable
I Each Northlander character begins with a background occupation, two skills related to that occupation, and two skillsrelated to
character class. The class-related skills rdect a character's evly personal tendencies and interests; the background skills r d e c t
training received from various individuals, and experiences as the character gmws up. To use this table, stm at "A" and only
apply those conditions that relate to your character.

A. If the character is a FIGHTER, ELF, or DWARF:


the two class-related skills are Fighting Instinct and Intimidate.

B. If the character is a THIEF or HALFLING:


the two class-related skills are Suprise and Evade.

C. Background skills for FIGHTER, ELF, DWARF,THIEF, or HAJLUNG characters:


-
Roll Zd4 to determine training background. If the character is from a seacwt or river dan, 1to roll. Iffrom alandlocked
clan, + 1 to roll. When background is determined, choose two skills from that background.

1. Sailor: Boating, Navigation, Ship Building,Sail&


Weather
2. Craftsman: Capenw, Medsmithing, Bowmaking, Emnu, Potter, T a m ,Jeweler
3-4. FarmerlHerder: N a m e Lam, Stamina, Ourdoorsman, Horsemanship
5-6. ServantlThd: Domestic Crafts, Deceive
7. Laborer: Muscle, Stamina
8. Merchantl'hder: Know Market Value, Persuade, Deceive, Gain Dust, H o r m n d p
9. Hunter: Hunting, Nanue he,Stamina. Ourdoorsmul, Horsemanship
D. If the character is a CLERIC
the two classdated skills are Read Runes and Honor Immortal

E. Background skills for a CLERIC:


Choose I m m o d served, and choose two skillshonored by that Immortal.The DM may rule that player characters cannot
be b k i clerics, since they are often rabid chaotics deeply disuustcd by almost all Northlanden.

1. Pnest of Odin (Lawful or Neutral): Detect Deception, Persuade, Skald


2. Priest of Thor (Lawful or Neutral): Fightinglnstinct, Intimidate, Skald
3. Priest of FreylFreyja (Lawful or Neutral): Nature Lore, Gain TNsf. Skald
4. Priest of bki (Chaotic only): Deceive. Detect Deception, Skald

E If the character is a MAGIC USER:


the two class-related skills are Read/Wrie h g u a g e and Ancient History

G. Background skills for a MAGIC USER:


Roll ld6 to determine training background, and choose two skills.
1-5. Private Apprentice: Read Runes. Skald
6. Magic College Graduate: Planarctognphp, Non-Human Cultures, MagicalEngineering, Alcbemfi AlrrmatcM a s
icr. Clerical Mapi0
Number of Skill Choices:
Read Runes (I): 14 skill:chedraffainstthisskill
Honor Odin (W): 16 or emergency siruauons.
Detect Deception (W):io

L € a R N i N G MOR€ SIGIl6: As time goes Ghallenges to a captain's authority-a


by, your character may gain more skills or Sldll D€SCRipttONS mutiny, for example-which would be
improve existing skills. decided by a Charisma check or use of
Below are the Skills P&alarlY aPPrOPri- other appropriate skill (Intimidate,
characters get a new skill choice ate or useful in a Northern Reaches cam-
every four e-tience 'eve'. Thus they persuade, ~ ~etc.), ~ ~ i ~
paign, listed according to the ability score
get their fmt at ' then a new
, they are based on. This is not a complete orNavigation: The ability guide a boat
ski1' at Level 5, another at Level 9, to an destination or in
list of atl possible skills. you may suggest unfavorable circumstances (fog, sform,
another at Level 13, and 50 on. Other to Your DM, and he Or she
Each new skill choice may be used to night, etc.). Use of this skill presumes
may have other skillsto choose from. possession of a sextant or sky reader,
acquire a new skill or to improve an old Do not Overlook @bility Of essen- maps, and other navigational aids. If any
skill in the manner described above. tiauY uselm but entehg skills. skills of these are not available, a penalty of - 4
can be d to &acten for in-session to - 8 may be imposed,
M a X i M U M SIZfllSK N O W N problem-solving, but a skill doesn't have to ship neabiliry to build
by Character Level and Attack Rank be d to be dsinble-it can just be boats and keep them in
Level 1: 7 skills. fun. Don't hesitate to ask Your DM faa good repair. use of this skill presumes
dd that might not be useful* but adequate time and access to appropriate
Which P e a Y fits the Pern&ty You'" tools and materials. Otherwise, penalties
Level 13IRank C: 10 skil imagined for your characrer. may be assessed, or DMs may rule that
Level 17/RankE: the task is impossible.
Level 21/RankG: StR€NGUI SkifIS saiiin~ Weather: The ability to antici-
kvel25IRank I: h e d a t e : The ability to bully pate sea and weather conditions -to take
Level 291Rank K. 1 into doing what you want them to do. advantage of them, or to avoid their dan-
Level 33/Rank M: 15 skills. successful use that gen- gers. A successful use might increase a
erally don't l i e something like fighung vessel's speed, for example, or warn of an
aNb to€ C h a l l a C t f R so€ (most normal people) are intimidated impending storm.
Record your skills on your characters into doing what they can. Read Runes: The abillty to read the
in thii fashion: Find a blank spot o This works best against civilians and sacred runes of the Northern Reaches.
sheet. Write "Number of Skill Choices: non.fighter types, ~ p advenruren
c and ~uccessfuluse permits a literal reading of
"3 leaving beneath that. other fighter-tPe wcS(guar&, thugs, the message. Understanding the sacred or
Record on the fine thenmberofstming bouncers, ere.) may ignore a ~ ~ ~ e s s f uprofound
l meanings of the runes requires
skill choices your character received. use of this if they succeed in either a separate use of the interpret runes spell.

17
Activating a Rune of Power requires u another D&D" game nation, or may t
of the bless spell (p. 27). selected from the List of Common L ~ L -
N a m e Lore: Knowledge of common
plant and animal life of a familiar locali-
ty, both domestic and wild. This includes
knowing such things as edible and poi-
sonous plants, healing herbs, or signs of
unnatural danger like unusually quiet
forest, absence of normal plant life, atyp-
ical animal behavior, etc.
Use of chis skill in the character's home
dominion receives a + 2 bonus. Use of chis
skill in an unfamiliar but similar setting is
at a -2 to -4 penalty For example, a

