Sie sind auf Seite 1von 51

!

An Avalon Games Product, All


rights reserved, Version 3.0, 2010

All comments, suggestions and


contacts can be made at

Avalon Games Company,


avalon@comstargames.com

Or visit

Avalon Games at

www.avalongames.com

Game design, artwork and layout


by Robert Hemminger
Some artwork by Joe Calkins

!
Contents
Northlands Source Book

Introduction ............................................................ Page 4

Lands of the North .................................................. Page 4

Weather ........................................................... Page 5

Flora and Fauna ........................................................... Page 5


..
History of the Northlands ............................................... Page 6

People of the North ...................................................... Page 8

Appearance ........................................................... Page 8

Dress ................................................................... Page 8

Habit and Culture .................................................... Page 8

Faith ........................................................... Page 9

Lords and Peasants ........................................................ Page 9

Economics of the Lands .................................................. Page 11

Realms of the Lands ........................................................... Page 11

Borden ........................................................... Page 11

Duchy of Glasborg ........................................................... Page 12

Realm of Ithengar ........................................................... Page 13

Kingdom of Mulithor .................................................. Page 15

Nudia ........................................................... Page 16

Shorenborg ........................................................... Page 17

Sites of Note ........................................................... Page 19


Lords and Ladies
of the Lands ........................................................... Page 30

Maps ........................................................... Page 37

2
!

13

1 12
4 5
11
2
3 10
15

8
9
7
14
50 Miles
!

6
100 Miles

Map Index

1: North Hall and The Township of Muterioian


2: The Rose Castle and The Township of Oak Gleen
3: Castle Black and The Town Ship of Orthimar
4: Township of Gulmarinborg
5: The Town of Imborg
6: Castle Ithmoor and Township of Oatterfall
7: Town of Formborg
8: Castle Weird
9: Castle Wier and Township Hobbith
10: Tower of the Sun
11: Stone of the North
12: Castle of Red Tiles and Norborg Township
13: North Tower and The Town of Northern !

14: The Ruins of Shivmillith


15: Ruins of Darkmoor

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.

Drakes make the woods their homes as do


owlbears and other monstrous creatures. Bear and
wolves are common, and in the winter months
large packs of wolves have been known to hunt
!

men and beasts alike.

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

History of the Northlands


kin, clans dominating the area, with feuds and
blood debt common to the warrior folk of the area.
Many of the northlands noble families can trace
their linage to these times, their ancestors claiming
to be kings of their small realms. Many of the
manor houses today which these lords call home
started as keeps and towers, these still seen in parts
The northlands have seen great histories, many of the modern day manners make up and
battles and the power of the world flow out of its structure.
dark hills and deep woods. The Northlands are
ancient, home to elven ruins and deep dwarven With the coming of the goblin scourge, the lands
caers. Here the history of the world has more took another change, for these where the first to
often then not turned bloody, as goblin wars and feel the terror of the goblin hoards. Once the Dark
Magi battles are waged. North fell, the goblins of the east moved to the
Northlands for new prey. Migrations and content
The early history of the lands belong to the raids have been the norm ever since and each
giants and dragons, these two mighty races summer the goblin war bands march forth to raid
calling the lands home long before the rise of the and plunder.
elves and men. Here the giants built great
castles and raised many of their mighty stones to During the first migration of the goblins many of
mark the power sources of the world. As the the first realms of men fell, unable to stand before
war between these two raged, the land were the goblin hoards. Many banded together, adding
altered and changed, some say the north lands their banner under a strong lord, only to watch it
where warmer then, the winter months mild and all fall to burning raiders and savage goblins. Only
the season cool, but fair. The magic of these the small realm of Nudia remains from those days,
two mighty races changed the lands, made them the oldest realms in the northlands today.
cold and harsh, leaving all that live there, to this
day, with a struggle just to survive. In the Age of Darkness the foul realm of Shradian
rose in the north, taking great handfuls of the lands
With the coming of man the land began to take and claiming it for the Warlock lord that rule the
some order, realms rose and fell, while larger realm. Shradian would stand for many centuries
bands of barbarians hunted and settle the area. forming the basic foundation of the northlands
Some say that men first started their rise to culture and political stature, the realms of Nudia,
power here in the north, this the birth place of Glasborg and Multhor being provinces and duchies
the race. No evidence though has been found to within this great realm. As Shradian aged though,
prove this, although the custom among the it became weaker, Nudia braking away to form its
northern nations is to claim the tale as fact. own realm, followed by Glasborg and Muthior in
later years. In the end Shradian fall to its own dark
As the fist Magus, Math fought his own war needs the north was finally set free of its evil. The
with the dragons of old; the lands watched north today still sees the influence of Shradian,
another great change, the sinking of fair Alantus many of the titles and noble lines harking back to
changing the weather and landscape once more. this realm.

