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Contents
Northlands Source Book
2
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13
1 12
4 5
11
2
3 10
15
8
9
7
14
50 Miles
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6
100 Miles
Map Index
3
Lands of the North
Introduction
The northlands is composed of two distinct areas,
the open Plains of Fromth with their rich croplands
The realms of the north can be a cold place, wild and the deep, forbidding trees of the great north
with game, monsters and goblins. Here the woods. These two area clash in the north, each
green folk have their greatest number and the offering those that live there great access to game,
longest history of war and slaughter. The harvest and dangers.
Northern realms are thus an independent, tough
collection of people, stout in their beliefs and The plains of Fromth, which holds most of the
strong in their desires to protect what is theirs by realms of the area, is a rich soiled lands, ripe for
birthright and might. grain productions and the grazing of cattle. Many
small creeks and streams break the grass and brush
The Northlands runs the length of the northern of the land, each running towards the rushing
half of Terival, the lands north of the Dragons waters of the River Mord or down to the ocean and
Maul and west of the goblin infested Dark the Bay of the Lions Maul. The winds flows over
North. The Northlands is composed of cold, these rolling hills and shallow valets, bring mist
wind swept plains and hard grass and brush and and fog in the fall and then blizzards most dire in
the deep, wide expanse of the great Northern the winter. Come spring the whole of the lands
woods, which covers the whole top of the area, becomes one big mud hole, drying up late to
from the sea to the Bay of the Lions Maul. becoming hard packed earth in the summer. Grass
grows then, lush and tall, feeding large herds of
Here men, dwarfs and hidden conclaves of elves dear, elk and cattle.
struggle to survive not only the hard lands they
call home, but also the constant threat of goblin The great northern woods are composed of tall
war and monstrous beasts. Life is hard and cold pines, deep brush and thick brambles. The woods
in the north, but this has only made the folk of are filled with beasts, animals and monsters, while
the land more determined and ready to face what goblin tribes hunt and war among themselves and
life throws at them. wait for the summer raiding season so they may
come out and seek men as prey. The woods are
dark, thick with trees and brush, and one can
become lost quite easily in the dark green of the
forest. Birds, small animals and wolves can be
heard in the day while owls and forest lions at
duck and at night cry out.
4
Weather
Flora and Fauna
The Northlands are a tough place, cold most of
the year and in the winter, buried under a deep
blanket of snow and ice. The wind blows deep
and hard off the northern ocean, bringing storms
and blizzards most years, some so harsh they The lands of the north are home to all sort of plant
blind the eyes to nothing but white and ice and animal life, the thick forest of the great
which runs deep into your bones. northern woods have all sorts of plants, tall pines
and moss, herbs and vines well known for curative
Most winters start early here, and with them powers and magical uses. The plains offer tall
comes a deadly cold, only the foolish dare to grasses in the summer and fall, as well as fields of
work outside for any period of time, especially flowers in the spring, groves of brambles, bush and
on the open plains where little cover can offer many hidden roots and lichens which offer colorful
protections from the hard, high winds. dyes and spices for cooking.
The woods see deep drifts of snow at this time, Animals are plentiful in the woods, boar, bear and
some ten to fifteen foot deep, the tops of trees elk common, as are rabbits, squirrels and deer.
only peaking up in some areas of deep snow. Waterfowls, ducks and geese can be seen in larger
Ice, hard and deep clogs the Bay of the Lions flocks in the fall and crows and ravens can be seen
Maul, and iceberg have been seen off the coast all year long.
in the deepest of winter.
The plains offer large herds of elk and wild pigs,
Spring comes late here and with it the melting of while the coastal waters hold huge schools of fish,
all the snow. The ground grows thick with mud, crap, crab and eel common, as are halibut and
sticky and sucking. The rivers overflow, and seals.
rush like wider beasts, the land ready in time for
growth. Summers are mild, sunny and cool. Monsters are too plentiful about the lands. Hydras
This is the time for planting and raids, the breading and lying eggs in the hills and crags,
goblins of the wood and the Dark North march- while owlbear and drakes prowl the great woods.
ing for war, blood and wealth, they coming in Wyven are well known to roast in the hills of the
war bands, number from a few to hundreds. coast and the mountains about the lands, while
Burring and killing as they go, this is often the dragons are said to live deep in the woods of the
most deadly time in the north, the winter months north forest.
never seeing as much death as the summer and
its wars. Fall turns the lands colder with each Yig hounds howl in the night within the woods and
day and so comes the harvest, when all men other dark things are said to lurk in these old wood,
gather to bring in the grain for the winter to some hunting in the deep winter while other sonly
come. Fog often sits upon the lands at this time, seem to appear in the deep of the summer nights.
lifting with the day to bring gloomy afternoons
and early nights.
!
5
It is during this time that the first realms of men
rose, little more then a collection of lords and their
6
N
1
2 10
7
6
3
5
11
50 Miles 8
9
100 Miles
Map Index
1: Northern Oceans
2: The Great Woods
3: Moors of Torren
4: The River Mord
5: Bay of the Lions Maul
6: Hills of Yarbon
7: Plains of Fromth
8: Plienar Valley
9: Mist Mountains
10: Dragons Bone Mountains
11: Dragons Maul
!
7
The northlands today is composed of a Men tend to wear their hair long as well,
collection of realms, each watching the other fighting men braining their locks in tight braids
with a suspicious eye, knowing full well that to help protect their heads from sword blows
should they show weakness, the others will and axe cuts. Heavy beards and mustaches are
gobble the realm, and its people, right up, common, some men going about with elaborate
adding the fallen prey to its own boarders. wax mustached, curled and braided in all sorts
of manners.