Non-Human Cultures: General knowl-


edge of non-humanmes of the Northem
ty in the mountains of Rockhome. A native
Northlander is presumed to have at least oes not recave one of
fare, skills with magic, and a wry basic more of his spells, or that he &IS some
vocabulary (abut 20-30 common words). other penalty, such as a temporary cufse.
Magical Engineeriag: Ability to rccog-
nize basic principles of some unfamiliar
magical devices. Does not include practi-
cal training in design or fabrication of m y character, cleric
magical anifacts. Does include recogni- use this skill to reque
tion of most common magical items. tion." The character
Alchemy: The ability to recognize an
n alche substanci
at a - 2 to -4 penalty. Northland natives
are presumed to have at lean some hearsay Alternate Magics: Basic familiarity
knowledge of land, water, and weather with those magics which are not related to
throughout the Northem Reaches. standard spellcasting. Includes knowing
Outdoorsman: Experience with and magical abilities of well-known magical
knowledge of wilderness travel, camping, Prime Plane and extra-pl
and survival techniques. and of Immortal
Know Market Value: A character with Clerical Magics: Ab
the skill automatically knows the market and identify magical &ects associated
value of common goods, including stand-
ard D&Da game equipment items. Suc-
cessful checks allow one to estimate the
approximate value of special goods like magic users, but this is universally
magical items and treasures. acknowledged as extremely dangerous-
Skald: Knowledge of traditional v e m it can result in destruction of the object
concerning Northland traditions, legends, and the user if the skill check fails.
and heroic figures,and the ability to present
the tales to an audience. The higher the suc- WSmM sld1lS
cessfulroll (solong as it is succgdul), the fin- Detect Decepa
er the presentation. To create original versa nize deceptive tricks or behaviors in an
glorifying the deeds of modem heroes, NPC. This does not reveal the truth or
checks are made at a - 4 penalty. falsity of statements nor the motivations
ReadlWrite Language: Fluency in a of th nor does it reveal the exact
language common in the Known World. natu e deception. Unlike the
The language chosen may be from

IS
DfxrfnW Sk& audience to perform specific actions.A suc-
Cnftuoao (skill):The ability to make and cessful use of this skill permits the character
repair items a.wciated with your craft, and ing” than the~“bow”and does not affect to make an appeal to a given personality
the ability to evaluate the worth of such combat uses of other missile weapons. trait (Courageous,Loyal, Energetic, etc.) of
items. Cnftunan skills indude Carpentry, Horsemanship: Knowledge of basic an NPC listener-success means the player
care and feeding of horses, and the ability can get the listener’s attention, not that he
Metalsmithmg, Bowmaking, Tamer, Pot-
ter, Tinker, Jeweler, and so forth.
to control a horse under difficult circum- has persuaded him.
DMs may choose to designate Crafrs- stances. A character can recognize a nag, To actually encourage the desired
man skills as based on Intelligence rather but buying a suitable mount for a reason- action, the player decides with the DM
than Dexterity, especially as the crafts- able price requires a minimal skill check, which trait he will appeal to, according to
manship approaches the level of misty. as will attempting to perform various the circumstances. For example, if the
Here the skills have been included amone activities from the saddle. For example, character is trying to get the listener to
the Dexterity-based skills because man. rtack a dragon. he may appeal to a sus
ual dexterity, patience, and practice ar iected high Courageous trait, or a lov
nportant in learning the basics of an a gallop or a combat is a whole different h e r o u s trait (presuming a treasure is at
raft. DMs may decide to use both
story. To use a weapon, spell. or skill take). The player then makes a brief
nations in the same campaign, wh while on horseback, a character must suc- speech for his character, appealing to that
Intelligence-bas akes the love- ceed in a horsemanship check, with pen- trait. Then the DM rolls a trait check for
alties as the difficulty increases. the NPC. If the player’s speech is really
lier products an y-based craf-
good, the DM should award bonuses t(
ter makes solid, goods.
Domestic C&: Knowledge of basic
Q l a R i s M a Skill8 the check. If the check is successful, thf
ding shelter, food, and P d e : The ability to prove your hon- NF’C acts as the character requests. If thf
usehold. Includes cook- esty and sincerity to NF’C listeners. This check is a failure, the NPC does not fol.
skill cannot be used to deceive a listener; low the chanrter’s request.
ing, spinning, weaving, sewing, shoe-
the speaker must believe in the truth of Ifthem d e , or has rea,
making, housekee”png
Fighting Instinct: what he says. Successful use of this skill son to distrust the speaker, the DM ma]
asxspenaltiesof-1to -8tothechmk
impulsively attacking aeans the listener believes wha- -1.0

gain the advantage in comba dtematively, the DM may require opposec


Iharisma checks, or opposed check:
use gives a + 1 to Initiative
between the Leadership skill and the
round of a combat.
If the NPC listener is hostile. or has Trusting or Loyalty trait, if appropriate.
Surprise: The ability to get the jump
reason to distrust the speaker, the DM Gain Trust: The ability to gain the trusi
on an unsuspecting victim. May be used
to attack (e.g.. to jump someone from -
may assess penalties of 1 to -8 to the of an NPC through a combination oi
courtesy, respect for traditions, h o w l .
behind) or to avoid a conflict (e.g., to check. Alternatively, the DM may ask for
edge of human nature, and honorable
duck out of the hands of the man who
behavior. Successful use of this ski1
caught you picking his pocket). Success- causes an NPC to accept the character as i
ful use gives a + 1 to Surprise. trustworthy person until given solid evi-
Evade: The ability to elude a pursuer. Deceive: The ability to persuade a listen-
er of the truth and sincerity of what is said, dence to the contrary.
This skill comes through experience in
despite the fact that the speaker is being In routine situations, a successli~luse 01
running away from dangers. Successful this skill is dicient. This covers situatiom
use permits (where appropriate) a move- untruthful, insincere, or both. Successful
like an overnight visit to a roadside inn
ment bonus of + 10 feet per round for 10 useof this skitl causes an NPC to believe an
seeking fond and shelter at a farmstead, etc.
rounds, giving the evader a chance to untrue statement or to accept a misleading
In dangerous or threatening circum.
hide or throw the pursuer off his trail. If statement as honest and sincere.
The speaker need not actually lie to stances, or if the NPC listener is hostile 01
the situation is one of hiding, dodging,
intend to deceive his listener. For exam- already has reason to distrust the speaker.
or outguessing a pursuer, a successful
ple. the statement “We come in peace” the DM may assess penalties to the check.
check allows the character to find some The DM must examine the situation, and
way to be overlooked. may be literally m e , in the sense that the
may require opposed Charisma check?
Hunting: The ability to locate, stalk, speaker hasn’t killed anyone yet. It may
between the PC and the NPC. or requirc
and hunt large and small game with the be misleading in the sense that the speak-
opposed checks between the Gain Trus~
bow. Successful use gives a + 1to hit with er is cheerfully willing to butcher anyone
skill and the NPC’s Trustine trait or ant
a bow in an outdoor setting. It is essen- in order to reach his goal.
ally useless inside a building, cave, 01 Leadeshp: The ability to appeal to an
IMpoRtaNt Past
Exp€ni€Nc€s
A young Northlander’s reputation
rests firmly upon the reputation of his The optional tables on the next two pages
or her immediate family. Until the indicate significant events that happen to
Northerner proves himself later by his your Northern Reaches character More he 1 notations like this examde
adult actions. he is judged by the rep- givs up the relatively safe but unrewarding
occupation of “Normal Man” for the excit- Age 17: Good hedth.
utation of his family. Outside his
ing life of a D&D@ game adventurer.
home locality, his family’s reputation
may be unknown. These tables are only to be used in
Roll 1dlOO to determine status. character creation! Once a character has
Write down the Charisma modifier begun earning experience points in an
next to the Charisma ability score on adventuring life, he or she may not use
these tables.
the character sheet, in parentheses.
The DM will determine whether one’s Do not N n a character through the
tables more than once, although if you
family’s reputation is known outside
one’s horn; domain. use any one table, you must use all. Some
tables may yield benefits, othen may
Roll spms CkaimaModitia yield misfortunes. You cannot gain if you
are not willing to risk losing.
01-05 Honored +2ck&ma
06-20 Respecad +lChuiUnz Use of these tables is subject to your
21-70 UmmerLablc NoEffmt DM’s approval. He or she may prefer that
71-85 Doubtful -1 cbvisml you play standard characters as created
with the D&DBasic Set Rules, or that you
play Northlander PCs without any addi-
tional changes.
Before you decide to use the tables,
look them over carefully. Although thc
HWm9 Gifts experiences may improve a character
In the Northern Reaches, one receives some may injure or weaken a character.
gifts from M y , &ends, and clansmen Life is not always kind. There is an ele-
when one comes of age at sixteen. The ment of risk io using these tables, whi&
sixteenth birthday is called one’s “Hey- is one reason they are optional.
day.” Roll Id100 to determine one’s
social status and Heyday inheritance Imontam Past E x p f n i f ~ c f s
Heyday gifts are intended to help PROC€bURf
the recipient begin a productive adult 1. Roll first on the “Affliction!
life. The gifts are generally either io Accidents Table,” page 21. (Bad new:
coin or in the form of some useful first.) Change any abilities as directed.
object the recipient will need io his or 2 . Then roll on the “Significant Expe.
her chosen occupation. Heyday gifts riences Table,” “Character Building
are in addition to any coin that the Table,” and “Combat Experience Table’
player character received io the Basic
Character Creation procedure.
Roll SacialuuS Inheripnce
01 RicbNoble 60 + 3d20 gp
02-04 40 + ld2Ogp
Typical Noble
05-10 Poor Noble 20 + ldlo gp
11-15 RichFmmvl 40 + ld20 gp
16-70 20 + ldlogp
Tgpical Frrcmvl
71-85 PoorFreunvl Idlo gp
86-00 SeMnr/Tbdll Id10 sp

