Showing posts with label Northern Reaches. Show all posts
Showing posts with label Northern Reaches. Show all posts

Saturday, 9 May 2026

Traders of Jaboor

source

Jaboor is a trading town on the east coast of the Emirates of Ylaruam and as such many of its more important and colourful characters are merchants of various types. 

Nabil Paranthi 

Ftr5/Mer2, human male, age 65, align Neutral

Str 12, Int 16, Wis 14, Dex 9, Con 11, Cha 14

Nabil is a native of Jaboor and also patriarch of House Paranthi. As such he finds himself at the forefront of dealing with the faction of over-zealous town guards known as Al-Fassaad. He is fed up with oppressive religion and will refuse to trade in the holy city of Abbashan and is not afraid to use his money and own influence to curb the growth of Al-Fassaad. He personally prefers trade with both Thyatis and Alphatian merchants on the Isle of Dawn. He specialises in food, including fruit, vegetables and grain. He has dabbled in trading in wines and beers but he knows that this could get him into even more trouble than currently. He does a thriving trade in coffee, but even with that some religious conservatives think that this dark brown brew is a mind-altering substance and could be addictive. Nabil Paranthi has refused to compromise here and intends continue to trade in coffee. 


Ressinik Shallowkeel 

Ftr5, human male age 45, align Neutral 

Str 15, Int 12, Wis 10,  Dex 13, Con 13, Cha 14

Ressinik is an Ostlander and has been sailing the Sea of Dawn since childhood. He shifted away from viking raiding to mercantile trade in his 20s and has become quite a businessman, though he keeps his battleaxe nearby at all times. He takes his ship (The Triton’s Triumph) all over the sea of Dawn including the Northern Reaches, Ylaruam (especially Jaboor), the Isle of Dawn and the eastern coast of Thyatis. He has recently stopped trading in Landfall after the invasion of the Heldannic Knights but is now considering trade expeditions to Oceansend. He often recruits new crew who want to move away from a life of crime and find a more peaceful way to make money. He tends to trade in weapons and armour but is versatile and open to other trading opportunities. 


Naanfaelin 

Elf6, elf male, age 340, align Lawful

Str 11, Int 15, Wis 12, Dex 13, Con 11, Cha 12 

Naanfaelin is a recent convert to the Eternal Truth and feels that Jaboor is where he belongs. He comes from the Minrothad Isles and is a Sea Elf, and grew up sailing the northern Sea of Dread from Thyatis City to Jaipur in Sind. He has had a go at piracy and knows the dark side of Ierendi, and even has some contacts in the dangerous port city of Vlaad. However, about a year ago he had a realisation that he was not happy about who he was becoming and decided a radical change of direction, and the Eternal Truth offered a way that Naanfaelin knew was right for him. 


Tarentius Altacor 

Ftr7/Mer3, human male, age 40, align Chaotic

Str 13, Int 14, Wis 12, Dex 15, Con 10, Cha 14

Tarentius is a Thyatian merchant who plies the eastern coast of Brun from his home town of Retebius to Oceansend. He has a polite and friendly exterior but he is ruthless and amoral, doing whatever it takes to make money and protect his business. As with many Thyatians he is capable of duplicity and fraud though he only does outrageous and illegal moves if he is certain he won’t see the target again - for regular suppliers and buyers he needs to maintain a certain trustworthiness. He has dabbled in slave trading (particularly around Ostland and Thyatis) but he deals in a broad range of merchandise including weapons, rare animal parts, fencing pirated loot and illicit drugs including Zzonga fruit from Alphatia. Despite his alignment he is dismissive of the Cult of Chaos (he is far more secular and focused on the here and now) and also once someone proves a worthy crew member on his ship, The Soaring Albatross, he is quite loyal and protective of them. This goes both ways and his established crew respect and fear him. 


Fezzika Daltanpur 

F4/Mer2, human female, age 55, align Lawful

Str 10, Int 12, Wis 13, Dex 12, Con 12, Cha 13

Fezzika is an inland trader and native Ylari who regularly visits Abbashan. Fed up with Al-Fassaad and would prefer to deal with other towns. Fezzika is considering establishing caravan routes across the desert to the south to trade with Hedjazi, Kuznetz and Ctesiphon, bypassing the holy city altogether. However, she also recognises that farmers around the Abbashan oasis produce good food and she is reluctant to abandon this supply of merchandise.  Trading with such farmers outside the city walls would be risky and considered tax evasion by the city rulers but Fezzika is still toying with the idea. 


Dantalla the Swift 

MU13, human female, age 53, align Neutral

Str 8, Dex 10, Con 13, Int 17, Wis 12, Cha 14

Dantalla is a former adventurer of Darokin who in the course of her explorations has acquired a magic flying carpet of unusual size. Dantalla’s carpet is 15ft x 15ft and can carry up to 1000lb of passengers and cargo. Thus she has put it to use ferrying people and small, high-value goods around the Emirates. She typically trades in incense, naptha, silks, gemstones, perfumes and rare books, and passengers willing to pay 100gp per travelling day. She is quite capable of casting powerful spells, and these days it is to fend off aerial monsters. She has become quite familiar with the Emirates of Ylaruam, having lived and worked here for 12 years. Although she does sometimes travel abroad she tends to stay within the Emirates. Being a foreigner, a female and magic-using sorceress she has encountered suspicion and prejudice - however, these days she has a number of trusted contacts in different towns and cities who are happy to do business with her, and she completely avoids the Holy City of Abbashan and anyone else who is more trouble than they are worth. 


Dornihaali Aalsta

MU4, human female, age 30, align Neutral

Str 12, Int 16, Wis 12, Dex 14, Con 8, Cha 14

Dornihaali is a native of Jaboor but half-Alphatian. Her father is an Alphatian mage who lives in Dunadale on the Isle of Dawn while her mother is a cosmopolitan Ylari in Jaboor. She has recently been hassled by members of Al-Fassaad, partly because of her parentage and partly because of her magic-use. As such she has recently become friends with Nabil Paranthi thanks to their mutual problem of Al-Fassaad.  She has also been approached by an Alphatian mage looking for people to gather information about Jaboor, its trade, politics and military and anything involving Thyatian activity. After asking her father about this mage, it turns out he was involved in Alphatia's Imperial spy network, and so Dornihaali agreed to help out the Alphatians. At the moment this is merely a matter of keeping an eye out in Jaboor and she is not ready to take serious risks - Dornihaali considers herself a merchant first and foremost, with intelligence gathering being more of an occasional favour for her father. She also trades between Jaboor and the Isle of Dawn, usually bringing fine timber into Jaboor and taking fruits and spices back to West Portage on her ship The White Porpoise. 


Galbi Ironhoof

Centaur Male, age 35, align Neutral

Str 16, Int 12, Wis 10, Dex 9, Con 14, Cha 13

Galbi is probably the most unusual looking trader in Jaboor bazaar, but he is respected and trusted by other established traders. He comes from a band of centaurs that roams the desert of Ylaruam near the coast and he still visits his home tribe. He has also become a regular trader with the nomads of the desert (both human tribes and other races) and has a knack for finding them in the vast desert. He is very wary of ships and as such he only trades inland. 




Saturday, 31 January 2026

The Monastery of Odin

 

source
Just five miles north of Whiteheart there is a monastery on the banks of the  Otofjord river. This is run by the clerics of Odin, with 30 actual clerics, 20 men-at-arms and 20 non-combatant lay servants.  The monastery is a centre of clerical training and the clerics are spread across a wide range of levels from acolytes to two Patriarchs. 
Part of the monastery's purpose is to act as the headquarters of the church of Odin in southern Soderfjord, and the monastery advises and supports clerics in nearby villages and towns. The monastery is also known to send squads of clerics to places where they are urgently needed to maintain the ways of Odin and Asgard. The monastery can also offer healing and other clerical services (even Raise Dead) though always at a price. If the recipients do not have enough gold and silver then serivces in lieu may be accepted. 
However, there is an unspoken purpose, one that only the senior clerics know: It is there to keep the lid on a malevolent force of chaos deep beneath the monastery. 