All the time the threat of the goblins is content,
and with each year the green folk grow stronger Dress
and bolder in their raid and war. Wool is the common materials used for dress in
the lands, but cotton from far off Shullom is
8
Faith
When a northman does take offense, he can be a Belief in ones ancestors is a personal thing among
mean foe, for they hold grudges and nurse hurts the northern folk, usually upheld by the woman. A
for years on end. The old ways of feud and small shine to the long dead is cared for in the
blood dealt have long gone, but the tales of their house, and small tokens of the familys love for the
ancient deeds still live on in song and tales dead are given here, a cup of mead, or the lighting
spoken by the bards of the lands. of a candle on a birthday.
Northman do not loan money or tools, but will The power of nature is also strong among the
offer their use freely, knowing that once done, northlands, its power in evidence each day of these
they will be returned in good condition. Barter peoples lives. Druids are not uncommon, helping
is common, and gifts given on many occasions. with the crops in the summer and fall, offering aid
to the sick and ill. The sisters of the sun are also
Men are seen as protector within the family, the well known in these lands, their orders home
young sons given training in the use of arms at located here. Sisters are a common sight in the
an early age, for they are expected to cares for towns and most of the noble houses have a sister
their mother and sisters when the father and assigned to them. Small order houses also dot the
older brothers are away. As a goblin raider can realms, home to young sisters and an elder dam to
come at any time, all the folk in the house, the guide them.
village and town are expected to know how to
fight, and to take care of themselves. It is not Lords and Peasants
uncommon to see a housewife, an aged, plump The lords of the lands are all power here, for they
woman standing at the door to her house, are the law and it is their duty to also protect those
defending all inside. This is a common subject under their rule. Lords and ladies of the realms are
among the bards and story tellers in the north, of expected to be generous, kind and loyal to their
a common farm wife or fisherwoman out witting subjects, and those which are evil and harsh may
and out fighting a band of bandits or some dumb well find that they have no one to rule, for the
ogre, in the end getting the better of her foes, families of the lands are more then willing to up
sending them running for their live while she and move away if their nobles are not up to the
swings a broom stick or her husbands sword. task.
All houses have a common room, and here the Most of the gentry are learned, and able to read,
lord of the house hangs his sword, usually over many having small a library of books that they
the mantle of the fireplace. All houses usually have collected over the year. This is not the case
hold such a weapon, it being handed down from among the common folk though, only the merchant
father to son and each using it to defend their class and the sisters of the sun being able to read
home and family. Tales are told of a young sons for the most part.
having to go on some fantastic quest to bring
honor to his house so his father will deed the Wealth though is not a common asset for the
sword to him, or having lost the family sword, nobility of the lands, many having to grow and rise
the son taking some great journey to return it to live stock along side their subjects. The nobility of
the mantle above the fireplace. these lands depends on the crop just like the
common folk and will go hungry along side them
in times of difficulty. !
9
N
13
15 17
8 12 14 5
18
19
9 1 16
20
11
10 1
22
23
7
24
6 2
27 25
50 Miles 4
26
100 Miles 3
Map Index
Goblins Warrens 10: Vipers
1: Warren of Guththik 11: Skull Brakers
2: Warren of Fearhold 12: Yig Hunters
13: Black Hand
Dwarven Caers 14: Gut Rots
3: Caer Darkstone 15: Fangs
4: Caer Darkhall 16: Moons
17: Vermin
Elves 18: Boars Tusk
5: The Silver Tower of Shillith 19: Yith
20: Bone Eaters
Centaur Clans 21: Cockatrice
6: Hawk Wings 22: Oaks
7: Plains Runners 23: Sick Boars
24 Yig Skulls
Goblin Tribes 25: Wolf Tails !
10
Most lords are fighting men, trained knights and
Realms of the Lands
skills warriors. The knight in the north still
follows the old ways of chivalry and honor,
these beliefs still having an effect on the men Borden
that wear the silver ring of knighthood. This
many not be the case in others regions of the
world, but here in the north, the age of chivalry
is not yet dead.
Most villages and hamlets have an elder, the The northern realm of Borden has had a brief, but
wisest and often the oldest person in the town colorful history, one of struggle, war and dark
then acts as the local voice of the people. It is desires. In the last few years the realm has seen its
these people who will approach the local lord boarders grow and its importance in northern
with requests and ask for justice if it is needed. politics expand, till it has reached a point where its
influence and power are felt throughout the
northern reaches.
11
For sometime the goblin warlords of the Red
Duchy of Glasborg
Tower where a problem in the north and a few
wars were fought in and around the towers tall
spires. Eventually the tower was left in a state
of disrepair and the few goblins that remained
Set in the southeast of the Northern Reaches, the
were little more the bandits and minor raiders.
duchy is a place most often visited by the merchant
of the eastern realms and is also a place of wild
This is when George Borden enters the sense.
risk and adventure. The realm is often seen as
He and his small band of warriors attacked the
lawless, and free of many rules, and it is here that
tower, emptied it of goblin kind and made it
many bandits, mercenaries and adventurers come,
their home. The freehold soon attracted
most seeking their riches, but most it seems only
peasants and other folk with the offer of free
find poverty or death.
lands and noble status for those that brought
men and swords to aid in freeing the lands of
beasts and goblins. Within 50 years the realm
had grown and the town of Norborg expanded.