20
urown Plague pen; fortunately, many injuries are not unmune from further infection.
Onset of the illness is so rapid that the permanently disabling. '
victim is often desperatelyill before treat- o u t of shape
ment can be obtained. Only good for- Gut Worms Only exercise and dedication can main-
tune can prevent a serious reduction of Serious digestive disordt-. -&tic infes-
~
tain one's youthful trim and vigor. The
one's overall health. tations of larger creatures cannot be cured longer you go without taking care of you!
by a cure disease, remove curse, or other body. the harder i t is to chan
Brain Rot magical spells. Parasites must be poi- WUYS
A mysterious disease which exhibits no soned, and victim cannot be treated with
symptoms until the victim keels over neutralize poison until the parasites are Poor Mental Health
without warning. Affects the brain and dead. This can come about by being scared silly,
nervous system. Victim is bedridden for etting locked in a dungeon, joining a
ld4 months, and never fully recovers. ArrbritislBack InjurylHernia tird cult, or by several other imaginable
Unfortunately, these disabilities and oth- situations.
Fading of Youthful Enthusiasm ers like them are perrnanendy debilitat-
Individual prefers loafing around the tav- Carrot Fever
ern over studying or weapons practice. A A malaria-likedisease transmitted by car-
common affliction, treatable by imposed -xparasites. (For notes on curing parasit-
exercise or desperate peril. An unpleasant but generally minor ail- : illnesses, see Gut Worms above.)
Tenr Some vicrims develop permanent
Minor Accidental Injnq ieewve Droblcms in serious caes
Ihis might be getring
. .
. .

..',
Roll 4d6. Fighters: - 3 to roll. Magic Users: + 3 to roll.
This table indicates an important experience uced beyond the scores noted on the tai
affecting the chancter hefore he or she makes 1 Complete Dedication: + 1Strcngrh, + 1Constitution (each. maximum 161
the decision to become an adventurer. 2 Bmtd Schedule: gain + 1 to any two different skills
+ I Bonuses to Skills: These are in addition 3 Hard Tmining: + 1 Strength, + 1 Constitution (each. maximum 15)
to your normal beginning skills and bonus 4 Training Accident: - 1 Dexterity
skills for high Intelligence, and do not count I Learn to Concentrate on Work at Hand: + 1 Intelligence (maximum15)
against future skill choices gained at higher 6 Patient Pnctice: + 1 Dexterity (maximum 16)
levels. 7 Generous Teacher: + 1 Constitution (maximum 15); + 1 tn ~ n skill
v
+ 1 to A U s - r e l a t e d Skill: A + 1 to either 8 Sincere Effort: gain + 1 to any class-relatedskill
of the two skius received as beginning skills. 9-19 No Benefit
This docs not affect bonus skills. 20 mpetent Tnrher: gain + l’to any class-related s k i l l
Family Heirloom: If an orphan, is received 21 Gacd A d k r : + 1 Wisdom (maximum 15)
from a friend or companion. Clerics receive a 22 Meet a Famous Priest: gain a healing potion: +4 Reverent
handsomely carved club. Northman clerics 23 Good Health, Good Envhnment: + 1 Strength
use such wooden clubs carved with mnes as

- -
Notes Roll ld20. No trait a n bc raised above 15 nr reduced helow 6 by th
Certain experiences havc a dramatic effect on
Xi table indicates cacefid -2, Porgivin
on the character’s personality.

s + 1, Cautious - 3
resolve to change their ways, think of it as
important New Year’s Resolution-an old tra-

Lose Several Opportunities Through Hesitation: Cautious - 1


Forgive a Misaeant Who Becomes a Close Friend: Forgiving + 2
Get Caught in a Complicated Lie: Honest + 1, Cautious + 1
14 ignore a Personal Principle, with Disastrous Results: Dogmatic + 2
15 Accidentally Injure an Innocent Person: Cautious + 1, Peaceful + 2
16-20 Resolve to Change Your Ways: fdter any single trait xote 1poinx.