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

People of the North


becoming more common and silk can be had
from western merchants. Most wear indoors a
long robe or tunic of blue, green or brown. The
hems are often stitched in red or yellow thread
and some are very intricate in their designs and
style. A belt of stiff leather, a pouch and a
dagger are often worn as well. Hard-soled shoes
are the choice while indoors, but soft slippers
The people of the north are a tough lot, able to
are also common among the city folk.
survive the cold of the winters and the hot wars
of the summer. Independent and honest for the
Women tend to wear shawls and scarf tied over
most part, they seek to make their way in life,
the head, while long dresses of woof, again in
share what they have and defend where they call
blue, green and browns. Most wear a slim belt
home. They are able-bodied folk, tough and
about the waist and soft shoes.
well meaning.
Outside wear runs usually with hard boots, woof
Appearance
pants and a short tunic in the summer, or a
Most of the northmen stand to a medium height
heavy coat and or fur-lined cloak in the fall and
and are well build, some running to fat,
winter. Most men go armed at all time, a sword
especially in the winter when there is little out-
or heavy dagger common, even in the towns.
side activity and men find time to do little more
Fighting men will often wear their chain mail,
then eat and drink. Women are often plump, as
showing all that they are warriors; a sign of
is the view of beauty in the lands, a plump wife
respected and station.
being all the rage now days.
Habit and Culture
Most men and women are fair skinned, and
Most northmen are polite, more then willing to
yellow or red hair being more common here in
help a friend or stranger, and tend towards loud
the north then in other parts of the world.
and boastful manners. Conflicts are often settled
Woman tend to wear their hair long, dressed in
with games and exercises in strength or wit,
heavy braided or coiled in to large buns at the
riddles all the rage most days. Many folk take
back of the head.
pride in their singing, and many play musical
instrument to fill the long winter months with
song and joy. !

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 !

8: Fish Guts 26: Wolf Skulls


9: Poison Tails 267 Poison Tongues

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.

Economics of the Lands

The lands of the north offer all sort of riches,


wealth for many coming in the growing of
wheat, cabbage and potatoes. The rising of
cattle and goats are also common, although pigs
have become more popular of the last few years.

Those that do not farm are few, only the men in


the towns having other means of making a The history of the realm begins with the pulling
living. Guilds are strong, but only in the towns, out of Nudia from its eastern provinces. Pressure
where they often act as elders and councilmen. from goblins, and other beasts, as well as
continued trouble in its court left Nudia unwilling,
Merchants tend to sell common goods, little and in some cases unable, to continue to support
being exported out of the north save furs and the constant struggle to maintain some sort of
oils from seal and whales. Most goods are order in this area. The king thus freed the lands,
brought in during the summer months by pulled his troops and left. The peasants and nobles
western merchant ships, silk, cotton and other of the area tried to maintain a smaller realm,
items selling well in the town markets. named Freehome, lead from the Tower of Red
Tiles. The new King Halbright was unable to keep
the greed and distrust of his few nobles in line and
the goblins quickly settle the problem when they
!

took the tower, killing all within.

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.