12
Realm of Ithengar For a short time afterwards the valley was
abandoned and seems to have been a haven for
bandits and adventurers. This ended with the
realm of Withmor founding. The realm began as a
freehold and soon gained a foothold in the hills
both north and south of the valley. With a strong
The lands of Ithengar have had a hard time of cavalry and trained pike men, the freehold was
late, the valley is very fertile and holds access to able to hold off the goblins of Fearhold. Trade and
many mine barring hills and close quarters with mutual aid pacts with the dwarves of Darkstone
the dwarves of the mountain peaks. It is also brought a well-needed support of the dwarves and
close to the goblin and monster infested Yarbon stability to the region. The realm continued on for
hills and the wilds of the west. Thus over the some time and even grew a bit out of the valley,
many years it has seen more then its share of but the birth of Darkmoor brought and end to the
battles and wars. Invasions, war, plague and realm when the sorcery lord of the dark keep at-
foul magic have all played a part in the shaping tacked with a mass of goblins, ogres and trolls.
of this valley and its history. Foul magic gathered and the realm fell within a
year of the attacks. Unable to hold off the assaults
The earliest history of the valley dates back to the dwarves of the mountains closed their doors in
the founding of Har freehold. This small realm a desperate bid to save themselves.
did not last long though as the goblins out of
north soon reached the valley and the hills about The dark realm of Darkmoor laid waste to the
the valley. Raids and a few bad crops brought valley and the goblins roamed the lands at will.
the freehold and its folk down. This ended with the battle of Dark Hill and the
defeat of Darkmoor by the king of Borden.
With the valley free once more, the local lords took
up arms and threw the goblins out once more,
taking back their lands and opening relations with
the dwarves once again. The realm continued on,
regaining all it had lost, now under the new name
of Ithengar.
13
N
Shorenborg
Nudia Borden
Mulithor
Glasborg
Ithengar
50 Miles
100 Miles
14
They soon had to turn aside more then one wolf
out to feed on weak prey though, with a push from
15
Since its founding, the realm has had many The realm continued to grow till its defeat and
enemies, many rivals and a few allies. The conquered by Shradian. This marked the end of
realm itself lies mostly along the western shores the realm as a free state and the end of the
of the northlands, and at it height stretched from Fargus line. For some time the lands of Nudia
the tip of the northern woods all the way to the were held by the warlock of Shradian, until it
Moors of Torren. Now in its present day was deeded to Duke Marthus the Black and the
configuration, its boarders are smaller, but no realm become a Duchy in the realm of Shradian.
less patrolled or in dispute. For many more years the dukes line ruled the
lands and paid tribute to the warlocks of Shra-
The current king of Mulithor, king Derbin, has dian, even loyal supporters of the dark rulers of
plans for the realms renewed growth, all of the realm.
which, no dough, will be at the expense of other
kingdoms. As the realm has the only real port of The first brother war brought Nudia its freedom
call for traders out of the west, the realm has when the duke was hanged and his realm set free
seen its share of riches and western ideas, many of Shradian rule. The population quickly settled
which then filter off into the rest of the north. for a new lord, with baron Sharv declaring
Thus to some, Mulithor has become a center of himself the new king of Nudia and the realms
northern culture and riches. independence. Unable to fight a civil war and
stop a brake way duchy, Prince Braddith the
So there it is, an old realm, one with a bloody Dark allow the barons move in return for his
history, which has seen better times, but now support in the war.
with a King with ambitious and the gold to see
them though. After the war the ties of Shradian and Nudia
continued to be strong and each supported the
16
This also saw the realm expand, taking most of Generally Shorenborg is a quite place of
the northern great woods under its control, at fishermen, fur trappers and woodsmen. They
least all that lay south of the river. The realm are an independent lot, used to fending for
expanded east and south and for a short time themselves and having little to do with the
ruled all lands north of the Giant Stone and nobility and their problems. Still they are loyal
south of the River Mord. to the crown and proud of their little realm.
Many are fighting men and so the realm while
This did not last long though and the realms small has a strong arm, well used and ready to
boarders continued to move, decreasing mostly fight to keep their realm safe, secure and theirs.
over the next few years. Goblin raids and other
events conspired to keep the realm small and in The realm began 90 years ago when the
its present day borders most of the time. mercenary captain Alfred Shorenborg grew tired
of the petty wars and boarder raids he was so
With the birth of Mulithor, Nudia had a new often involved in. Taking his men and a few
rival to face and soon these two realms where at loyal friends, he set off for the wild northern
each other throats. Wars and boards feuds have woods, and there carved a realm out of the
been the order of the day for most of the time wilderness. Asking no one, he did what he
since. pleased and along with his captains made the
area secure. He then offered free land to all that
With the fall of Shradian in the Age of Strife, the would dare to settle it, and so the realm began.
realm has mostly been alone in its struggles,
although a few alliances and treaties have been Early on there was some trouble with the
signed, but all know that a treaty with Nudia is kingdoms of Mulithor and Nudia, for neither
worth little if its king can gain more by breaking wanted a new rival to their north, but as king
it. Alfred was a skilled general and most, if not all
Shorenborg
of his men, were experienced soldiers and
mercenaries, these tough times ended with a few
swift victories. The battles of Giant Hill and the
Rose Bridge settles any differences between the
realms and sent both Mulithor and Nudia
packing, especially as Alfred had the Rose
Castle under siege and the prince of Mulithor his
The realm of Shorenborg is small and prisoner.
respectively new to the world. Founded some
90 years ago when the wild woods of the north
were just that, wild, the realm has slowly grown
and now is posed for its next step.