The Cult of Nidhogg was a nihilistic, destructive cult of Chaos that worshipped Nidhogg, a serpentine dragon-like entity of primal chaos that supposedly gnaws on the roots of Ygdrassil, the world tree of Norse cosmology. Furthermore they worshipped a massive green-glowing crystal in a chamber deep in a dungeon beneath where the monastery now sits. The cultists were vicious enemies of Thor, Odin, Frey and Heimdall, but were defeated in a battle over 200 years ago. The dungeons were sealed up and the monastery of Odin was established, with the most senior clerics of Odin being aware of their secret directive - make sure the cult of Nidhogg does not revive. Some might be surprised that clerics of a neutral immortal are getting involved in the conflict between Law and Chaos. They are supposed to be neutral in such matters aren’t they? Normally yes, but the cult of Nidhogg is everybody’s enemy. It is so destructive and corrupting that even normally neutral people and immortals have to confront it.   

The green crystal is similar in nature to the eldritch crystals of the Arvorians, and it is both a source of magical power and also corruption and mutation. There are no normal humans living in the chaos-warped tunnels beneath the monastery but there are creatures kept alive by the crystal's abnormal influence. The cultists of Nidhogg called it The Fang of Nidhogg, and although they did not believe it to be literally a piece of their patron, they did believe it to be sent to them. When the monastery was first being built the clerics in charge ordered that the bottom floor of basement be lined with sheets of metallic lead. This protects the clerics on the surface from the Fang's malign influence radiating from below. There is a lead trapdoor that leads from the basement down a shaft to the dungeons. The clerics of Odin are forbidden to go down there. It is locked by the patriarch, partly to stop people from going down but also (unbeknown to most folks) to stop things from coming up from the dungeon into the monastery. 

The cult of Nidhogg has followers on the surface, particularly a band calling themselves The Gnawers of the Earth. To most folks this is a rather odd name for bandits and thugs led by a lunatic cleric, but those who know of Nidhogg may well make the connection and understand the band's true allegience. The band wants access into to the dungeon but can currently only do so via the monastery. Thus the leaders are considering how to either infiltrate or destroy the monastery. The Gnawers of the Earth have tattoos of a snake or long thin dragon coiled into a spiral,with the head in the centre and the tail on the outside and their banner has the same symbol, albeit a black serpent on a green background. Their latest project is to establish a camp near the monastery and dig their way into the dungeon, bypassing the monastery. 

What is actually in the dungeons is not clear, nor is the size and extent of the dungeon. When the clerics of Odin defeated the cult 200 years ago they attempted to clear the dungeon but the radiation from the Fang of Nidhogg caused such sickness, madness and mutation that they were driven back before they could destroy all their cultist foes. But it is clear that whoever ventures down there should be prepared for many dangers, not all of them monstrous. 

NPCs of the Monastery

Hrallmir Ravenspeaker - Patriarch of Odin for southern Soderfjord
13th level cleric, human male, align Neutral
Str12, Int 13, Wis 18, Dex 8, Con 15, Cha 14
Hrallmir is the most senior cleric in the monastery and takes a broad overview of the situation, including dealing with other senior clerics of Odin in Sodefjord City, Ostland and Vestland. He is ultimately responsible for keeping the forces of Nidhogg contained down below, though it is not his top priority, as he is more focused on proselytising the faith of Odin both among Soderfjorders and foreigners. After all, Odin is a great immortal and if everybody followed him then the world would be much better.  

Grimnir Garrallsonn - Deacon of Odin
10th level cleric, human male, alignment Neutral
Str 16, Int 10, Wis 16, Dex 11, Con 10, Cha 13
As Deacon of this monastery, Grimnir is responsible for the day-today running of the establishment and also its defences against both outside attack and also the unspoken threat from below. Grimnir is something of a brawler, and has been in numerous battles and skirmishes. Grimnir knows something of the  Fang of Nidhogg and the dungeon below but does not pay much attention to it, considering it safely contained. He focuses more on immediate problems such as bandits roving around the monastery (including a gang calling themselves The Gnawers of the Earth), and ensuring that folks at the monastery are doing their respective jobs.  

Aesbiornn Oystercracker - Chief Cook for the Monastery
5th level cleric, human male, alignment Neutral
Str 10, Int 13, Wis 15, Dex 10, Con 14, Cha 10
Aesbiornn is the cook for the monastery, and as such regularly enters the cellars where provisions are stored. However, recently he has opened up the lead trapdoor leading to the dungeon. This was mainly out of curiosity though there was also the hope of finding treasure. He is now reluctant to expose his torso as greenish reptilian scales have started to form on his midrift and back, a mutation caused by the accursed aura of the Fang of Nidhogg. Of course, Aesbiornn is not going to tell anybody about this as he might get into trouble. 

Mjorlloth Jurtensonn - Trainer of recruits, Dean of the Monastery
8th level cleric, human male, alignment Neutral
Str 9, Int 14, Wis 15, Dex 10, Con 10, Cha 15
Mjorlloth is responsible for turning teenage aspirants into acolytes and adepts ready to go out into the wider world and serve Odin. 

Svanhild Fairtress - Deaconess of the Monastery
11th level cleric, human female, alignment Neutral 
Str 13, Int 12, Wis 17, Dex 10, Con 13, Cha 11
Svanhild is joint deacon with Grimnir, and she looks after both the lay staff and also the females in the monastery. Technically she is Mathilda’s superior though the two treat each other with mutual respect . She does not quite share Mathilda’s worries but acknowledges the threat below must be contained. She doesn’t get too suspicious about her staff, and she knows that not everybody adheres to the monastic traditions, but there’s something odd about that new scullery maid. 

Mathilda Oswaldottir - Monastery Librarian
10th level cleric, human female, alignment Neutral
Str 8, Int 16, Wis 16, Dex 10, Con 8, Cha 10
Although physically not much, Mathilda is the most knowledgable person in the monastery. She looks after all forms of knowledge, both mundane and esoteric. She also has the powers of rune casting and can teach this to those who she deems worthy. She is the most informed about the Cult of Nidhogg and what lies beneath the monastery, having studied the records of past generations . As such she is also the most concerned, and while other senior clerics consider keeping the forces of Nidhogg contained as a duty, she considers it of vital importance and defending both the monastery and the wider world from an existential threat. Some (such as Grimnir) think she is being overly nervous and a bit obsessive. 

Driffa Hjortdottir - Scullery Maid
2nd level fighter, human female, alignment Chaotic
Str 14, Int 12, Wis 10, Dex 16, Con 10, Cha 9
Driffa keeps a low profile and generally just does the washing up in the monastery kitchen. She is on good terms with Aesbiornn and will often talk to him. Sometimes they speculate about what’s below that lead trapdoor in the cellar. Driffa is in fact a mole, an agent of Chaos who has infiltrated the monastery. She has links to both the Gnawers of the Earth and also the wider Cult of Chaos across Mystara. She is not brave or foolish enough to go down into the dungeons herself but she will happily encourage others (such as Aesbiornn) to investigate. After all, the cult of Nidhogg must have acquired a lot of treasure before it was overthrown.  


Saturday, 14 June 2025

The Shielded Fortress of Hjaal

Sketch done by passing adventurers

This ancient fortress is found in the depths of the Great Marsh of Soderfjord. It dates back to before even the Nithian Empire, and was created by the strange Mogreth reptilian culture of lizard-folk and serpent-folk. It is surrounded by a powerful forcefield, a dome about 300 yards in diameter, that acts in a similar way to a Wall of Force spell, preventing creatures from entering or leaving the dome. Unlike a Wall of Force spell, this forcefield also seems to prevent teleportation and Dimension Door spells from bypassing it.  On the perimeter of the dome are six obelisks, each about 50ft high and engraved with glowing hieroglyphs and runes. Those mages and scholars who have passed by are sure that the obelisks are involved in maintaining the forcefield, and that if the obelisks were somehow deactivated or destroyed, the forcefield would collapse and the fortress could be properly investigated. 

In fact the fortress may be of Mogreth origin but the obelisks were created by the Nithians to quarantine the fortress and prevent the creatures therein from emerging. This arrangement has held for the last two thousand years but now an ambitious chaotic sorceress wants to get inside and will do whatever it takes to seize the treasures and arcane secrets for herself. 