The realm continued to be a frontier kingdom


with little influence or political will, but this all
changed with the attacks by the warlocks of
Darkmoor. The evil mage Himmortith sought to
marry the daughter of one of the local nobles,
but the crown prince was her betrothed and so
was forced to seek her release. The adventure of
the Sparrow Prince is well documented in the
The duchy was at one time the furthest province of
epic song, the Sparrow and the Vulture, and is
the realm of Nudia, but time, expense and court
well liked in most of the northern taverns and is
intrigue forced the realm to loosen its grip on the
sung by bards far and wide.
duchy and eventually the lands left the realm. A
treaty worked out this move and prevented the
The war with the warlock lord of Darkmoor
rulers of the new realm from calling themselves
open the southern plains to the realm and the
kings, and even continued some nominal control
mine rich hills of Yarbon. Since then the realm
from the king of Nudia over the lands. The Duke
has continued to expand, and many see it now as
must appear before the king of Nudia at least once
a leader in the north now days.
in their rule, and ask for the blessing of the king.
This tradition has evolved into a state sponsored
The current king is an old warhorse, who
festival and affair, one that both realms look
himself has had many adventures and quests.
forward to.
His son, the Raven Prince is a well known
warrior and seeker of adventure, who has just
The realm sees much danger with wild goblin
returned to take on the responsibility of the
tribes out of the Dragons Maul and the Dragons
realm when his father passes on.
Mane woods, but also in bandit raids, mercenary
captains and wild beasts. Still the realm has
prospered and grown rich from the trade that !

flows through its boarders.

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.

Recently the realm has seen a dark turn with the


taking of the crown by his evil brother. This dark
mage has made pacts with the goblins in the north
and once more the green folk walk the valley. The
dwarves are outraged and shamed that they did not
do more the first time the valley was in peril. The
Ivory king of the mountain has sworn to avenge
the fallen king and his family and war will no
doubt come to the folk of the valley once more.

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

Kingdom of Mulithor Shradian and Nudia the most vigorous assaults on


the new realms survival. This ended when, as
with all the realms of the north, Mulithor had to
stand with the Magi of the north to hold back the
goblin uprising during the War of Winters Cold,
once the war was done the realm was stronger and
well able to continue on. (With of course the
The history of the realm of Mulithor is long, and generous help of the northern Magi) The war saw
often bloody and cruel. The lands of the realm the old king dead though and no proper heir, so the
lie upon the western shores of the northlands, barons got together and voted a new king and a
and so it has had more contact with the western new line, the Vandimire. (Many point out that the
realms then most of the northlands, but this too Blackmoors had a better claim, but they had lost
has brought its own problems. so many men in the holding of the Kings castle
that they could not press the claim and survive the
war that would follow)

From that point on the realm has grown, shrank


and expanded again, ever at odds with its southern
enemies of Shradian and the eastern boarder fights
with Nudia. Add the constant problem with
goblins out of the woods and the realm has seen
plenty of war and battles.

With the northern alliance against the Magi and the


realm of Shradian, Mulithor took on a leadership
role and it was with its king that the many battles
were won for many credit being given to him alone
with the final defeat of Shradians mad queen and
the holding of the alliance together.
The kingdom started as the duchy of Mulithor,
and was the northern most holdings of the realm Soon though, the war of the Dark Heart began to
of Shradian. Long had the duchy been a part of rage and the castle was sacked and burned. Years
the realm, and its history lies even further back after the war had ended the king began to build a
into the past with that lost kingdom. It is during new castle, one with roses carved all about its wall
the second brothers war though, that the duchy and corners. Called the Rose Castle, it stands
broke away from Shradian proper, and from then today a bright and shining testament to a wondrous
on was simply known as Mulithor. creation. Pity is has seen so much blood flow
down its walls.
After the split from the older realm, the Duke of
Mulithor, along with the support of his barons Ever since then the realm has kept an active role in
Blackmoor and Hacherd began the realm with a the politics of the region and none in the north see
new energy and vigor. them ever stepping side.

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

Nudia other in most things.

One of the oldest surviving realms in the north,


the kingdom of Nudia has had a long history of
war, defeat, rebirth and growth. Its kings are
well known for their skills in diplomacy and the
art of deceit, and their armies have marched into
just about every realm at least once in the past.