17
bride, many pointing to the lady Bentina
After these two battles the realm saw a period of
Withmorr as the most choice bride available.
relative peace were the first stones of North Hall
Even if he had taken a lady from one of the
were laid and the lands cleared of wild beast and
other Northern realms there would have been
drakes. Alfred Shorenborg died in the claws of
little trouble, but to take a maid out of the east,
a drake that was raiding the fishing nets off the
such a small, frail thing at that. No, many of the
coast of North Hall, and so the first king passed.
folk spoke out about this, for they have never
been ashamed to speak their minds in these
His son, Barththor, ruled with wisdom and was
parts.
competent, but his time was troubled from the
start. Trouble with goblin raids out of the east
Caring not though, Hurberd had his bride and
and a constant pressure from Mulithor lead to
his son. The birth of the young prince finally
his early death. He left his heir, young Hurberd,
put to an end the difficulties with the nobles and
with many troubles.
the common folk and the realm continued to
grow.
The young kings, then only 13, first test came
with a strong attack out of the east by goblins.
As the guest of Baron Feridain the king was
Standing on the battlements of North Hall, the
hunting boar with his hunts men along the giant
young king killed his share of the goblins and
hills when tragedy struck home. The boar came
even rallied his troops at their most trying time.
upon the king while he was separated from his
With the arrival of the house hold of Withmorrs
men, and took the king in the guts. Bleeding the
men-at-arms the battle turned and the realm
king killed the beast, but it was to little to late,
saved.
the king was dead by that evening.
Next the king had to face several plots by
Now the realm is at a new test, one it may not
Mulithor and Nudia, which eventually ends with
survive. The young queen after a year of
the sea battle of the River Mouth and the second
morning must now find a new husband, one to
siege of the Rose Castle. Once more the realms
sit as regent till the young prince is of age to
strong fighting men won the day and a peace
take the thrown. The nobles will not allow the
was made.
queen to sit the thrown herself, and they want a
man there to hold the realm together, one they
Finally grown bold, rich and restless, Hurberd
can control. Many have come to North Hall
took a trip south and east to the eastern realms
seeking her hand. Both princes of Nudia and the
and there he meets his hearts love. A young
one from Mulithor to name three. Young nobles
maid she was, lovely to look upon, the old king
out of her own realm and suitors from as far as
fell over himself with love for her. The yellow
the east are starting to arrive. Seems the word
hair, the green eyes, all swept him away. Paying
has gotten out and the vultures are coming to
the steep dowry, the king took back to the cold
dine.
north his yellow bride and soon had her with
child.
18
Sites of Note Caer Darkhall
The second caer of the hold, this one is smaller
and set in the mountains overlooking the Plains
of Fromth. Seldom used now, it mostly sits
empty, with many of its halls, chambers and
tunnels either abandoned or sealed. The caer is
Bay of the Lions Maul
reached by a short flight of stone stairs that lead
The Bay of the Lions Maul is a swift water way,
to the plains below. The caer is small, with but
often difficult to sail and navigate, the fog of the
two watch towers and a single gatehouse.
spring makes the waters dangerous the rocks of
the coast are hidden and in the winter rough
Caer Darkhall
storms makes the waves near impossible to sail.
Citadel with four watchtowers, and one
Only in the heat of the summer and gloom of the
gatehouse, barracks, armory (not used), training
fall are the waters calm enough and the sky clear
yard, prison (not used) and a small vault.
for safe travel by ship. These month of course
see the most pirate activity in the waters, rough
Ruins of Darkmoor
men seeking fortune by taking form honest
The ruins of Darkmoor are well known in the
merchants and ships captains.
north and at one time in its heyday the castle
was a place of terror and pain. The first master
The waters of the bay are cold all year round,
of Darkmoor was a sorcerer and his heirs were
but filled with plenty of fish and seals. Small
all mages of one type or another. Over the years
fleets of fishing men can be seen near the
the lords of Darkmoor became power mad and
coastlines.
thirsty for dark lore. The Warlocks art and
summoning became their calling and eventually
The Black Castle
the king of Borden was forced to end their rule.
Seat of power for the realm of Nudia, the Castle
Now the castle lies abandon, haunted some say.
of Black is so named for the dark colored stones
that were used to construct the place. A huge
structure, it boasts several towers, courtyards
and a massive stable for the kings lancers. The
tall turrets are often decorated with flags and
banners showing the many achievement of the
royal and their liege nobles. The castle itself is a
strong place, well used over the years and a
massive fortification that holds the whole of the
area in its mighty grip.
Castle Black
A large castle with four watchtowers, two
gatehouses a wall and a moat on three sides.
Within are a great hall, thrown room, two
Catapults and four Arbalests.
!
19
Black Castle
Caer Darkstone Warrens of Fearhold
Home of the last dwarven hold in the north, An old goblin warren it has been a thorn in the
Darkstone is an ancient hall, old and proud in its side of the realms of the north for many
history and culture. The main entrance to the centuries. Over those years it has had its ups
hold is through Caer Darkstone, a tall fortress and down, ranging form a major strong hold of
set into the side of the mountain and reached by evil to little more then a minor hold of a few
a steep footpath out of the Ithengar, that then goblins. Currently it is on the way up again, in
reaches up to the mountains themselves. no small war the responsibility of its current
warlord and his mage mother.
The fortress is an old one, tall and thick of walls.
Several watch tower dots along its walls and The warren is deep and well guarded with a
there are rumors that tunnels lead out from here, great iron door block the way into the main
out into the mountains close by so dwarves can halls. Deep mines of iron and silver run under
attacks foes from the front and the rear. the hills and many slaves have spent their lives
working the rock for their goblin lords.