Naztherane and the Tablets

Naztherane  has set up camp on an island in the swamp about a mile from the fortress perimeter. After a brief attempt at brute force (using summoned water elementals, charmed hill giants and various battering rams and other devices) she realised that the obelisks could not be knocked over or undermined - they were locked in place by the forcefield they generated.. She has been deciphering the glowing hieroglyphs on the obelisks and has noticed that as well as the hieroglyphs there is also a socket in each obelisk for a tablet - magical keys for six locks as it were. She has already acquired three of the tablets which bear cartouches of the Nithian mages that established the obelisks and forcefield. That leaves three more which, according to her divination, are scattered across the Known World in places once colonised by the Nithians - one is on the Isle of Dawn, another deep beneath Minrothad City and a third one somewhere on the Thyatian island of Hattias. The first three have been acquired by a combination of archaeology (the first was in Nithian ruins in the north of Ylaruam), trading (the second was bought from a curio shop in Glantri City) and brute force (ambushing and killing treasure hunters who found the third tablet on the Karameikian coast not far from Rugalov). 

Naztherane has divined the general location of the three missing tablets and is organising expeditions led by her lieutenants and apprentices to get hold of them. If she gets hold of all six tablets she will be able to deactivate the six obelisks and the forcefield will disappear. Naztherane keeps the first three tablets in Leomund’s Secret Chest, so her camp followers can’t steal them. 

Naztherane and her followers

Naztherane: human female, Magic User 12, align Chaotic,
Str 8, Int 17, Wis 10, Dex 14, Con 10, Cha 14
Equipment: Ring of Protection +2, Bag of Holding, Spellbook, Wand of Acid Arrows (8 charges), Dagger +1, Wand of Negation (10 charges)
Naztherane will try to assess other people in the marsh (such as PCs) and will usually present herself as a neutral scholar, studying these strange obelisks and the fortress they protect. She may try to use the PCs to find the missing tablets, promising significant rewards of gold and magic items, though always accompanied by one of her apprentices to make sure the job is done. If the PCs already possess a tablet and she finds out, she will do whatever it takes to take the tablet for herself, whether it be bribery, fraud, threats or straightforward attacking the PCs  and taking it off their dead bodies (as she did it before in Karameikos).  Or she might make a deal with the PCs and then screw them over once she has the tablet. 

Zeekeel: human male, Magic User 6, align Chaotic
Str 11, Int 16, Wis 12, Dex 10, Con 14, Cha 13
Equipment: Wand of Magic Missiles (15 charges), Spellbook, Dagger
Zeekeel is Naztherane's first apprentice. He is as ambitious and duplicitous as his tutor and is infatuated with her and as such is very loyal to her and a bit jealous about other apprentices. He will be protective of her around adventurers he does not trust. 

Damro: human male, Magic User 5, align Neutral
Str 8, Int 16, Wis 13, Dex 15, Con 9, Cha 9
Equipment: Spellbook, Dagger, Wand of Webs (5 charges)
Ambitious and eager to learn secrets and arcane knowledge but  he is becoming less happy with the unpleasant methods used by the group. He knows that Maygalli feels the same way but is less vocal about his concerns. 

Tannishree: human female, Magic User 5, align Chaotic
Str 10, Int 15, Wis 7, Dex 13, Con 13, Cha 10
Equipment: Spellbook, Dagger +1, Ring of Levitation
Unstable and possibly psychopatic. Naztherane views Tannishree as useful for doing dirty work such as murder and torture. Although Tannishree is ambitious, she has the attention span of a squirrel. 

Muhamrar of Ylarum: human male, Fighter 7, align Neutral
Str 16, Int 12, Wis 12, Dex 10, Con 15, Cha 14
Equipment: Scale Mail +2, Shield +1 Scimitar +1 +3 vs elementals
Muhamrar is loyal and fierce. He is nomimally a follower of the Eternal Truth but is really motivated by money, which Naztherane has promised lots of. He commands 10 warriors, his hired blades:
Hired Blade: human fighter 2, align Neutral, equipment: Scale mail, scimitar, shield, 2 javelins. 

Maygalli: human female, Cleric 6, align Neutral
Str 10, Int 12, Wis 16, Dex 8, Con 14, Cha 10
Equipment: Banded Armour +1, Mace +1, Shield, Holy Symbol, 
Maygalli worships knowledge, and reveres the Nithian deity Thoth. She wants to investigate the fortress for academic purposes and initially believed that was Naztherane's intention as well. But she is getting quite concerned with Naztherane's methods and has twice expressed worry about excessive violence and treachery. She suspects Damro feels the same way. 

Gorff: Male troll. align Chaotic. Charmed by Naztherane and completely loyal to her. Useful in dealing with other trolls and scaring away monsters of the marsh. Gorff also has some native knowledge of the surrounding marshland. 

Inside the Fortress

The Mogreth lizardfolk and serpentfolk who created this fortress used it as a major centre of military and economic activity until the collapse of the Mogreth civilization. 

Crucially this fortress also contains two magic portals to other worlds. One is to Shegdreth, the Slithering Realms, a whole world overrun by the serpent folk. The other is to an unknown world that is cold, dark and populated by undead. The Nithians tried to close or destroy these portals but could not, and found that creatures, both reptilian and undead, kept wandering out of them into the fortress. This is why the obelisks and forcefield were created - to keep the inhabitants on the other side of the portals from taking over the whole marsh and then threaten the rest of Mystara. 

Monsters found in the fortress include:

There are also various traps dotted around the fortress, especially along routes the serpentfolk anticipated intruders would follow. Some can be deactivated if the password in the old Mogreth language is spoken, but it is unlikely that random adventurers would know this unless they searched for clues elsewhere in the fortress. 
Treasure is a mixture of old Mogreth coinage and gems (the fortress was also used by the Mogreth equivalent of tax collectors), Mogreth magic items (the armour may be fitted for reptilian forms but many of the weapons and magic-user items can be used by humans) and the library. The library is not exactly a conventional treasure - it is a vast collection of papyrus scrolls that have survived for over a millenium. Only some of those scrolls are directly useable by magic users, though those that are will often have long-forgotten spells unknown to even the wizards of Glantri or Alphatia. The great majority of the scrolls are of Mogreth history, religion and culture, plus some administrative record-keeping. These are of great interest to scholars and sages, but not to most adventurers. 





Sunday, 4 May 2025

Logos Location #13: The Sunken Tomb

Cartography by Dyson Logos, source

Introduction and Background

Thanks to Dyson Logos' generosity, he has made a large number of his high quality maps available for use. I have decided (with his approval) to incorporate these into locations within Mystara. This is a B/X D&D adventure for a party of  characters of levels 2-4 set in the Great Marsh of Soderfjord.

Much of the lower level of this dungeon is partially flooded, with water about 2ft deep covering the floor. This means that dwarves and halflings fight at -2 to hit while nearly submerged, and all characters wade at half their normal movement. 

This tomb was created by the ancient Mogreth civilization but the human Nithians discovered it and added their own dead to the lower level. The walls are covered in friezes and engravings of strange reptilian beings, serpent folk and more recognisable lizard men. The previously human undead creatures are dressed as ancient Nithians but the lizard-zombies are far stranger. Room 10 was set up and enchanted by the Nithians to protect their buried dead from the necromantic influence of Mogreth sorcery. 

Possible hooks that might encourage the PCs to investigate the tomb include:
  • A junior mage has heard from his master's divinations that there is a book of rare spells on the upper floor of this tomb (actually in area 14d). He would pay the PCs a fair price for it intact and in a readable condition. 
  • The local cleric has heard of a horrible monster with a long slimy tongue that has emerged from this tomb to attack human patrols trying to keep the swamp safe. If the PCs could slay the creature and bring its corpse back for study they would be rewarded. The slavering-tongue ghoul is in room 12.  
  • There is a scholar who has become aware of the ancient Nithian empire and believes the tomb to be a site of great archaeological importance. The scholar wants to investigate the tomb herself but she is well aware that there may be various monsters, so she would like to hire the PCs as bodyguards. 
  • The PCs hear from a frightened would-be tomb robber that he and his fellows tried to loot the tomb as they had been told by reliable divination that it held much treasure. However, his friends paid dearly for finding out why nobody had previously plundered the tomb. 