COMbat EXp€RkNC€ ‘Cable COMbat EXPQRkNCf Cable


Notes Roll 4d4. Ftphtcr - 3 io roll Magti User: + 3 to roll.
A beginning characrcr may havc bccn No iraii or ability may be rarscd abnvc 1) or rrducrd brlow 6 by this ta
mvolvrd in fighring bcforc hc or shc k o m o 1 War VClCrdn. Srriouslv, Iniurcd:
, - 2 Conrriiurlon. - 1 Strcneth
an adventure; No;thland magic UXIS genet- 2 War VetetanlUninjuted: + 2 Courageous, - 2 Peaceful
ally avoid combat situations, while fighters 3 War VeteradIojured: + 1 Courageous, - 1 Constitutio
eagerly seek them out. 4 War Veteran: Little Danger: + 2 Courageous
A “war“ on rhis table does indude full- 5 Raid or Small Action Vetenn/Iniured: + 1 Cautious, - 1 Constitution
scde campaigns. “War” also includes action 6 Raid or Small Action VeteranlUninjured: + 1 Courageous, - 1 Peaceful
in the minor but persistent feuds b e e n 7 Raid or Small Action Veteran/Litde Danger: + 1 Courageous
vengeful clansmen. 8.17 No combat experience
“Raid or Small Action” indicates a single, 18 Injured in Combat: - 1 Courageous. - 1 Constitution, + 2 C
isolated incident-anything from repelling a 19 -
Badlv Iniuted in Combat: - 3 Couraeeaus. 1 Consticution.
N a M i N G NORtblaNb Ingolfson; Ingtid, daughter of Ingolf, is
aanactfns Ingrid Ingolfsdottir. Some Nonhland
families take their names from revered
Nofianders have fwo name: a given ancestors or important locations, a lea
name (the common name are known common but quite respectable practice.
by), and a family name. Many Northlanden are best known by
Family names are iicoally formed by their colorful nickoames. Nidrnames can
adding the s d f k 01 -sen ("son"). refer to a person's home domain-Sturla
or -dottir ("daugt to the father's of Nemmen, for instance. Other nick-
name n u s , Rolf. If hdf.is Rolf names refer to feats or features the penon

Ei"% Gsr
Eindrini C dd
AdUlrue; EUik C
Aki Eldgrim
Alf Ekik I
Alfgeir Erik
Akik Edcnd
Amundi Eding d
Add Eyjolf
Aarkv Eyrtcin Sighvat
An
Adnbjorn
Bpn
Bodvu
Eyvind
Fhorgcir .
S i i W
^.

h o d Bock Finn
AI&M Borolf Finnbogi d
Amgrm Brand Fjolnir
Am Btynia Ploki
Ardaug BU Fbi
&nor Bunn
Amulf B"" 1%
Asgrun G
OW u
Askold E@ lrmd
Askr EM

F€Mal€ N a M € S the Fecund the Quct


the Fishcr the Rvcd
Algifu GCol Paunch-Sha the Flayer the Raven
Alfdis Gunnhild Pin-Lce the Fool the Red
Althild &&id the Fosterer the scd
GUdtlS the Gentle the Shabby
Gudrun the Golden the Short
Gunnbdd thc Good the Slender
Gydi the Grey the Stone
Hdldis the Hvry the Stout
Hdlfrid the Haodromc the Strong
Hallgerd thc Hoak the Stubborn
Hdveig k-fwt the Hunaman the m
Hclgi Wu-Twtk the w c r the Thnll
Herdis Wty-Mout the Icu2 the Unruly
Hild Wty-Neck the h n c d the wealthy
Hildipno L the Bitrcr thc h r the white
Mif the Mighty the Wdd
Hrefna the Old the Wrnged
Hmdyn the candle the ovcrbcvtng the WLU
Ingibjorg thc Clerk the Pdc the Womcr
Ingigred the Crow the Pelccful the Yeoman
Ingirid thc Dccp-Mmdcd the Peacock the Young
lngunn the Dngon-SI~ycr the Plcklrd
JoNnn the Duclcr the PIOUS
Kitla the Easterner the Powcrfui
%na thc Fat the Prim
most godar of higher levels-those capa- small offerings of spare food, weapons, or
ble of casting rake dead, for example- other useful gear at these shrines. In des-
are usually household godar serving the perate circumstances, a cultist may take
A cleric in the Northern Reaches is called chief of a clan, and are not to be found in what he needs from these shrines.
a “godi” (plural “godar”). There are local temples, as is the case in most other Of course, these remote shrines are sel-
three types of godar: household godar, D&D@ game communities. This can dom guarded, and there is nothing to
monastic and temple godar, and itinerant present problems for adventurers seeking prevent non-cultists or simple thieves
godar. to get a party member raised in a territory from pilfering objects from these shrines.
where the clan and clanhead are It is said, however, that the Immortals
Housfholb GoWR: A community’s unfriendly. remember such insults, and any honor-
cult leaders are usually housed and pro- able observer will certainly chastise a pc
vided for by the clan leaders. The godar ItiNenaN %R: These priests serve son so mean as to steal from a shrine.
maintain a shrine accessible to the public oses tor their cults.
for the whole community. as well as a pri- serve the needs of cult members i
remote areas where there are no temples
or monasteries, and no clanhold or village
gods. Second, they serve as agents of The+ an old saying in the North-
their cults, watching out for the interests “Gods don’t notice, but godar do.” If
MoNastic aN0 Cehfple GoWm For of their spiritual brothers and seeking the you want something from a godar-
various reasons, certain places become information, treasure, and diplomatic shelter, blessing, healing, etc.-make a
power that ensure the steady growth and generous gift. If you are poor. the godar
security of their cult. make allowances, 50 long as you make
some gesture. If you are rich-and all
Sl)RiN€S 10 tn€ ~MMOKta16 - adventurers are rich by definition,
according to the godu-you are expected
hill northwest of Sudorn in Vestland, In addition to formal temples, shrines are to be extra-generous.
where Thor is said to have common throughout the Northlands. Household godar expect to live at the
Chains of Deceit forged same level of luxury as their noble
Modrigswerg masters, Br patrons. Some are more greedy; some are
Often a communitv of eodar wi kept in poverty by dishonorable lords.
establish sacred retreais in L e s e holy In a poor house, it may be no more than a Benefits: The primary benefit of wor-
places for contemplation and worship, slab of stone by the fire, where small shipping an Immortal is avoiding his
and for service to the Immortal’s fol- offerings of food are made at mealtimes. wrath. Nortbmen are generally a super-
lowers. These retreats are called “monas- In a wealthy jarl’s ho stitious lot, and much obsessed with the
teries” because, like the monks of the elaborately carved w notion of Fate. When something goes
southern continental cults, the godar of where the Immortals wrong. they tend to ascribe their misfor-
these communities renounce their ties where coins or war uop tunes to the ill favor of the Immortals.
with the outside world-clan, family, and icated to a patron Immortal. Whether the worship of the Immortals
friends-to dedicate themselves wholly tices vary, polite actually helps one avoid misfortune is a
to the service of the Immortal. hserve and follow topic of lively discussion among believers
Throughout Vestland, and in larger . Failure to make and unbelievers alike.
towns like Soderfjord Beach and Castel- offerings, or making offerings to the In a practical sense, the godar provide
Ian, all Northland cults have established wrong Immortal, can cause a guest great benefits to the individual worship-
temples modeled on the sacred precincts embarrassment or worse. per and the community. Where the gods
of Immortal cults in other D&DO game do not act, the godar may be more atten-
cultures. This is a recent and “modern” RoaDsibf SORINGS: Throughout the tive, particularly if properly encouraged
development, and the practice has not Northern Reaches, small roadside shrines with offerings. One important service in
spread to Ostland nor to rural or frontier are constructed and consecrated by itiner- the Northlands is the casting of continual
districts. Northland temples are Similar ant godar. Usually they are simple, made light on honored family and clan heir-
to temples all over the D&D game of wood or soft stone, and engraved in looms, which are thereafter used to light
Known World, in that most have a resi- clerical runes. The runes can be devotion- longhouse entrances, hearth halls, and
dent staff of godar dedicated to the sem- al messages, wise sayings, or accounts of family treasure troves.
ice of the cult, its followers. and its divine historical and legendary events that In the borderlands, monasteries are
patrons. Adventurers should note that occurred nearby. It is customary to make centers of trade and communication, and