Of late some strange beast has gotten into the
deeper mines. It kills without mercy, but feeds Warren
little on the flesh of the slain miners. More and The Citadel is set with barracks, armory, training
more it seems to kill out of the joy of the hunt. yards, pens, prison cells, thrown Room and
several forges.
Caer Darkstone
Citadel with four watchtowers, and one Town of Formborg
gatehouse, armory, training yards, prisons and A free town under the nominal control of the
two vaults. duke of Glasborg, it is little more then a free
town of traders, merchants and mercenaries. A
Dragons Bone Mountains rowdy place where little law and order is upheld,
A mighty expanse of tall peaks and towering many come here to live a free life of their own
mountains, the range is ancient, made of old choosing. The town itself is covered by a tall
stones and unending cold at its highest points. stonewall and spots several watchtowers. A
Snow capped all year long, these mountains are small water filled moat runs around the town
steep, pine covered at their slopes and monster and only one gate is ever open at one time.
infested.
Places of Note:
Dragons Maul Drunken Toad:
The pass through the Mist mountains and the A rowdy place of adventures and mercenaries.
mountains of Pain are often called the Dragons Crafter Morth:
Maul. A wild, lawless place, it is home to A well know crafter, he specializes gold work.
bandits, goblins and beasts. The plains are often (Crafter level 5)
cold, mist covered and deadly. Still merchant The Surgeon Nama:
trains travel the pass and travels to the north and A healer of some skill
east must make the journey if they wish to reach (Level 3 healer)
their destination.
20
Warren of Guththik
An old warren it has rested in these hills for
sometime, and over the ages has been the cause of
several raids and assaults upon the northlands. Still
since the Magus tower has been built they have
The Plains of Fromth
been quite (Well for goblins), mostly out of fear that
The cold, hard plains of the Fromth are well
the new master of the area will end the warren
known for their ability to grow grains of all
itself. They thus wait, in the hope that the new
sorts, but the winters here are harsh and the
master will either leave them be or possibly even
plains pile high with snow and ice during these
use them or ally with them.
long nights.
The warren is built into the hills of the forest and is
Township of Gulmarinborg
a maze of tunnel, chambers and mines. It over the
The free town of Gulmarinborg sits along the
long years has grown deeper and more maze liked
high road and sees a lot of trade, travelers and
them. Set outside in the forest are several watch
activity. The town was built and grown from the
post and hidden gathering places for raiders and
trade post and tavern that stood here ages ago.
hunters.
Since its early beginning's it has been a rowdy
Warren
place, free of most authority other then the
Deep Caves and tunnels set with a Gatehouse,
kings men, and they do little other then keep the
barracks and an armory.
general peace and order.
The High Road
The town is an excellent place to hire
The road is most often hard packed dirt, set with
mercenaries, adventurers, and to seek out
stones along the sides. The only true road in the
information and goods not normally found in
world, it was laid to allow easy travel between the
other places within the north.
worlds regions. Now it is just as often the scene of
bandits and highwaymen robberies and goblin
Places of Note:
ambushes.
Master Garbolith Shop:
A master crafter of some skill.
The Town of Imborg
The Red House:
The town has sat on the high road as it moves north
A place of ill repute and courtesans. Many low
for ages, and in that time it has been sacked, siege
life types come here and it is a gathering place
and taken. The town still though remain a place of
of bandits and highways men.
active commerce and trade. A free town, it is a part
(+20% rumor rolls here, also a safe house for the
of Nudia, but in name only. Many wanted men,
Red Rose)
outlaws and exiled lords end up here, seeking their
The Eagles Roast:
fortune and in some cased their death.
A tavern and Inn or the wealthy and rich.
Tower of Blue
Places of Note:
Home of the mage Shar the Younger, it is a tall
Master Cords School of the Blade:
tower made of blue stone and a strange blue tile.
A weapon master out of the east, Master Cord
The tower is a mysterious place and often has
teacher nobles and merchantmen the use if the blade
many visitors, some of which may not be
and sword.
human. The mage is well know in the north and
The Cock and Bull:
often has acted as a patron of the arts,
A well-known place to hire warriors, soldiers and
adventures and sages.
mercenary captains.
The Dead Dog:
A tavern and inn for the shadow people of
society. It is the work place and !
Ithmoor Castle
Castle with walls, moat, and one gatehouse. Two
watchtowers sit in front as well as barracks,
armory, stables, thrown room and prison cells.
Mist Mountains
These great peaks are always covered in snow
and fog. So high are these mountains that their
peaks are seldom seen, as the clouds and fog
cover them almost all year round. Still they are
massive, splitting the world in two like a sword.
22
The Township of Muterioian Now growing old in its heritage the hall boast
Laying on the beach and shores below the many fire places, a moss covered northern side
Kings Hall, the town is an active port of call and worn stone steps to the kings towers top
where fishermen bring in their catch, hunters battlement. (A most hated post for the men at
offer up fresh game and fur traders stop off in arms who must walk the cold steps as they run the
the fall to bring on board their goods and to outside of the tower to the top where little cover is
unload what trade goods they have from the gained from the constant cold wind off the icy
western merchant princes. waters of the sea)
The town is prosperous, active and always filled North Hall, the Kings Keep
with noise, as smiths pound their anvils, wives Small Keep with two watchtower, gatehouse, wall
call to the men, and drunken sailors sing their and moat (Runs from the sea around the keep).
rude songs. Within is a great hall, dock, barracks, and two
arbalests mounted on the walls.
The town has just recently built a small
stonewall about the main town proper, but
already many buildings have spilled outside it
protection. Still the town folk are proud of their
wall and the protection is brings from both the
northern storms and any wild goblin riders.