Nudia started as a freehold with the building of


the Tower of Iron by the Warlord Fargus the
bold. Soon the tower attracted a town and then
more and more peasants arrived with the offer of
protection and free lands.
!

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.

The realm has seen its times of trouble and will


soon see one again, for the king is dead and his
young queen out of the east must try to hold the
realm together for her five year old son, for if
she cannot, there may well be no thrown for him
to inherit.
!

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.

The scandal that came with the new queen was


long and difficult, for most of the nobility had
assumed he would take a good, stout northern
!

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.

Below the tall walls lies the town of Orthimar


and the docks of the realm.

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 !

meeting hall of thieves, killers


and bandits.
Master Barth:
A crafter of some note 21
Castle Ithmoor
Home to the royal family of Ithgar, the castle
has seen wars, siege and goblins attacks of one
sort or another. Still it has stood strong, till of
late. Now goblins walk its walls and courtyards
and the servants creep in terror of the duke and Ithmoor Castle
his foul magic. The castle itself is a simple one,
small by most standards, but its thick walls and
tall front towers have served it well so far.

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.

The Moors of Torren


A long stretch of soft grass and dells, the moors
offer peat bogs and low lands, which during the
spring turn marshy. Home to a clan of centaurs,
the Hawk Riders are a proud clan, made of
strong warriors and hunters. Mist covered at
night and the early morning hours, the moors
can be a wonderful place as the flowers of spring
rise and the whole land turns to a carpet of color.
In the winter though, the moors are a hard place,
cold, wet and fog shrouded.

Many a traveler has gotten lost in these dells, to


never be found again. snow pack swells it to brimming. Running over
the river from the town to the castle is the Rose
The River Mord Bridge, also called such from the roses cared from
The river Mord ends its long run through the stone that sit about all four corners. Small walls,
north woods at the feet of the Rose Castle and watch tower and gatehouse sit at both ends of the
Oak Gleen. Slow and wide by this point in its bridge and this is the only point of the river that it
long wondering run, the river is usually tame, can be crossed save by swimming. During the
save during the spring when the mountains spring no place can be crossed along the whole
river save by the Rose Bridge.
!

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.

The royal house, the keep, has stood strong for


many years now and stood the test of battle
more then one.
Castle Wier !

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.

The tower sits high on a hill. Looking over the


woods and below lies a large circle made of
stones and brush. Here Magi come and go using
magic. A short climb up some stone stairs and
one stands before the towers main door. The
tower is built of hard, great stone, thick in its
walls and topped with a roof of copper tiles.

The tower is magically protected from scrying,


detection and magical entry. Guarding the
whole tower is a great stone Golem, named
Thunderfoot. Shaped like a great northern
warrior of old, stone shield, sword and furs
cover the great creature, blank eyes always on
the watch for intruders. It is commanded to kill
any that try to enter the tower without the
permission of the controlling Magi or the
Magus. The Master of the tower holds an
Amulet which also controls of the golem, only
three of which are known to exist, one in the
hands of the Magi Xian, one was said to be held North Tower
on a cord about Morticians neck and one is held
by master Cor on the Isle of the Magus.

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.

The Collage of the Northern Lights Red Tiled Castle


A tall tower holds this small collage of mages Castle with four watchtowers, three gatehouses,
and sages. They train many of the mages of the wall, moat, great hall, stables, training yard,
north and here some small study on the nature of prison cells, two catapults, three arbalests
the world and the natural world are done. The
collage is small and exclusive, but for those that
can pay, a good education in the art of wonder
and the fields of natural science are gained.

The collage is mastered by the mage Yorith and


his three fellow mages, Hithmorrtith the white,
Marrow the old and Nerith the younger. These
three along with a few aids and apprentices teach
the students that come to them and also offer aid
to those that are willing to pay for their skills and
lore.

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.

Red Tiled Castle

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.

The Stone of the North


The giant stone of the north lies alone in the
plains. Wind swept and cold, the stone has stood
here for ages, a guardian of the lands magic and
the scene of many battles, both magical and
mundane. Often the stone is used as a gathering
place for the kings of the north and as a rally
point.