24
a source of protection. Monastic godar observing the affairs of men, and by Honor the Warrior’s M e (see page 6).
provide continual light for the practical studying runestones and the songs and Obey clerics of Thor and the rightful
purpose of illuminating remote steads, verses about gods and hetocs. These trav- lords acknowledged by Thor’s clerics.
shelters, and defensive forts against mon- eling clerics, called skalds. are popular Actually, most followers of Thor are
strous or human raiders. In return, the guests of the rich and poor. repaying their fairly sane, and will refuse combat or
monasteries expect substantial donations hosts with entertainment. including abandon a comrade when to do otherwise
of food. livestock. and the services ofwar- instructive tale-telling and singing. is obviously suicidal. Nonetheless, a fol-
riots and laborers from the local land- Odin‘s Ravens: The clerics of Odin of lower of Thor would feel shamed by those
holders and clan ch 7th level and higher may be accorded the circumstances, and would swear mighty
special status of being one of ”Odin’s oaths to Thor promising to atone for his
IwontaNt NontHlaNb Ravens.” These clerics have the detect lies or her weakness with deeds of exceptional
spell and are called upon as judges and fearlessness.
IMMORtal Cults Clerics: Lawfuls and Neutrals.
counselors when disputes arise.
Many Northmen hon Northmen believe that once the facts of a Special Abilities: Godar of Thor
tals of the Northman case are known, a just judgement is obvi- meive berserk and fst of Thor spells at
ous to any r i g h t - t h i n g man. Ravens second level instead of snake charm and
are considered well informed and right- speak with animals Godar of Thor prefer
thinking, and are asked to liten to the the hammer, a weapon sacred to Thor.
testimonies of the parties in a dispute (at Most clerics are attached to a patron
least two eyewitnesses, or one eyewitness clan leader. Adventurtng clerics of Thor
knowrune, and inscribe runespells at the and two reputable character witnesses). are generally attached to a war band or
appropriate levels, and the rituals associ- Then they are asked to deliver judge- adventuring p q . Clerics of Thor scorn
ated with those spells (see page 27). ment. merchants, townsfolk, and farmers, and
There is no means of enforcing a Rav- are only found in the company of warriors
OOiN __ en’s judgement. Realistically, the Ravens and noble chieftains. Thor clerics think of
only recommend a judgement and sen- themselves as fighters, “just one of the
Followers: Worship of Odin and Thor is
tence. It is up to the clanheads of those boys,” and show little interest in scholar-
ordered by royal decree in Ostland. In
involved to honor the recommendations ship, fine speech, table manners, or
Vestland and Soderfjord, worship is com-
human decency.
mon among the nobdity, less cornmoll
among the freemen and the thralls. Ravens have great power,
Benetits: An additional bonus of + 1 as the clanheads are greatly influenced by Berserk
the priests. In Vestland, leaders tend to (2nd level clerical speii)
in combat when blessed by a cleric of
Odm. follow the Ravens’ recommendations in Range: Touch
Obligations: Honor and obey clerics of spirit, though with considerable freedom Duration: 10 rounds
Odin and the rightful lords acknowl- of interpretation. In the Soderfjord Effect: One follower of Thor or Odin
edged by Odm’s clerics. In Ostland, fol- Jarldoms, the Ravens carry great moral
weight, but clanheads commonIy delay Affects character touched or self. The
lowers are taxed one-tenth of their annual subject gains one extra attack per round
income by the Church of Odin. or ignore the Ravens’ judgements when it
suits their purposes. In the Jarldoms, jus- for 10 rounds. When spell ends, the sub-
Clerics: Lawfuls and Neutrals. ject is exhausted for 3 turns,with the fol-
Special Abilities: Instead of the purify tice is whatever pleases the clanhead.
lowing penalties: all attackers gain a + 2
food and water spell, godar of Odin bonus to hit; the subject’s AC is calcu-
receive the read languages spell. Instead WOR
lated without a shield (subject is too wea-
of the snake charm spell, Odin godar Followers: Worship of Thor and Odin is ry to use it); and the subject’s movement
receive the spear of Odin spell (identical ordered by royal decree in Ostland. In is reduced by half. Two or more spells
to magic rnmile? except instead of an Vestland and Sodeiijord, worship is very may affect the subject in sequence. Pen-
arrow, a magical spear IS formed). Godar popular among the nobihty and their alties for a berserk-exhausted subject are
of Odin are permitted to use the spear, retainers, but rare among freemen and temporarily deferred by use of another
the weapon sacred to Odin, in melee or as thralls. berserk spell, but each use means 3 full
a m i l e weapon. Benetits: An additional bonus of + 1 Nms of penalties as noted.
Skalds: Most godar are attached to a in combat when blessed by a cleric of
patron clan leader or to a place of wor- Thor. Fist of Thor
ship, but many are itinerant travelers and Obligations: Never refuse combat. (2nd level clerical spell)
adventurers, seekmg to learn wisdom by Never abandon your comrades-in-arms.
deities-typically prayer with small-offer- level. Clerics of He1 also-may control
undeadinstead of turn undead, using the The spirits of other characters who die
ings and sacfificesof food or other posses- go to Hel. another Outer Plane. There
sions. si same game mechanics as turning undead,
D&D@Basic player Book, page 2 5 . Con- the characters can only be rescued bv
Clerics: L a h l s or Neutrals. questing to the Outer Plane of Niilheim
Special Abilities: Clerics of FreylFreyja trolled undead will obey the cleric just as
ifhe had created the undead with the ani- to the Court of Hel, there to petiuon th
are druids, with the abilities and restric- Queen of He1 or to uy to rescue the spir,
tions of that class. mare dead spell.
/r
Worship of He1 is universally consid- by guile or heroic valor.
Almost every homestead $nd he&
hasasmallshrine toFreylFreyja, andeve :red evil, and IS outlawed throughout the
ry meal or special occasion is accompa
RUN€MaGic
nied by thanks for theu generosity and where the ce “The runes are there, for any fool t
protection. Most of these clerics are resi- read,” Onundproclaimed. “Bur only h-
dents of rural communities and towns, lic demonstrati who has Hung on the Eee, as did Father
but many travel the roads and wilderness Odin, one who has gazed on the Abyss
trails, offenng blessings and aid to iso- and suffcred its emptiness, may knor
lated followers larly true if that indiv their me mevliogs or tap the Power tha
has powerful friends. lies within.”
Loki rituals are secretive an “Yah.sure. Save that priest-doodle fo
the peaslots,” HeEdan scoffed plea
Followers: Worship is outlawed in Raise Deab antlK
Ostland, and disliked but tolerated in ~&II the Sewn[ picked a bit of flui
Vestland and the Soderfiord Iarldoms. As noted above, godarwho are capable of
casting raise dead are not located in the from his mead. “Well, my ignomt, ill
Most common among tutoredfbend, theydosaythemeswen
temples. Even when a cleric can be con.
and other m i d outcas given to Man by the JmnxmalOdin All
Clerics: Chaotics. vinced to cast the spell, there will be
much moral resistance. A person who has E~theL f i e legends suggest that thl
Special Abilities: Mav receive reversed been raised from the dead is a subject of l-od ’died’- ’hung on the urn,
forms of clerical spells ’at 1st level (nor- they SaY. firough the experience 0
mally learned only at 4th level and fear and loathing among the Northmen;
such beings are considered a form of d e a h throughguingon thehcompre
above). Public worship is extremely rare; he-ibk void, Odin gaiDed some iosigh
undead. On the other hand, heroic
the few established Loki cults are hidden kt0 the sigoifiance and powe
and secretive. bki clerics are usually the undead are not uncommon among leg-
endary adventurers. of the runes.”
itinerant type, and they habitually travel ‘<Niceofhim to go to aU that troublt
in disguise. Known for their charity and The spirit remains with the body for
4d6 hours. After that period, the spirit is just for you hum=, right?” Dwdim
=vmpathywith outlaws, criminals, cow. rolledhisheadfromthetable~dsquint
llimed by the Valkyries or by the sa-