Places of Note
The Wet Seal
A tavern and inn, small loud and filled with
drunk fishermen most of the time.
Master Cords Workshop
Home and workshop of a crafter, Master cord is
well known in the area and well paid for his North Hall, the Kings Keep
work.
Himoliths Herbalial
A herbalist and minor healer, she tends to the
folk of the town as she can.
North Hall
The seat of power for the realm of Shorenborg
and the home of the royal family, the North Hall
as it is called is a simple keep, made mostly of
wood with a stone tower at its center. The walls
are cut logs, and most of the building in the keep
and the village are also log cut and mortar with
mud and stone.
23
The North Tower
The newest of the Magi towers, the North Tower
was built as a retreat from the world for the
Magus, Mordicain having meant to spend time
here in seclusion. It has in its short time seen
very little of its master, as Mordicain died before
he could ever spend time here. Still the tower
waits for its master.
24
The Town of Northern
A small town that grew up during the building of The Great Northern Woods
the tower and now serves as a place for the Ancient when the world was young, these tress
families for those that work in the tower and for have seen the rise of civilization and the fall of
trappers, hunters and woods men that live in the giants. Old, deep and filled with magic, the
near by forest. The town is a little rowdy, but woods are a dangerous place; wild animals,
still the folk are simple, happy and friendly. goblins and other creatures lurk in the created by
They like most of the north men are an the bows of the mighty pines.
independent lot and often speak their minds and
wear the hearts on their sleeves. The woods are thick, dense with brush, trees and
stone, small creaks flowing here and there while
The town is surrounded by a small wooden wall tall hills roll about the lands, creating deep
and boast a small, but well equip militia. Trails valleys of thick mist and chocked with trees.
lead to the tower in the hills above the town and
deeper into the woods, which are kept clear form Few dare to venture too deep into the woods, for
travel into Shorenborg. a man can become lost quickly here, the tree
seeming to swallow you up within moments.
Place of Notes: Trails are plentiful, wild boar runs and the like
The Brown Bear Tavern and Inn cross all about, but these are of little use unless
A small tavern and comfortable inn, it serves a you know the way already. The woods grow dark
good meal to the few that visit the town, and for early, and even in the full of day they are cold
local woodsmen and trappers. and foreboding, strange sounds and deep silence
(+10% to all search rolls in the hex if this places lurking as if watching you at all times.
is used for information)
The Crafter Fragmi In the deep of winter the woods are a wastelands
A minor crafter of naked trees, and snow drifts, some reaching
(Level 3 crafter) 10, 15 foot deep, all but covering the tops of
mighty pines.
The Cold Northern Ocean
here the worlds waters grow cold, drifts of ice The Township of Oak Gleen
common in the winters and even in the heat of The town has stood almost as long as the castle
summer the waters are chilled. Little fishing is and is near to a small city then a town. Cobbled
done here, as the sea is always rough and choppy, streets line the old town with its own stonewall.
great log of drift wood floating about and hidden Home to many craftsmen, merchant and wealthy
rocks lie just under the waters. The beaches ship captain, the town has a long history and a
along the coast are hard, rock covered and dense proud group of citizens.
with trees and brush.
25
Places of Note:
The Singing Frog Tavern and Inn
Traditionally the town falls under the baron of A well-appointed tavern and inn.
Fargs domain, and as he keeps his manner house The crafter Shumm
at the center of town, near the fountain that bears A dwarven crafter of some skill
his familys name, all look to him as the towns
natural leader. Even so the king has much say in The Town Ship of Orthimar
the town's political make up and the town burgers A large town with an active port, the town of
all meet at the castle once a month to yell and Othimar is a stone walled town connected to the
argue about this and that. Usually the king Black Castle by one side and the bay of the lions
doesnt attend, but he has been known to sit in maul on the other. The town itself is well paved,
from time to time. clean and always active, with merchants bringing
in their goods, farmers selling their crops and
Places of Note traveling mercenaries and adventurers wandering
The Raging Griffin the street. The Collage of the Northern Lights
A tavern and inn, often seen filled with soldiers, lies here as well, as do several well-known
mercenaries and the less rude members of town. crafters and sages.
The Prancing Pony
Seen by many as the best tavern and inn within Places of Note:
the town, it has seen kings and nobles a like stay Master Yarms House:
in its rooms. Murder and plots has also been A master jeweler and crafter.
seen here (Level 10 crafter)
Master Crafter Harboths Shop Withmor the glass master:
A master crafter, Harboth is always active with A master of glass and glass blowing.
some commission from the king or a noble, rich (Level 7 crafter)
merchant and the like. Quim the woods worker:
The sage Farmthick A master carver of wood.
A master sage. (Level 5 crafter)
Doctor Shamus: Stone hall, work shop of Guith the dwarf:
A minor healer of hurts, he has some skill, but A dwarven crafter of note.
not much (Level 10 dwarves crafter)
The Sage Malcom:
Township of Oatterfall A well-known sage on many fields of study.
The town lies below the king' castle and at one (Level 10 sage, fields in ancient history, the Magi
time was a bright place of festivals and and magical creatures)
gatherings, where merchants bought and sold Hermith-Molth:
farmers crops and maids sang songs during the A healer of some note.
wash. Now the town is dark, fearful and quite. (Level 5 healer)
All fear the duke and his men, for many have Yirthgolith the scholar:
been taken to the castle of late, never to return. A sage and teacher.