During the War of Winters Cold, one of its major


battles was fought here and two kings died at its
base as the goblins swept over them and their
Rose Castle men.
!

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.

Tower of the Sun

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

Princess Yarmia Borden


The young maid of the realm, while plain, she
has an inner beauty that few can match. Kind,
generous and smart, she has looked after her
The Raven Prince and his sister Yarmia father since the death of her mother and in some
before he left seeking adventure ways has looked after the realm while her older
brother was off having the time of his life.
!

While many suitors have come and gone,


none have taken her heart and so she
remains a maid.
30
Darf the Hammer
(Warrior)
Glasborg
Lord Duke Markus Mernono
Fast friend of the raven prince and a fellow (Mage)
adventurer, the two have seen much of the world Lord of the land and a well respected mage in
together. A true friend to the young prince, the his own right, the duke is the 10th in his line to
dwarf has returned to the north to aid his friend in hold the title, and he means to pass that on to his
the running of the realm. Gruff, hard and own son or daughter some day. A cautions man,
somewhat of a drinker, he still is a terror with the he is well known to think through his plans, to
great hammer of his and few dear to ignore or weave plots into plots and to manipulate his foes
confront him. to his needs and ends.
Power Level: 10 Alignment: Good
Skills: Berserker, Dwarven Crafter Power Level 14 Alignment Neutral
Equipment: Skills: Arcanum 10th, Elementalism 7th, Battle Magic
Great Hammer (Magical, offers bonus to combat) 1st, Visions 1st, Enchanting 1st, Lay Magic 10th
Chain mail Equipment:
Staff of the Duke (Offers a bonus to combat and
Court Mage Ithmar the Gray protection form mundane and magical attacks)
(Mage)
Lord mage of the castle and an old friend of the
king. These two have had many adventures over
the years and Ithmar has been both a strong ally to
the king and at times has saved the realm. His
skills are growing slow now, and he is stooped
with age. Still he is quick on his feet and many
would be hard pressed to keep up with him at
times. The old man bit is mostly an act.
Power Level: 8 Alignment: Good
Skills: Arcanum 8th, Wizardry 8th, White Magic
7th, Battle Magic 4th, Visions 3rd
Equipment:
Staff (Magical, aid in the casting of spells) Ring
(Offers some protection from harm)

Duke Markus Mernono


Caer Darkstone
The Ivory King, Nord Power Level: 14 Alignment: Neutral
(Warrior) Skills: Berserker, General, Trader
King of the hold, Nord is an old war dog, aged, Equipment:
grumpy and proud. He has seen the hold Great Hammer (Great Magical combat bonus)
diminished some over the years and likes it not. Plate Armor (Magical, added protection and
Now the fool duke has taken the realm below and wards against foul magic)
he will have to go to war to keep the goblins out of
the valley. No he is not happy and all around his Holds the Void stone, a large white gem that
feel his grumpy outburst. offer the user mastery over all levels in the Void
Mastery School of Magic
!

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.

Currently he works to bring the dwarves of the


mountains into his grip, and war will come soon
with them.

When not plotting the fall of the north, he spends


his days sacrificing the town folk, doing blood
rites and summoning demons to do his will.

Power Level: 15 Alignment: Evil


Skills: Arcanum 15th, Summoner 15th, Black
Magic 10th, Void Mastery 15th
Equipment:
Talisman to the Gozer
Stone of Cold (A stone like demon heart)
1. +50 MPS.
2. -10% Mps cost to summon demons
3. +5 RL to control demons
4. Summon demon horde once a turn for free.
Sword of Dark Souls Fire
Long sword
1. +3 OCL, +3 Damage
2. +3 Armor
3. All wounds do not heal save by magic, and a
remove curse Duke Leto Ithgar
Has bond to him the following.
Minor Air demon as a bodyguard
(Named Shithgarrbithcor)
An Imp, named Buthgort
The Earth Demons Gampth walks the castle at
nights.
!

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.

He wants to marry his ugly daughter off to one of


the Magi, hell what else would she be good for,
she so damn ugly after all. (As he says to her all
the time.)