16
edatthecandle. “Well, ourpalodin also RUN€ Spells Bless Rune
expects us all to go through considerable Range: Touch
The following clerical spells are known at
sacrifice to share the meaning of the Duration: 10 rounds unless otherwise
runes. I suppose you’ve heard those sto- the appropriate levels by all clerics who
serve Immortals of the Northland pan- specified
ries of ritual suicides and raisine of the Effect: one rune inscription
I

dead associated with learning runes? All theon, and who have the Read Runes skill
(if the OPtiona1 skill system being This spell activates a power rune which
true. Right, Onund’”
used). has Dreviouslv been DroDerlv inscribed on
Onund glared at Dwalinn without reply-
SfCONO L€V€l SPflI
ing.
“Folk arej u s t dying to learn the secrets Interpret Runes
of the runes, right?” asked Helfdan, and ning on page 29. Other powers of these
Range. Touch runes might he learned through adven-
collapsed in fits and giggles. Duration: htantaneous
Dwalinn blinked at theothersin aston- turing. Different power runes may also
Effect One cleric exist, and these additional runes might
ishment. “Helfdan made a pun. Incredi-
ble. A punning barbarian. What is the Using a s p e d l y carved and en be discovered through adventuring.
set of wooden tiles, the subject Bless rune activates only one of the var-
rhe Immortal he serves for guidance on a ious powers inherent in the rune. The
course of action. The subject casts the spellcaster must specify which power he
-0% spell, addresses his Immortal with the wishes to invoke before casting the spell,
Northern clerics, used particularly for proper ritual phrases, dewribes the course
inscriptions in wood, stone, or other hard of action he proposes, then casts the
surfaces. On a higher level. cemin special wooden tiles before him. In the tiles the
runes known as “power runes” have spe- subject reads the answer of his Immortal
cial magical meanings. With the aid of pauon.
certain clerical spells, experienced clerics The Immortals g e n e d y answer in one
can enhance the power of the following ways:
of those runes.
~~ ~ ~~
“You have chosen well. You have our
The most common u
seehnE divine guidance Use of this spell permits a cleric to learn
n e iiterpret Nnes spell permits clerics one of the 24 Power Runes of Odin, or
to learn an Immortal’s will or to gaze into some other power rune made available bv
the future. iunwk. May the fates the DM.
Another use of runes is for inscriptions e.” (Bad idea. If you uy To be effective, this spell must be
on standing stones. Standing stones are this, you’d better be lucky.) accompanied by the ritual appropriate to
freestanding slabs of rock inscribed with a “Your choice offends us. May you live the cleric’scult. (See “Rune Cult Rituals”
mixture of practical advice and mystical to regret it.” (Not only a bad idea, but below.) Each use of this spell results in
insights concerning great and humble against the principles of your cult. Your the permanent loss of one Constitution
men, the trials they have faced, and the patron is not pleased, but might forgive point.
wisdom to be learned from their deeds. YOU.)
A third use of runes is in enchanting “SILENCE!” (Could mean anything Inscribe Rune
weapons, jewelry, garments, tombs, and from “How could you waste my time
items of ritual value. The cleric must use with something that dumb?” to “Do Range: Touch
that, and you’re not only dead, but your Duration: Permanent
the inscribe rune spell to put the power
ghost will be looking for a new Immortal Effect: One power rune on one object
rune onto the object. Runes used in this
way create magical items usable only by to serve.”) This spell permits a cleric to inscribe a
clerics. The magical properties of a prop- The DM, of course, has the option to power rune on an object. The cleric must
erly inscribed object are activated by the make the Immortal’s response take any know the rune (see the know rune spell
bless rune spell. To properly inscribe an form he wants, from a single word above) and perform the appropriate rit-
ohiecr with
..- , - - ~ a Dower rune. a cleric must long speech on ethics. uals (below). Any ertor or omission in
have lrdrned that sprcifil N performance of the ritual spoils the spell
the know runc spcll and effect.
ninc-night rituals ilsm Unless imcribed using this spell. a
sprll.