Lower Level
  1. The Atrium. This partially flooded room is dark and creepy with moss and fungi hanging from the ceiling but apart from a few harmless frogs there are no creatures of note here. To the east there is a dead end with dirt and rubble piled up. 
  2. The Rat Lair: This room has a pack of 13 giant rats that will attack any intruders. If more than half are killed the rest must check morale and may try to flee. This room has a small tunnel above the water in the northern wall that leads to room 4 but only halflings, gnomes and giant rats can fit through. There is also a false door on the west wall that was put there to symbolize the passage to the next world.  
    Giant Rat: AC 7, Mv 120ft/swim 60ft, HD 1/2 (2hp each), THAC0 20, Att 1 bite for 1d3 + possible disease, Save NM, Ml 8, align N, 6xp
  3. The Double Tomb. This chamber has two raised platforms above the water on either side of the south entrance. The east platform (b) has the smashed remains of a coffin, but the west platform (a) has an intact sarcophagus. If the lid is disturbed the 2 ghouls inside awaken and will attack those who disturb the ghoul’s repose. Inside the ghouls’ sarcophagus are 2600sp, 300gp and a Ring of Fire Resistance.
    Ghoul: AC 6, Mv 90ft, HD 2* (hp 6, 11), THAC0 18, Att 2 claws/1 bite for 1d3/1d3/1d3 + paralysis, Save F2, Ml 12, align C, 25xp
  4. The Dais Room. Most of this room is covered in water apart from a dais on the west side. This is the lair of 2 giant toads. On top of the dais is an altar on which there is a ceremonial dagger of silver (effective against lycanthropes) worth 100gp and a silver medallion  with engraved Nithian hieroglyphs worth 100gp.
    Giant toad: AC 7, Mv 90ft/Swim 60ft HD 2+2 (11 hp each), THAC0 17, Att 1 bite for 1d4+1 or tongue (range 15ft, drags small creatures to toad). Swallows small creatures whole on natural 20. Save F1, Ml 6, Align N, 35xp
  5. This room has lots of rubble lying around and an uneven floor beneath the water. On the east wall there are 2 alcoves above the water level. In the middle of the room is a sarcophagus. However, this room has already been plundered and there is nothing of value here. 
  6. The Lower Crypts: The entrance to this room is partially blocked by a large sarcophagus, though there is space to climb over the top of the stone coffer to get in and out of this room. This room has 6 alcoves, all above the water level. In each alcove are various forms of undead that will shamble towards any intruders that enters the room.
    a) 2 Zombies: AC 8, Mv 60ft, HD 2 (9 hp each), THAC0 18 (always attacks last), Att 1 slam for 1d8, Save F2, Ml 12, Align C, 20xp
    b) 1 Bloated zombie: AC 7, HD 2 (9 hp each), THAC0 18 (always attack last), Att 2 claws for 1d4/1d4, Save F2, Ml 12, Align C, 25xp When defeated the bloated zombie causes 1d6 acid damage to all creatures in 10ft radius.
    c) 2 skeletons: AC 7, Mv 60ft, HD 1 (5 hp each), THAC0 19, Att 1 weapon for 1d6, Save F1, Ml 12, Align C, 10xp
    d) 2 zombie wolves. Also in this alcove there is an intact wooden coffin. Inside is an inanimate skeleton with a silver and pearl necklace worth 400gp and a silver tiara worth 500gp.
    Zombie Wolf: AC 6, Move 120ft, HD 3+2 (18 hp each), THAC0 16, Att 1 bite for 1d6+1, Save F3, Ml 12, Align C, 50xp
    e) 1 bloated zombie, stats as alcove b
    f) 3 skeletons (stats as in alcove c). Also in this alcove there is a stone sarcophagus. If it is opened there is a Bone Warrior inside that will jump out and attack. The bone warrior wields a Sword +1 and a Shield +1.
    Bone warrior: AC 5, Mv 120ft, HD 3 (15 hp), THAC0 17, Att 1 weapon for 1d8+1, Save F3, Ml 12, Align C, 35xp
  7. The preparation room. This room is a bit above the water level. There are 2 tables here and on the sides is a shelf with both surgical instruments (now long rusted into uselessness) and several jars of preservatives (one of salt, one of natron and one of formaldehyde). To the north of this room is the stairs that lead to the upper level. 

    The Upper Level
  8. The Circular Crypt. This circular chamber has a large solid pillar of stone about 10ft wide in the middle of it. There are 7 burial alcoves (a-g). Alcoves a, c, g & i all have 2 zombies each standing guard that will attack creatures entering this room (8 zombies total). Alcoves b & f both have intact sarcophagi. The sarcophagus in alcove b is empty but the one in alcove f has a false bottom - breaking it reveals 2300sp & 500gp. 
    Zombie: AC 8, Mv 60ft, HD 2 (9 hp each), THAC0 18 (always attacks last), Att 1 slam for 1d8, Save F2, Ml 12, Align C, 20xp
  9. This room has 5 shallow alcoves that hold stone statues of ancient and unrecognised immortals. The statues themselves are not magical and have no effect but anyone lingering in the room for more than a turn will feel a sense of unease. Anyone behaving irreverently or disrespectfully (stealing the statues, vandalism etc) must make a save vs spells or suffer the effects of a Confusion spell. 
  10. 2 Mogreth Lizard Zombies are on guard here. They will attack any intruders and have 2 javelins each .
    Mogreth Lizard-Zombie: AC 6, Mv 60ft, HD 3+1 (15 hp each), THAC0 16, Att 2 claws/1 bite for 1d3/1d3/1d6, or javelins (range 20’/40’/80’) for 1d6+1 Save F3, Ml 12, Align C, 50xp 
  11. Partially Excavated room. This room has a clearly unfinished northern wall and lots of rubble and boulders against that side. It seems there was an attempt at creating several alcoves here before work stopped. 
  12. 1 Slavering-Tongue Ghoul lurks here and will attack anyone. It guards a chest of treasure containing 1200gp, 3000sp and 5 gems (moonstones) worth 50 gp each.
    Slavering-Tongue Ghoul:  AC 6, Mv 120ft, HD 4+4 (22 hp), THAC0 15, Att 2 claws/1 tongue for 1d6/1d6/2d4 + tongue will grapple if it hits, Save F4, Ml 12, Align C, 200 xp
  13. The circular chamber. This room has a shrieker in the middle and anyone entering will trigger it. The shrieks will attract the undead in the various alcoves of area 14. As the DM you could track the zombies movement per round of this encounter or assume that at the start of the 3rd round against the shrieker the lizard-zombies appear at the steps to the south, east and west.
    Shrieker: AC 7, Mv 9ft, HD 3 (13 hp), THAC0 none, Shriek attracts monsters, Save F2, Ml 12, Align N, 20xp 
  14. The Crescent Corridor. This has 6 alcoves off it. Each alcove holds a Mogreth Lizard-zombie (6 lizard-zombies) that will attack any intruders and will shamble towards the shrieker in area 13 if it raises the alarm. Alcoves a, d & f all have treasure -
    a) has a large ceiling slab fallen down in front of it but both the zombie and most humanoids can squeeze through. Inside is an earthenware pot with 4200sp and a bronze statuette of a cow-headed deity worth 400gp. 
    d) has an intact sarcophagus but opening it unleashes an explosive rune that will cause 6d4 fire damage to all within 10ft of the sarcophagus - save vs spells for half damage. A thief has a normal chance to detect this rune as a trap, while a detect magic spell will also reveal something magical within the sarcophagus . There is also a locked iron chest that protects its contents from the explosive rune and it contains a Wand of Phantasmal Force, powered not by normal wand charges but by an eldritch crystal that can be used twice per day, and also a spellbook with the spells Explosive Rune, Rope Trick and Caustic Bolt as well as some more familiar spells including Magic Missile, Charm Person, Ventriloquism, Locate Object, ESP and Wizard Lock. 
    f) has a wooden coffin that contains 5300sp and 4 gems (green beryls) worth 100gp each.  
    Mogreth Lizard-Zombie: AC 6, Mv 60ft, HD 3+1 (15 hp each), THAC0 16, Att 2 claws/1 bite for 1d3/1d3/1d6, or javelins (range 20’/40’/80’) for 1d6+1 Save F3, Ml 12, Align C, 50xp