Still worse, goblins have been seen in the castle (Sage with skill in the fields in giant language,
and many wonder what has happen to their elven language and history)
realm. The Sinking Ship:
A good tavern filled with sailor and ships
captains. A good place to hire a ship if
on has the gold. !
26
The Drunken Duck Tavern and Inn: Castle of the Red Tiles
A loud and rowdy place filled with mercenaries, Seat of power and home to the royal line of
warriors and adventurers. Great place to gather Borden, the castle is so called for its bright red
rumors and information on the goings on of the tiled roofs. Old and strong the castle has seen
realm. war, siege and blood over the years, and during
(+10% to all rumor and site location rolls) all that time it has stood strong and proud. The
The Docks Hole: castle boasts several gate houses, towers and tall
A dark place filled with hard men and loose walls, that guard courtyards and stables. Around
women. Pirates, bandits and thieves the castle lie several other buildings that serve as
gather here. barracks, armory and such.
Tower of White
Tall stone tower with a walled courtyard, and
gatehouse
Plienar Valley
One of the most fertile areas in the world, wheat
and oats grow here with little effort and the dark
rich soils is perfect for the growing of vegetables,
fruit trees and wine grapes.
27
The Rose Castle The Silver Tower of Shillith
The seat of power for the realm of Mulithor, the This is the last outpost of the elves in the north,
castle is called the rose because of the many roses and so it has stood for ages, a symbol more then
carved into its walls and corners. The castle has anything else it seems.
been standing for many years and over the many
decades has taken on a personality of its own. The silver tower has seen war, assaults by
Many say they hear the ghost of its third king still demons and dragon alike, but still it remain.
screaming as he fell to his death, pushed off a Many have come to it seeking safety, learning
stairs by his son, or the wail of the queen of woe and wisdom, and even elves out of the far east
after she found her children all slain by their mad have made the journey to learn the way of the
father. elven blade.
Whatever the story the castle has many of them The tower is a tall, slender thing, made it seems
and the maids know them all, as well as all the of silver and tiled with gold. Around it lies a
current rumors about the king, his family and the small village of elves and the valley about the
many courtiers that attend them. community is safe and well patrolled by the
rangers of the towers master.
Rose Castle
Small Castle with three watchtowers, a The Ruins of Shivmillith
gatehouse, a full wall and a two-sided moat The once might tower is now little more then a
(Sea side and river side), docks, great hall, shell of stone and rubble. It once was a tall tower
armory with smith, barracks, stables, and three of white marble and stone, but now little more
arbalests (One in each tower and one over the then a reminder of the lost glory of the past.
gate house) and one catapult (Set in the yard)
The city lies all about the point and the fallen
walls still cover it from the seaside. The city is
mostly ruins and fallen buildings, but a few still
stand and some even have their roofs still intact.
The castle itself is unharmed save for a few
broken towers, but the place is dark and haunted
and best left alone.
28
Tower of the Sun Castle Weird
The ancient tower of the sun has stood One of the newest towers of the magi to be built, it
overlooking the high roan and the plains for is called the tower of Weird for the strange lights
many ages. It has stood siege by goblins and and odds sounds that come from within. The lo-
demons alike and still its bright golden roof cals fear the tower and will not go near it, but still
stands complete and unharmed. The sisters many pass by its shadow for it sits over the high
gather here, train here and live here. Many of the road as it runs north. The castles blue stones and
noble house of the north send their daughters to purple tile roofs make for a wonderful, if odd sight
live here and to learn so skill as a maid. The and its tall towers reach to the sky.
tower itself is a tall thing, wide and strong. The
small courtyard covers the barracks and there are Below it lies a great stone slab and upon it is
said to be many chambers and tunnels under the etched a travel circle that leads to the Caer Magus.
tower as well. Tower is tall, made of white
marble and surrounded by a stone wall.
Castle Weird !
29
Castle Wier
Lords and Ladies of the Lands
The home of the duke and the seat of power within
the realm, the castle is a strange mixture of
structure, building and towers. Old in some parts
and brand new on others, it has been added to over
the many years rebuilt in some cases and increased Borden
in size with each new duke or lord to live there. King Fig Borden
King of the realm and its protector, he has lived
Wier Castle a long life, fought many wars and battles and
Citadel with six watchtowers, three gatehouses and now age and time has caught up with him.
two walls, barracks Once a well known warrior and general, over the
casting room, thrown room, library, garden, prison years he has seen his wife die, his children
cell, pens (two hydras), two catapults and grown and his realm proposer. Now old
one arbalest wounds, and time, have turned him into an old
man, one that is near to the end and ready to put
Hills of Yarbon off the weight of rule.
Well known in the north as a haven for dragons,
goblins and ghost, the hills of Yarbon are tall, wind The Raven Prince, Fargo Borden
swept and spotted with small stands of trees and (Warrior)
caves. Crown prince of the realm, he is a bright,
adventurous young man, full in his powers and
skill. A well known warrior, adventures and
general he has been away from the realm for a
few years sowing his oats and making a name
for himself in both the northlands and the west.
Now he has return to take the thrown and to
settle down. Already the rich nobles and
merchants of the realm and others are sending
their daughters to woe him, for the king will be
in need a queen.