- .I
power rune has no magical properties and rune or an object bearing the properly- the cleric a hitherto unknown power N I
annot be activated. Once properly inscribed rune must be present during (which must be specially created by tl
an object, a power tune the nine day ceremony. A priest who DM).
ed hy a cleric using the knows the spell must also be present to Note: Most modern nations of d..
speak the proper words. D&D Known World regard the know
The know rune ritual requires the cer- rune rituals with horror and disgust,
emonial (not real) death of the cleric who because of their nearly suicidal associa-
ritual and casts the spell. is to learn the rune. As a consequence, tions. Therefore. these practices are kept
the cleric will know whenever each use of the know lune spell results in secret by Northman clerics. though
the permanent loss of one Constitution widely-rumored. This may partially
point. explain why rune magic is not commc
The cleric is given a potion-a toxin outside the Nortbern Reaches.
which-does not lull, but paralyzes th Inscribe Rune: To effectively inscril
cleric’smind and body, inducing a deatf an object with a power rune, the objec
like appearance. The cleric remains the deric making the inscription, and the
awake for nine days and nights, but can- tools used to make the inscription must
not communicate, even by mental magic. be ritually purified and dedicated to the
Cut off from all perception of the world, Immortals. The preparations for the rit-
the unprepared can actually perish in ual require 2d4 hours, and the ritual itself
their brush with the madness which requires 4d6 hours. The preparations and
reSults. the ritual itself must be performed by the
In the Odin cult, a ceremonial hang- cleric who ui to cast the spell and make the
man’s noose is placed around the cleric’s inscription. If the cleric is disturbed in
neck, and then he is buried in a water- any way during the ritual, the ritual is
tight coffin in a sacred bog for nine spoiled, and the spell cannot be cast
nights. In the Thor cult, the ceremony is effectively.
similar, except that the deric is buned in
the earth for nine nights. In the Frey
cleric is laid to rest on
tal pyre, which is not lit, Skalds carve freestanding stones by roab-
where he remains in a trance for the nine sides to commemorate important events
days. In the bki cult, the cleric drinks the and to tell tales ofthe g d and evil deeds
potion and is sealed in darkness. men do. The inscriptions on standing
N € Curt Rituals
At the end of the nine-night ceremony, stones are left so that those who follow
The following rituals are common among the deric must he awakened from his rit- after may learn from the experiences of
the clerics of the Northlands pantheon. ual death. Thus, a neutrdiz~poisonspell eyewitnesses inspired hy the Immortals.
Interpret Runes: The 24 Power Runes and cure critical wounds mdist be avula- The rune inscriptions may only be read by
of Odin must be carved into oak tiles by ble, at Least. those who have the Read Runes skill.
the cleric who casts the spell. The invoca- When the character is awakened, at the Neither the read languages nor read
tion must respectfully ask for the Immor- DM’s option a Reverence check may be magic spells permit reading rune inscrip-
tal’s attenuon and plainly describe the required. A successful check means the tions. The special enchanted nature of
course of action upon which the cleric cleric knows the rune he or she sought to the runes is clerical, and is not affected by
wishes an opinion. learn. most magic user spells. A wish or contact
Some say that elaborately-carved and A failure may indicate that the Immor- outerplane, however, might be effective,
ornamented tiles are no more effective tal has chosen to give the character a rune depending on circumstances and the
than crudely-improvised des, so long as other than the one requested. In some decisions of the DM.
the runes are clearly and accurately repre- cases, the Immortal gives the cleric a rune These stones and the runes inscribed
sented. Others daim that only the finest more suitable for the Immortal cult upon them are sacred to the Immortals.
materials and the most skilled craftsman- served. In other cases the Immortal may Tampering with or defacing them is a
ship are pleasing to the the Immortals. assign a rune at random or, occasionally, great sacdege. Those dedicated to Odin
Player Hint: A handmade set of these more than one rune. Sometimes the rune will stop at nothing to avenge a slight to
tiles can be used as props during game requested is granted, but only upon the runestones.
sessions. accomplishmentof some task or quest. In
Know Rune: A cleric who knows the rare circumstances, the Immortal gives
These power runes (pages 29-31) are 2. Indicates direction to a specifically Raibu Journeying
those best known by Northern clerics and identified treasure.
adventurers. All characters can learn to 3 . Shields a treasure from magical
This rune signifies the traveler.
1. For a six hour period, the
recognize these runes, paraphrase their detection.
cleric awakens from sleep if an enemy or
meanings, and understand their magical 4. Announces the owner of an
inscribed object. creature with hostile intent approaches
functions. Only those inspired by sacri-
within 100 feet.
fice and communion with the Immortal
(the h o w rune ritual) can understand 2. If the cleric is lost, or the way is
URURthe Auroch obscured by darkness or had weather, the
&d reproduce these runes. Unless other-
This rune signifies the strength cleric senses which direction (but not &-
of the wild beast. tance) to uavel to reach his destination.
1. Causes one hostile wild animal to 3 . For a six-hour period, the cleric
hypnotized. receives a + 2 bonus to Constitution
'
the deric the strength checks made as a result of ue or dan-
18). -tous weather condition
erty of the Immortals, and ma)

--
~ attention of a l l a m
f f o the
countered, these unique within a 30' radius and cluses ther.. .- I<au"a Fir,
attack the cleric instead of other mmpan-
ions Gust as the bull auroch challenges a This rune signifies the warmth-
giving hearth, the light-giving
pack ofwolves in order to protect the herd).
torch, and the destructive power of wild-
scholarly research, or divine guidance). fie.
~ U R the
S Giant

b
To invoke the power of a rune, one must 1. The rune burns like a torch for two
understand what different effects the This rune signifies the various hours, yet does not consume the material
rune may produce and specifically creatures of the giantish races. the rune is inscribed upon. The fxe burns
request the one desired effect when bless- 1. Causes giantish creatures to have a even in heavy rain. but not while suh-
ing the rune. favorable reaction ( + 2 to reaction roU)'to merged.
A desperate godi (prie t uy to the cleric. 2. The rune burns intensely for the
invoke a rune which he did not under-
stand. If the godi is a PC, es 3d4 darnwe when
should tell the DM what magical effect he
is trying to invoke. If that effect is in any
way related to the power of the rune,
there should he a chance that the rune
will he activated. This rune signifies generosity
Normally nothing happens. Occasion- abilities and liabilities (including a
ally something nice happens. Occasional- giant's stupidity and savage, brutal 1 . Causes intelligent creatures to
ly something horrible happens. Invoking nature). Cleric's dothing and armor may respond positively to requests for food,
a rune without specific knowledge of its he destroyed by the transformation. Nor- shelter, and dothing ( + 3 t o reaction
powers is a chaotic act, and not to he mal human weapons are useless. rolls).
lightly undertaken. 2. Causes hostile or vengeful persons to
A character may occasionally he given positively respond to offers of appropri-
AS the Immortals ate gifts or weregild as compensation for
his own personal rune by the Immortals.
It is a sign of great favor, and often a sign This rune signifies the Immor- injury or offense given ( + 3 to reaction
that a great fate awaits the character. tals and their realms beyond the rolls).
Generallythat fate is as much of a curse as Prime Plane.
1. Reveals the true appearance of magi- WUNiUJoy