Sunday, 30 March 2025

Bandits and Warbands of Soderfjord

source
Soderfjord is not a safe or stable realm. It is split up into competing and sometimes warring jarldoms, and law and order is in short supply. The ethos of the Northern Reaches involves a warrior code of strength of arms, courage and seeking death in battle, with a certain survival of the fittest.  Combined with the stretches of forest that cover much of the lowlands, and it becomes easy for bandits, brigands and worse to lurk in hideouts to prey on villages, travellers and the like - those who cannot defend themselves and fight back are liable to swiftly fall prey to those who take whatever they want. Some of these bands seem quite mundane and will fit into the description of bandits as given in the B/X D&D rules, armed with hand weapons, leather armour and only enough basic training to be slightly better than the peasants they are trying to rob. But then there are others, with the weapons and skills of professional warriors and the attitude of predators.  

Here are the most prominent and notorious of raiders that might be encountered. 

Rethgar's Reivers specialise in raiding from their longship, The Reiver's Razor. They have a secret base set into the cliff of a fjord, with an illusion covering the entrance. The Reivers know this well enough that they can sail their longship in between the two dead trees that stand either side of the disguised entrance. Rethgar's Reivers are mostly exiled or renegade warriors, formerly in service to one of the Jarls or other feudal lord. Some fled after committing crimes, others grew angry and disillusioned with their former lieges. Although the reivers as a whole do not profess any particular faith or deity, some have affinity with either Hel, Loki or Chaos in general. Others simply have a strong hatred of the Jarldoms and the society that forced them into exile. Rethgar is a fugitive from Ostland, having previously been part of a Jarl’s bodyguard who had an affair with the Jarl’s wife and then tried (and failed) to kill his liege lord.  

  • Leader: Rethgar the Hated (human male, 8th level fighter, Align C, Str 16, Int 13, Wis 12, Dex 10, Con 13, Cha 14)
  • Base: The Reiver’s Razor (longship), no known fixed location
  • Members: 12 Recruits (1st level fighters), 14 Reivers (2nd level fighters), 2 lieutenants (4th level fighters)

The Bloodbeak Ravens are both bandits and mercenaries, fighting and raiding for whatever money they can get. They are consumate opportunists, and can even engage in trade if the other side seems too tough to rob. At other times they have turned to slave-trading if they think that it won't be too much trouble. They are utterly unreliable and can switch sides or turn on employers on a whim, particularly if they sense weakness or a chance for wealth. They are also wide-ranging and nomadic, they have been seen in both Ostland and Vestland and even around Landfall in southern Norwold, never settling down for long. Those who know of their reputation will avoid them if possible - only the naive or desperate would try to deal with the Bloodbeak Ravens.  

  • Leader: Skottir the Ruthless (human male,  9th level fighter, align C, Str 15, Int 10, Wis 14, Dex 16, Con12, Cha 17), Mahalvak (human female, 5th level magic user, align C, Str 8, Int 16, Wis 16, Dex 10, Con 13, Cha 14)
  • Base: None (itinerant)
  • Members: 30 footmen (1st level fighters), 20 horsemen (2nd level fighters), 3 lieutentants (4th level fighters)

File:DeathDealer.jpg
By Frank Frazetta -
frankfrazetta.net, 
Fair use, Link
Hel's Horsemen are among the worst of a bad bunch. As their name suggests they are all mounted on warhorses, and many of them do indeed follow Hel, Goddess of Death. They revel in slaughter in a way that other bandits and warbands do not bother with, and will leave their victims prominently displayed as a horrible warning to others. Their leader is a terrifying figure known as the Deathdealer, who has an uncanny, perhaps supernatural, ability to sense and recruit murderers and psychopaths, even offering to spare their lives if they put up a good fight, ensuring that Hel's Horsemen are the most brutal and bloody of the warbands. He rides a huge black stallion and wields a magical battleaxe and shield. His downward horned helm is distinctive and believed to be cursed by dark powers. 

  • Leader: Deathdealer (Human male 15th level Chaos Warrior, Align C, Str 18, Int 12, Wis 10, Dex 12, Con 18, Cha 7), Agathi, Queen of Skulls (6th level cleric of Hel, align C, Str 13, Int 12, Wis 17, Dex 8, Con 11, Cha 12)
  • Base: Unknown but believed to be in the Snowvale Valley
  • Members: 10 Slayers (3rd level fighters), 5 Skull-takers (5th level fighters), 2 Spinecrackers (7th level fighters), 4 priests of Hel (3rd level clerics), all are chaotic

Garrath's Woodsmen are skilled at stealth and ambush within the forests of Soderfjord. They are aided in this by some elves who have taken a dislike to the Jarldoms as a whole and who see Garrath's Woodsmen as useful in slowing the encroachment of civilization. Garrath and his woodsmen tend to ignore the peasantry and instead focus on those who have wealth, particularly the Jarls and their households. This does not mean they are necessarily benevolent or have any sense of social justice, merely that they do not waste their time on low-value targets. Garrath will sometimes recruit common bandits from smaller gangs into his band, particularly if they prove capable of using his stealthy hit and run tactics. 

  • Leader: Garrath the Slick (human male, 6th level fighter, align N, Str 13, Int 14, Wis 14, Dex 13, Con 10, Cha 14), Sherthi the Quiet (Male Elf 5th level spellsword, align N, Str 16, Int 13, Wis 10, Dex 12, Con 10, Cha 14)
  • Base: Underground beneath the Hollow Oak, in the forest between Soderfjord City and Gudholm
  • Members: 4 Spellswords (3rd level elf spellswords), 5 scouts (2nd level elf rangers), 20 foresters (2nd level human fighters), 20 woodsmen (3rd level human fighters), 3 lieutenants (4th level human fighters).  

Ottothar's Sea Serpents are piratical raiders who are based in Ostland and will sail across the seas to plunder the coasts, fjords and rivers of Soderfjord in their longship The Brine Venom. In this respect they are similar to Rethgar's Reivers. However, they are entirely given over to the Cult of Chaos and are led by a Chaos Warrior and a chaotic cleric who somehow commands a pack of hellhounds who travel with them on the ship. 

  • Leader: Ottothar (human male, 7th level Chaos Warrior, align C, Str 16, Int 12, Wis 10, Dex 12, Con 14, Cha 12), Hallath (human male, 5th level cleric of Chaos, align C, Str 13, Int 10, Wis 15, Dex 11, Con 14, Cha 15) 
  • Base: The Brine Venom (viking longship) and also The Forsaken Keep in Sognesholm, Kalslo Island, Ostland
  • Members: 25 raiders (2nd level fighters), 3 raider bosses (4th level fighters), 4 dark adepts (2nd level clerics), 5 Hellhounds (as monster entry, 4HD each). All are chaotic

Wulfgar’s Howling Brethren are a small, select band of lycanthropes who will sometimes resort to man-eating as well as plunder and pillage. They have conducted some raids in their human form during the day but on the nights of the full moon they will attack villages in their animal or hybrid forms. They try to be careful not to let infected victims live unless they are certain they want to recruit the target. Wulfgar himself is a werewolf, and there are three other werewolves, three wereboars and a neutral-aligned werebear who is sometimes sickened by the werewolves wanton violence but does not know where else he would belong. [Although the rules could do with some revision, a DM could use my old rules for scalable werewolves here.] 

