Professional Documents
Culture Documents
Gazetteer - The Northern Reaches
Gazetteer - The Northern Reaches
” ”-
E ACCESSC
Table of Contents
DM BOOK
Introduction . ......................... ............................ 2
......................................... 7
................................................. 9
Odand .....................
.........
.................
.......... .,-. . . 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
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
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
Thedisas- h
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
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
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
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
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.
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.
are common,
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.
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
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
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
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,
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
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
~ ~ - 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
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
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
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
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
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
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.
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
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
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;
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
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
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
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
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
een ensorc
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-
-
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-
s or orders from
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
--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.
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
~
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
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
10
U
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
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
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
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-
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
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-
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
E = W 9
D = Difficun
O1988 TSR. Inc. hll Mhs Reserved
b9 I Z f N ROlSlON
58.9 j us.