Power Level: 12 Alignment: Good
Skills: None
Equipment:
Broadsword, Hargsword
(Magical with bonus to combat)
Elven Chain mail (Magical, offer increased
protection), Shield
31
Ithengar
King Markus Ithgar
Duke Leto Ithgar
The rightful king of the realm, no one has seen
(Warrior Mage)
him in a year, but there are rumors that he still sits
The younger brother of the king, Leto has always
in a cell, blind, mad and filled with disease.
been a foul man, evil and cunning. He kept his
evil a secret for many years, learning his craft and
He was a loved man and his people morn his lose,
gathering to him allies. Then one dark night he
some more then others.
attacked, killed the royals and dropped his beloved
brother into a dark cell. Since then he has ruled
the realm with an iron grip, one that clenches
tighter with each day that goes by. He was allied
himself with the goblins out of the northern hills,
but trust them not. He thinks to use them and then
turn on them at the right time.
32
Mulithor
King Derbin of Mulithor
A plotter, conniver and king, Derbin the bold as he
calls himself, (Others call him Derbin the bald)
seeks to rule the whole of the northlands and if he
must crush his enemies to do that, all the more fun.
He is a man with dreams, he dreams to take the
northlands and rule them all, he dreams to take the
silk trade from the western merchant princes, he
dreams, but little else gets done. Currently his
plans center around the young queen of the north,
and the realm of Shorenborg, who he wants to
marry one of his sons too.
Nudia
King Fredric V of Nudia
King of the realm of Nudia, he is a political
master, a diplomat and, all have had to deal with
his ambitions, plots and drive. Few men have
pushed their realm as far in so short a time as he
has, and few have dreams of a northern empire like
he harbors.
33
Shorenborg
Queen Beinthia of Shorenborg
The young queen of the realm, she has had to
watch her husband die and now must choose a new
man to warm her bed and sit as regent beside her
until her young son, the prince, reaches the age to
rule. She wants nothing more then to return home
to the warm, bright manner of her childhood, there
to swing in the garden with he bard lover and play
the days away. She is a creature of duty though,
and will do what she must. She has put off the
suitors far too long already, but just cannot make
herself to pick one. All want something from her
and none care what she is like as a woman or a
wife.
Others of Note
Boramin
(Druid)
Called by some the lord of the green, this druid has A kind man, he sees much and knows more of the
walked the deep woods of the north for quite woods here about then anyone. A friend of the
sometime now. He sees himself as a guide to the woodsmen Barth, the two are long companions.
people of the north and without a Magi for so long,
he has in some ways taken on the role. He travels Power Level 9 Alignment Neutral
from the Castle of the Rose along the coast to Skills
North Hall, where he stops for a short time. Then Arcanum 8th, Natures Ways 8th, Resistance 5th,
he usually continues on north and east, helping the Transformation 5th, Healer
simple folk as he goes and preaching the way of Equipment
being one with the world. Eventually he turns Staff of the bear
south, through the woods themselves and appears (Can cast a summon bears spell once a day)
in Oak Gleen weeks later. !
34
Warren Fearhold The Magi
Warlord Goarth Blood Oath
Cordith the Necromancer
(Warrior)
(Magi)
Lord of the warren and master of his kind, he is a
Mysterious and learned, the necromancer Magi is
skilled general, a killer with little mercy and
something of an oddity. He has turned his tower
ambitious. He sees the whole of the north open to
into a place of art, learning and culture, one of the
him and is already working on his first victim, the
finest centers for the arts in the whole world. Still
realm before him now.
he is a raiser of the dead, evil and ambitious. He
goes about covered from head to toe in black
Power Level: 10 Alignment: Evil
robes, a cowl covering a shapeless gold mask
Skills: General, Stealth
which he wears at all times. When he speaks, it is
Equipment:
in a whisper with cold, emotionless grace.
Mace, Chain Mail, Shield
Power Level 20 Alignment Evil
The Hag
Skills: Arcanum 18th, Elementalism 5th, Alchemy
(Bone Dancer)
12th Battle Magic 18th, Circle Magic 5th, Dark
Mother to the warlord and his main aid and
Arts 10th, Enchanting 15th, Golem Mastery 5th, Lay
supporter, she with her magic has seen him to the
Magic 5th, Magi Ways 15th, Necromancery 20th,
top of the brutal goblin leadership. She is vile, evil
Resistance 10th, Scribe 10th, Shadow Magic 8th,
and ugly with age and hate.
Sorcery 5th, The Art 15th, Weather Mastery 3rd
Equipment
Power Level: 12 Alignment: Evil
Rapier (Magical, with several magical bonus to hit
Skills: Arcanum 5th, Black Magic 5th, The Dark
and damage)
Arts 5th, Necromancery 5th, Bone Dancer, Assassin
Ring of Guarding (Offers the protection of full
Equipment:
plate armor)
Dagger (Magical, minor combat bonus)
Ring of the Magi (Offers control of vast amounts
of magic and bonus to casting spells form the
Warren of Guththik Elementalism and Magi Ways Schools. Also allow
use of any travel circle set before a Magi tower,
Bith the One Eye Witch and entrance into most of the room in Caer Magus)
(Bone Dancer and Mage) Several minor magical weapons and potions,
An old dam of a goblin, she has sent her sons off which she offers as gifts and bribes.
to war, slain elves and seen kings die. In her day
she was a terror in the north and she still plots for Cordith
that one last great evil act that will seal her name
in the history of the north. As the sole ruler of the
Warren of Guththik she is powerful, evil and
cunning.
Power Level 15 Alignment Evil
Skill Bone Dance, Arcanum 5th, Black Magic 5th,
Stealth, Thief
Equipment
Staff of Pain (Cast pain spell once a day)
Notes
Due to advanced age her stats are much lower then
a normal 15th level character would possess. !
35
Xian Silverhair
(Magi and Warrior)
Brilliant, cunning and cold of heart and soul, Xian
is the mistress of the elemental forces and overlord
of the far north Xian and her Troll
36
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