  • Leader: Wulfgar (Male Werewolf, 6th level fighter)
  • Base: Somewhere in Moderfeld, eastern Soderfjord
  • The Pack: 3 werewolves, 3 wereboars, 1 werebear (as monster entry). Wereboars are neutral with chaotic tendancies

The Swooping Hawks are a band of marauders who have tamed a number of griffons and now use them to launch aerial attacks on villages, ships and caravans. They were formed by the mage Vaargen Clawscar (named for a face that was horribly slashed by an angry griffon in an attempt to subdue it). Because their griffons cannot carry too much loot, the Swooping Hawks look for targets with high-value lightweight treasure such as gems, jewellery or sometimes valuable people for kidnapping. Unusually they are led by a woman, Kelthi the Unwanted. Vaargen tends to stay behind in the Eyrie, a lair in the Hardanger Mountains, though he occasionally comes along on raids riding his own griffon Fury. They are accompanied by a small flock of harpies known as the Sisters of Song who leave the bandits alone as long as they can feed on targets. 

  • Leader: Kelthi the Unwanted, (human female, 8th level fighter, align C, Str 16, Int 12, Wis 12, Dex 10, Con 13, Cha 16), Vaargen Clawscar (human male 12th level magic user, align C, Str 8, Int 17, Wis 12, Dex 13, Con 15, Cha 12)
  • Base: The Eyrie, a mountain base somewhere in the eastern Hardanger mountains
  • Members: 8 Skyriders (4th level fighters mounted on griffons), 6 wingriders (3rd level fighters mounted on giant hawks), 4 Sisters of Song (Harpies, as monster entry)






Thursday, 13 March 2025

The Wilderness around Ozurfold Jarldom

 The village of Whiteheart  in the Soderfjord Jardloms is beset by many threats, so adventurers willing to investigate and confront these are cautiously welcome. 

The village has stretches of wilderness in all directions bar north, along the river towards Soderfjord City. To the south and east are the hills of Gnollheim. To the west is the Great Marsh and to the north away from the river is the forested Whiteheart Valley.

based on cartography first by Thorfinn Tait and also 
Patrick Sullivan, source

Gnoll Tribes of Gnollheim. 

The map of the region here has been changed by Patrick Sullivan to show his gnoll tribes. He has also written a series of posts detailing these gnoll tribes in this thread.  Although I don't necessarily take literally everything he has written, I think this is a good starting point: what he has written about the gnoll tribes can be assumed to be true unless I change it. 

According to the Basic Rules, gnolls in the wilderness are encountered in groups of 3-18. This is what I consider to be a patrol or hunting party. Actual clan lairs usually have 20-80 individuals (2d4 x 10) , and may be based above ground in a crude fort, or underground in caves. Some clans are nomadic, living in tents and wagons. Between half and two thirds of a clan will be warriors capable of joining a hunting party. The fifteen tribes of gnolls shown on the map consist of a network of eight or more of these clans. Each tribe is capable of gathering its clans into a great gnoll horde under the command of the tribal chieftain. The tribal chieftain is an exceptionally tough and cunning gnoll whose lair usually has double the usual gnolls (40-160, 4d4 x10) and is suitably imposing and well-defended. Shamans and mercenary monsters (ogres, trolls and the like) are more likely to be found in the tribal chieftain's stronghold than lesser lairs, as well as giant hyenas (sometimes known as hyaenodons or dire hyenas) that are used as both hunting animals and cavalry mounts by the strongest and bravest gnoll warriors. 

In Gaz7 p31 it mentions two gnoll personalities, Kaberu of the Mountain Wolf Clan and Suant of the Black Cliffs Clan. The Mountain Wolf clan is the most powerful clan of the Rubble Chiefdoms, although not strong enough to unite them to the same level of cohesion as the other fourteen great clans of Gnollheim. The Black Cliffs clan is the largest clan of the Scarp Empire. 

Other Creatures of Gnollheim

The gnolls are certainly the dominant race of the Gnollheim hills though not the only ones. Just to the south the Hardanger mountains are home to a wide range of creatures, some of which will wander down into the hills and then Soderfjord and maybe Ozurfold. These include:

  • Kobolds (who have taken over numerous ruined gnome settlements around both Hardanger and Gnollheim)
  • Trolls (small wandering bands, though in the Hardanger mountains there are larger tribes including troll hags, troll leaders and cave trolls)
  • Hill Giants
  • Stone Giants
  • Griffons (a particular threat to the livestock of human farmers)
  • Wyverns
  • Red Dragons (rare but at least three have made their lairs in the Hardanger mountains)
    • Grugnir is a small male red dragon found close to the coast near the gnollish Scarp Empire with a retinue of kobolds and orcs. He occasionally roams the coast, extorting merchant ships then burning them anyway once he has their treasure.
    • Eldodla is large female red dragon  deep in the Hardanger mountains due south of Whiteheart. Although often asleep, when she wakes she is a menace to the whole region
    • Brinnandeljus is a small female red dragon not far from Castellan and the road south to the Emirates. She has occassionally extorted or simply raided caravans travelling the road. She is served by a band of gnolls formerly of New Graakhalia.
  • Dwarves, both normal (hill) dwarves and molder dwarves (modrigswerg). The former are gruff and cautious (often settlers or prospectors) but not hostile. The Modrigswerg are much rarer (and usually below ground) but also a lot more tricky and unpredictable, with a tendency towards treachery. 
Normal animals in the Gnollheim hills include:
  • Wild Boar
  • Brown Bear
  • Cave Bear
  • Wolf
  • Dire Wolf
  • Mountain Lion
  • Giant Elk
  • Giant Boar
  • Great Ram
  • Giant Hawk
  • Herd Animal (1HD wild goats, 2HD hill ibexes)
  • Driver Ant
  • Killer Bee


The Great Marsh

This huge stretch of wetlands is populated by both wildlife and weird monsters. There are some human settlements but they tend to be on the northern and eastern edges, close to established towns and Jarldoms. 

Wildlife include 

  • Giant Toads
  • Giant Frogs (borrowed from AD&D)
  • Giant Hawks
  • Wild Boar
  • Black Bear
  • Auroch
  • Herd Animal (2HD Marsh Deer, 4HD Moose)
  • Giant Otter (stats as giant weasel but without blood-sucking)
  • Giant Catfish
  • Pit Vipers (known here as Water Vipers, can swim well)
  • Giant robber fly
  • Giant swamp termite
Monsters of the Great Marsh include:
  • Bullywugs
  • Eblis (Heron-men, avian humanoids with long legs and magical powers)
  • Lizardmen (possibly degenerate descendents of the Mogreth civilization)
  • Black Dragons, particularly Frätandedregla, large male black dragon, self-styled King of the Swamp. Smaller black dragons in the marsh are believed to be his offspring.
  • Nekrozon/Catoblepas - only one of these deadly creatures is thought to dwell here. 
  • Kobolds - a few tribes have become competent boaters, rowing and punting rafts and canoes around the swamp. 
  • Trolls: at least four large tribes of trolls, each with a troll leader and a troll hag, have their lairs in the marsh. There are of course smaller bands of normal trolls. 
  • Various fel sorcerers and witches have found dark sanctuary within the Great Marsh, particularly Carrah the Witch-Queen of Hel (Gaz7 p22) and Shamir Al'Menoo (MU15, human male, chaotic, formerly of Cinsa-Men-Noo but expelled for studying dark magic) both of whom are known to practice necromancy and have undead servants. 
  • Some bands of brigands have established bases here from which to raid the farms and villages of southern Soderfjord, or sometimes waylay travellers on the Marsh Road. At least one band of brigands is under the leadership of a Chaos Warrior. 

The Forests of Soderfjord

Although claimed by various Jarls, and therefore borderlands rather than true wilderness, the forests that cover much of the Soderfjord Jarldoms are by no means safe or civilized. There are plenty of fey creatures in these woods and village folk sometimes tell of being enchanted or tricked by magical beings. Lycanthropy is also a significant problem, though the conflict between the werebears (who are usually not violent to humans) and the werewolves seem to mitigate this. 

Natural animals include:

  • Hawks & Giant Hawks
  • Herd Animals (1HD fallow deer, 2HD red deer, 4HD Moose)
  • Wild Boar
  • Giant Elk
  • Giant Boar
  • Auroch
  • Wolf
  • Dire Wolf
  • Brown Bear
  • Giant Weasel
  • Giant Ferret
Monsters include:
  • Sprites
  • Pixies
  • Dryads
  • Elves (though often more mischievous than benevolent)
  • Treants
  • Werewolf
  • Werebear
  • Wereboar
  • Gnolls, often infiltrating from Gnollheim as small raiding parties
  • Trolls maurauding from out of the Hardanger Mountains or the Great Marsh
  • Kobolds sometimes establish hidden lairs under the forest floor. 
  • Human bandits and brigands, sometimes led by worshippers of Chaos. 