P
a blessing.
cally disguised creatures, particularly
demons, Immortals, and various crea- This rune signifies great happi-
Fehu Cattle ness and appreciation of life.
Nres from beyond the Prime Plane.
This rune signifies wealth. 1. Causes an audience to respond
2. Creates a circle of protection as with
Northmen traditionally figure a protection scroll which prevents --lorably to a tak or song ( + 2 to reaction
their wealth in terms of how many cattle rolls).
demons from entering the cirde of pro-
they own. tection. 2 , Causes one listener to respond favor-
1. Indicates the presence of treasure 3 . Confen a + 2 bonus on all saving
ably to a request for aid (+4 to reaction
within a radius of 90 feet. throws. roll
29
3. Causes all intelligent creatures with- melts in ldlO rounds (regardless of sur- significance of the evidence. More dista
in 20' radius to temporarily stop fighting. rounding temperature or conditions). observers are not affected.
Creatures making a save vs. spells may 2. Causes a small hail storm. 10' in 2. Messageswritteninrunesarepmn
resist the effects ofthe rune. Creatures no diameter, within 60' of the cleric. C r e p - nently concealed from view if accomp-
longer within the 20' radius are no longer tures within the area of effect take 3d nied by the activation of this rune within
affected. Alternatively, the DM may damage. Successful s the message. The mesage can only be
require NPCs to make trait checks to age. read thereafter by the activation of
resist effect of rune. another pethru rune within line of sight
of the concealed message.
I I HaglaCruelNature 3. The cleric is aware of, but cann
see, invisible beings within a 60' radiu
This rune signifies the violent, The cleric is not aware of direction or di
destructive side of nature. tance to the invisible being. The only
1. Creates a single lightning bolt as the e cleric is informed wh indication of the being's presence is the
magic useripell,
il-
but doing- only 3DA 'MhdS are edible Or pOkO---.
-braant, intensifed glow of.L- -?tivatc .
damage. (This includes natural plants and animals n.nP
IYI_.
2. Creates a viol of outdoor and subt&anean environ-
and rain storm ments.)
tered on the cleric. Creatures with the 2. Indicates direction to specific species Algin the Elk
area of effect must make Strength checks of plants known by cleric to have medical is rune signifies protection.
(or Dexterity checks, ifmore appropriate) or magical properties. Maximum range is 1. A shield inscribed with tk
one mile. activated rune acts as a nagic
shield.
h Iowan the Hunt= 2 . The cleric receive! 3toallq
er than concenuat- cal saving throws.
J
hunter.
This rune signifies the uacking,
snaring, and k i ~ i n gsliill~o€ the
3. A weapon inscribed with this acti-
vated rune will automatically parry any
one attack during the spell's duration.
1. Missile weapons (leather sting or The player must indicate which attack he
This rune signifies great dangi chooses to parry before to-hit and dan
and the good fortune needed to age dice are rolled.
avoid it. 2. Small traps and snares inscribed
1.Permits the cleric to delay the effects with this rune permit the cleric to capture
Sowelu the Sun
of any single physical attack once during
the spell. The cleric must indicate avoid-
ance of the attack before to-hit and dam-
age rolls are made. The effects of the
attack are delayed until the end of the
small creatures (maximum 20 pounds)
without injuring the creatures. Ifthe spe-
cies is natural to the environment, the
creature will be lured to thd snare w i t h i
24 hours. If the creature is nor natural to
5 This rune sigaifies healing and
good health.
1. One heaJing spell thrown by the
cleric automatically cures maximum pos-
spell's duration. the environment, the rune has no effect. sible number of hit points, Rune activa-
2. Permits the cleric to move twice as uace the trail of any tion is immediately canceled.
fast as normal for a single round. once per of the surface uav- 2. He& the recently dead. Victim loses
spell. eled, or physical or magical attempts to one point of Constitution permanently
3. Gives the cleric a + 2 bonus to all obscure the path. Effective only during and is raised to zero hit points. Victim
savine throws for the duration of the the duration of the mell. must haw been reduced to neeative hit

surface to freeze solidly, thick enough to ic fail to notice him as ifhe weren't really
support the weight of a normal man. If there. Even ifobservers bump into him or
formed in rapidly-moving water, the ice see other evidence of his presence
becomes an ice raft and floats with the (shadows or objects interrupted in
current. At the end of the spell, the ice flight), the observers fiil to recognize the

30
-
-€ 24 POW€R RUN€S Of ObiN

c. Ziwan War
2. The cleric may search the mind of or vine, may be grown to a greater size.
another human for the answer to one q u e 3. Causes a natural animal to grow to
I Nne signifies might and
valor in arms.
tion. If the subject knows the answer, the
cleric learns the answer.If the subject does
twice its normal size in one round. The
creature may only move at half its normal
Causes a tune-inscribed to not know the answer, the cleric is no wiser. speed and dexterity, but its hit points,
automaticallY and do maximum The more complicated the question, the damage done, and carrying capacity are
dam’%e. Rune activation is more uncertain, unreliable, and obscure is doubled. The effects last for the duration
canceled. the answer the cleric receives. of the spell.
2. Causes the cleric to ignore the effects 3, uponhol+ an b e l o w to
of magical fear or illunons. another human. the cleric may know which
& d o n to myel,,j orderto find him,The
cleric has no sense of distance, ne signifies power over

:Rune activauono=asesimm ordained by the Immor-

1. During the ten-round period of the


spell, the cleric m a y permit another crea-
This rune signifies protection ture to ignore the effect of one attack that
from drowning and from the would reduce it to negative hit points or
power of the sea. cause its death by poison or magic.
1. The cleric can breathe underwater. 2. ts the cleric to ignore
2. The cleric can oat on the w w ’ s m- one would reduce
or cause him

ne signifies the powers of


light and darkness.
. -.is c2usesthe m e to hum as bright-
ten tounds (bright light,
.AUueuwi&inlineof

Physical maneuvers if other- spell, ending in the final round. The cal light sources within 120’ of the cleric
wise, the horse will take no risks in plants remain huge and distorted until to 1%effectiveness (ie.. 99% darkness).
answering the cleric‘s summons. they are destroyed or die naturally. AU attacks are at a - 4 penalty.
2. Causes a single plant or an object 3. This permits the cleric to see in the
made from plant materials to grow up to dark as with idmvision (level 3 magic
five tims its original height and twice its user spell) for the duration of the bless
original width in one round. The dect lasts rune spell.
1. The cleric may know the true mren- for the durarion of the spell. Thus a d,
tions and hasic ~emnalitvof one stransr. hemp rope,or cotton shirt, as well as a ffw
- -

I
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