Specific Locations

In future posts I intend to add to the map above and add locations of interest and adventure to the areas around Ozurfold and Whiteheart. It should also be noted that although Whiteheart is the largest and primary settlement in Ozurfold, it is by no means the only one, which is something I intend to address later. 

Thursday, 20 February 2025

The Village of Whiteheart

The village of Whiteheart is almost the southernmost settlement in the Northern Reaches, where the Soderfjord Jarldoms meet the hilly realm of Gnollheim. It is only a village, with 750 inhabitants, but it is still the centre of the Ozurfold Jarldom, a small fief of only 1500 folk, half of whom are in Whiteheart itself. The other half are scattered across small hamlets and farmsteads nearby. 

The village is in a vulnerable position, dangerously close to both the Great Marsh and also the hills of Gnollheim. This has been addressed in two ways. Firstly Whiteheart has a sturdy pallisade and wooden gatehouse. Secondly the Jarl, Magnusson Half-Hand, is encouraging other Jarls in Soderfjord to help out with a wall between his Jarldom and the wilderness, the Sodervirk. The grand plan is for the wall to act rather like Hadrian’s Wall in the north of England, with guard towers every half mile, but a lack of funds, labour and political will has left the project in limbo. Nonetheless, Magnusson Half-Hand is persisting with the Sodervirk, sending materials, labourers and guards to the wall as the opportunity arises. Whiteheart does not have a proper standing force, but can muster a militia of about 120 1st level fighters (armed with spears, shortbows, leather armour and sometimes wooden shields) in emergencies. 

Trade involves livestock, some vegetable farming, timber and some fishing. Although there are ores and minerals in the hills to the south, the area is too dangerous to mine. The Otofjord river is the primary trade route and is considered the safest. The fact that it leads almost directly to Soderfjord City itself is very convenient, and means that as long as the villagers have river craft, they have a reliable connection to civilization. There is a road of sorts eastwards to Wilmik in Olvasfjord but this is more of a trail, with parts that are unsuitable for carts and wagons. And of course this trail runs just north of Gnollheim, so the threat of gnoll raiders deters many merchants from using this trail. 

There are two major congregations in Whiteheart, one dedicated to Odin, the other to Heimdall, both with their own clerics who view each other with some rivalry but understand they both have common foes. The village midwife is also a cleric of Frigga. 

Adventurers arriving in Whiteheart will find there is no actual inn, and villagers will be rather suspicious of them. Are they spies? Are they fugitives? Durstig Brightsword might take it upon himself to question any PCs. Initially the PCs may be told they can sleep within the palisade but not in any building until they have proven themselves - there are plenty of problems and tasks that adventurers could deal with. Once the PCs have started to show they can be trusted then certain villagers may open their doors to them. Durstig Brightsword may let them stay at his place, partly out of gratitude for helping to defend his village but also so he can continue to keep an eye on them. 

source

Map of Whiteheart



  1. The Feasting Hall. Can seat up to 200 people for a feast. If Jarl Magnusson approves, visitors can stay in the Feasting Hall. The upper levels are Jarl Magnusson and Brynhild's personal abode but the ground floor is frequented by many villagers. 
  2. The Stone Tower is the last refuge in the event of the palisade being overrun. It is 40ft/4 storeys tall and contains the armoury and various emergency provisions. 
  3. The House of Heimdall. This is both a shrine of Heimdall and also the home of Durstig Brightsword. 
  4. The gatehouses
    a. River Gate: The path north follows the river towards Soderfjord city. 
    b. Ford Gate
    c. Forest Gate: This leads to the less travelled path east towards Wilmik
  5. The Smithy. This is the workplace and residence of Brugnor Bladebringer and his apprentices.
  6. The Sheep Pens. This is a collection of enclosures for keeping livestock safe, if either raiders are nearby or in preparation for selling or transporting dowriver. 
  7. The Tannery: This smelly place is home to Garthar Gnollbane
  8. The Sacred Grove of Odin. Here Thragnir Oathkeeper conducts sacrifices and ceremonies to his patron immortal. 
  9. Skald's Rest. This is home to Thorfei Silversong. 
  10. The Healing House: This is home to Hraffni Wifefriend and can act as a makeshift hospital, with sick and injured villagers resting here. 
  11. The Ford. This part of the Otofjord river is only 2ft deep, and can be crossed on foot or by cart. 

NPCs of Whiteheart

Jarl Magnusson Half-Hand: 9th level Fighter, human male, align Lawful, Str 16, Int 12, Wis 12, Dex 10, Con 16, Cha 14
Magnusson Half-Hand is leader of the Ozurfold Clan and Jarl of the Whitereach Valley. He feels he is in a difficult position, caught between the raids, feuds and skirmishes that so often happen between the Jarls of Soderfjord and the predations of the chaotic humanoids of the wilderness to the south, especially the gnolls of Gnollheim. He has a defensive attitude and strategy in his rulership and is perhaps the one keen advocate among the Jarls for the construction of the defensive wall, the Sodervirk. Although naturally wary of complete strangers, once someone has earned his trust, he will treat them as friends and allies, and for this reason he has a careful approach to adventurers. If the adventurers help keep Whiteheart safe then he will offer them food, shelter and whatever Whiteheart can provide. If they prove to be troublesome, Magnusson has no qualms about kicking them out into the wilderness. 

Brugnor Bladebringer: 5th level Fighter, human male, align Neutral, Str 16, Int 10, Wis 13, Dex 14, Con 10, Cha 12
As the village blacksmith for Whiteheart, Brugnor holds considerable sway. He tends to stay out of large-scale politics, but is always loyal to the village and what is best for Whiteheart. He is also keenly aware of the flow of both raw materials (iron ore, charcoal and the like) and finished goods (weapons, armour, tools, iron pots and pans etc) so his opinions are often around the economic wellbeing of Whiteheart. He has three apprentices who often carry out the less skilful tasks around the smithy. 

Hraffni Wifefriend, 4th level cleric, human female, align Lawful, Str 8, Int 14, Wis 14, Dex 10, Con 13, Cha 14
Hraffni is both the midwife for the village and also the local cleric of Frigga, goddess of marriage, childbirth and the home. She is Magnusson’s sister-in-law but rarely uses this connection - she prefers to stand on her own merits. She has proven to be a peacemaker, calming down quarrels that might escalate into bloodshed and Magnusson will sometimes ask her counsel in non-military matters, particularly in disputes and delicate negotiations. 

Thragnir Oathkeeper, 5th level cleric, human male, align Neutral, Str 14, Int 12, Wis 15, Dex 10, Con 15, Cha 12
Thragnir is the cleric of Odin, and the advisor to the Jarl in matters of war and rulership. He is faithful to his immortal, but he is also somewhat jealous and insecure, viewing clerics of other immortals as rivals who want a share of his power and authority. For this reason he can be quite cold towards Hraffni and Durstig. He has a pet raven called Gegni who he dotes on. 

Brynhild, 2nd level fighter, human female, align Lawful, Str 12, Int 12, Wis 10, Dex 15, Con 9, Cha 17
Brynhild is wife of the Jarl and sister to Hraffni. She is probably the most beautiful woman in the village (and some would boast in all of Soderfjord). She enjoys the finer things in life and sometimes wishes she was living in somewhere more civilized like Norrvik or Zeaburg. She is fascinated by tales from strange lands like Thyatis, Glantri and Darokin. 

Durstig Brightsword, 5th level cleric, human male, align Lawful, Str 13, Int 12, Wis 16, Dex 10, Con 17, Cha 12
Durstig is the local cleric of Heimdall, god of guardians and those who keep watch. Durstig also helps organise the village militia and ensures that the gates to the village pallisade are manned as often as possible. As befits his patron, Durstig tries to remain on guard against threats to the village, both in the form of humanoid raiders and also troublesome humans infiltrating. If strangers enter the village (such as adventurers) Durstig will keep an eye on them and report any wrongdoing to the Jarl who appreciates his vigilance. 

Thorfei Silversong, 2nd level magic user, human female, align Neutral, Str 10, Int 16, Wis 13, Dex 13, Con 12, Cha 16
Thorfei is unusual - a female Skald, a poet and singer of ballads and epics as well as teller of tales, a job usually reserved for men. She has dabbled briefly in magic and can still cast the most basic spells if needed, but her real talent and her role within the village is as historian and entertainer. Some say she can brew potions but she refuses to confirm this. Nonetheless she knows how to create infusions and poultices that may not work like potions of healing but still seem to speed up the recovery from wounds and prevent infection. She may not be a powerful mage but she knows magicians who dwell in larger places like Soderfjord City and she may introduce PCs to them if the PCs ask nicely. 

Garthar Gnollbane, 5th level fighter, human male, align Neutral, Str 14, Int 13, Wis 10, Dex 13, Con 15, Cha 7
Garthar is the village leatherworker for some of the time but he lost his wife and son to gnoll raiders five years ago and since then he has dedicated most of his time to hunting down and killing gnolls. He is perpetually angry and surly, difficult to get on with and prone to storming off on his own. Nonetheless he has unrivalled knowledge of gnolls, their habits and tactics and their whereabouts. The other villagers are disturbed at his latest practice of making leather out of gnoll skin. 

Thursday, 12 December 2024

Thoughts about Gaz7: The Northern Reaches

 

I like this one. It is in contrast in tone and adventure style to Gaz9: The Minrothad Guilds. Here it shows the brutal, perhaps bloodthirsty, streak in the culture of this land, with lots of opportunity for conflict and adventure, which seems to be in stark contrast to the rather peaceful and boring Minrothad islands.

I’ve gone through the player’s pull-out section. I like the descriptions of the land and the people, the laws and attitudes. The rules I take with a pinch of salt and I may not incorporate them all as written.
  • The personality traits I think are interesting suggestions but I would more likely to use them as guidelines for the DM to roleplay NPCs, rather than as actual game mechanics. 
  • The skills are something I have noticed in other gazetteers but not really paid much attention to. But it’s nice for rounding out a PC or NPC. 
  • The list of Norse names is always useful. 
  • The part on clerics and their rune magic is interesting and I would certainly use this for NPCs. In fact part of me wants to start creating new runes right away but I ought to see how the published runes work first. They are not just simple spells. However, I am also wary of game balance issues - the Know Runes spell does involve a ritual of considerable hardship and risk but after that the cleric with runes has power that clerics from other lands simply do not have access to.
One aspect that I noticed is the introduction of a pantheon of deities that many other gazetteers simply do not address.  This is the classic Norse pantheon, with Odin, Thor, Frey and Loki. My head goes off on different directions with this one. What about the other Norse deities, described in Deities and Demigods? Tyr, Balder, Frigga and Heimdall could all be brought in.  
But also how do these gods fit in with immortals that were previously mortals who found the path to immortality? My gut instinct is to put these ones in a different category: Elder Immortals, who were never human.  
Although not exactly the same pantheon, the category of Elder Immortal can also include Kagyar from the Dwarves of Rockhome and Apep from the Nithian (i.e. Egyptian) pantheon. In fact, if I am to take the Norse pantheon on board in this campaign it opens up the possibility of other pantheons in other nations and regions, which changes the focus away from Law vs Chaos that has been the predominant religious and metaphysical conflict so far in this campaign. Would these Norse immortals take sides in Law vs Chaos? Or do they ignore it, staying neutral in an uncaring way? Loki and Hel are chaotic, while Tyr is Lawful but even then that does not mean they are integrally tied to these cosmic forces but merely an indication of their behaviour and attitutes, like most mortals. 

The three nations of the Northern Reaches, old-fashioned and brutal Ostland, the more civilized Vestland and the fragmented and somewhat anarchic Soderfjord Jarldoms, offer three different environments in which to set adventure, but all of them seem to offer plenty of excitement and opportunities for brave heroes. The raiding culture and reliance on strength and combat prowess over law, trade and diplomacy, particularly in Ostland, makes for great human opponents who fight first and ask questions later. I would say in terms of alignment that even if the raiders think they are simply carrying on a tradition that they have held for centuries, to anyone else (especially those targeted by them) these norse raiders are no better than orcs, goblins or chaos warriors - indeed their actions are seen as chaotic at least in outcome if not in philosophy. This raises the question in my mind: were vikings the original murder-hobos? I’m sure the monks of Lindisfarne would say yes. 

And yet there is also opportunity for diplomacy, trade and perhaps espionage. The Ethengar Khanate, the Heldannic Knights and the Emirates of Ylaruam are all neighbours who at least want to keep an eye on the Northern Reaches, maybe do business with them and perhaps even influence the decisions of the leaders. Vestland is trying to shift from a raiding culture to a trading culture, and while not everyone in Vestland agrees with this change, it is perhaps safer to do business here than in either Ostland or the Jarldoms. Of course, a merchant may well hire adventurers to protect him and his interests from those who prefer the old ways. 
Trade links extend all over the Sea of Dawn and can take merchants and adventurers far afield, from Norwold to Thyatis, from Alphatia to the Pearl Islands. This reflects real-life vikings who found themselves in North Africa, Ireland, England, France, Sicily, Russia, Greenland, Byzantium and even Nova Scotia in North America, trading, plundering, colonising and fighting as mercenaries as the opportunities presented themselves. In some ways I see vikings as the ultimate opportunists, roaming around, judging situations and settlements and deciding what is best for themselves. 

The  non-human races of the Northern Reaches, particularly gnolls, trolls, kobolds, gnomes and dwarves, are all mentioned and briefly discussed. The first three (trolls, gnolls and kobolds) are perpetual foes of the humans, making the mountainous borderlands to the west and south very dangerous. Although expeditions against them might be a tad simplisitc, perhaps even hack and slash, it is at least straightforward and always available as a way of finding loot and action. 

The dwarves, including the Modrigswerg (moulder dwarves) and gnomes are a different matter, and although it is possible that some may be hostile, it is usually much more a matter of how the PCs approach them. Dwarves are much like those in Rockhome and many are descended from the dwarves of Rockhome. Gnomes are not given as much description having driven to near extinction by kobolds but I like to think of them as similar to rock gnomes found in Karameikos, with warriors and tricksters. I don't feel tinker gnomes fit this setting. They would be very rare, and perhaps not even having their own settlements, but as enclaves and refugees with dwarf clans. I suspect the author of Gaz7 (Ken Rolston) did not expect any gnomes to have survived. 

The Modrigswerg are a subrace of unpleasant, unhinged dwarves who are still remarkably skilled at creating powerful magic items. As a DM and creator of adventures I reckon they could fill a variety of roles from outright villains to someone the PCs need to negotiate or trade with, to a source of wondrous items that can become either plot McGuffins or rewards for successful quests. They are tricky and truculent, and difficult to work with, and often quite treacherous. Yet their crafting skills make them extremely useful. There is even a paragraph about their skill and imagination in creating dungeon traps - they could probably teach the goblins of Zugguth Peak about how to build really nasty traps.  In terms of AD&D & later editions they have elements of both duergar (their greed and brutality) and derro (their paranoia, mental instability and isolationism). I like them already....

A combination of various subterranean races means that the Northern Reaches, particularly the areas on the mainland, have substantial cave complexes and excavated lairs. Thus the Shadowdeep, Mystara’s underground realm, extends substantially under the mountainous parts of the Northern Reaches. 

At the end of the DM’s book there is a substantial adventure set in the Falun Caverns, formerly a gnome settlement, now overrun with kobolds.  I would be tempted to use my own rules for humanoid NPCs here, with kobold warriors and nobles having levels in the warrior class, and kobold wiccas being replaced by shamans, but to each their own. There are also shorter adventures including “The Defence of Otkel’s Stead” and “The Jarl’s Hall”. 

I can see myself using the Northern Reaches a lot on this blog.