He fights his wife every day over anything, for


they hate each other, but remain in the same
castle, as they must. Being King is heard he thinks
and says.

Power Level 0 Alignment Neutral


Skills Diplomat King Derbinia (With his ever present wig)

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.

A good man all in all, he truly sees his role as the


protector of his realm and his people.

Power level 0 Alignment Good


Skills Diplomat

Princess Gilithia fills her fathers cup, some think


!

that some day it may well be filled with poison

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.

Married off at a young age by her father to the


older king of the realm, she did what was asked of
her, for the king paid the dowry and has made her
welcome. So she mourns his passing, for he was
kind to her.

She fears for her son though, his accidents,


something she is beginning to think may not be so
accidental, his future and his spirit, all worry her at
times. Such an odd child he is.
Queen Beinthia
Power Level 0 Alignment Good
and one of her suiters
Skills Healer

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

Power Level 17 Alignment Neutral


Skills: Arcanum 15th, Elementalism 15th,
Alchemy 10th, Battle Magic 10th, Circle Magic 5th,
Conjuration 5th, Dark Arts 5th, Enchanting 10th,
Golem Mastery 10th, Illusions 5th, Lay Magic 10th,
Magi Ways 10th, Natures Ways 8th, Necromancery
8th, Resistance 8th, Scribe 5th, Shadow Magic 5th,
Sorcery 3rd, Summoning 2nd, The Art 5th, Trans- The Silver Tower of Shillith
formation 4th, Weather Mastery 10th, White Magic Shim the Light
4th, Wizardry 3rd (Warrior)
Equipment The current lord of the Silver tower, he is a well
Rapier (Magical, with several magical bonus to hit known blade master and a skilled teacher of the
and damage) elven art. He sees his duty to keep the elves alive
Ring of Guarding (Offers the protection of full in the north and dreams of returning the dragon
plate armor) crown to its true lord.
Ring of the Magi (Offers control of vast amounts Power Level 15 Alignment: Good
of magic and bonus to casting spells form the Skills: Blade Dancer
Elementalism and Magi Ways Schools. Also allow Equipment:
use of any travel circle set before a Magi tower, The Sword of dreams
and entrance into most of the room in Caer Magus) A long sword made of Erg
Several minor magical weapons and potions, 1. (High level of bonus to combat)
which she offers as gifts and bribes. 2. Can parry one attack a combat.
3. Detects evil and danger with a soft
Two Fangs glow of blue light.
A huge troll, Xian makes him bathe at least once a Elven Chain Mail
week, so he doesnt smell like most trolls do. He
is loyal to the bone and more then willing to kill The Lady Immth
anyone to see his mistress safe. (Mage)
Power Level 12 Alignment Neutral Wife to the towers lord and a skilled mage, she
Skills Tracking sees her duty as that of supporting her lord and
Equipment keeping the elven flame alive. She is a skilled
Great sword (Magical, will cut through any mage and her rangers are well known and feared
material, like it was made of cloth) by the goblins of the woods.
Chain mail (Magical, offer protection from magic
and magical attacks) Power Level 12 Alignment: Good
Skills: Arcanum 12th, Wizardry 12th, White Magic
10th, Natures Ways 8th
Equipment:
Staff of Light
(Bonus to spell casting, some combat modifiers)
!

She has trained X10 rangers


(See description below)

36
N

50 Miles
100 Miles
!

!"#$%&'())
*%+&*",-.%/0&"1&23$+#/"/(-

*%+&8#+($&!"#$%&=""<.

*%+&4/:+#&2"#<
4".+&5(.$)+

*%+&*",-.%/0&
"1&6(7&8)++-

*%+&2""#.
"1&*"##+-&

*%+&43/-.&"1
9%/:;/))/$%
!
!
!
!
!
All games available at
(Click on the name to visit their site)

RPGNow.com

e23.sjgames.com

wargamedownloads.com

wargamevault.com

Yourgamesnow.com

Drivethrustuff.com

     




   
   



 
 


If you like this product, try other games from Avalon Games

Arcanum
An exciting adventure game of magic, glory and exploration. Set for 2 or more players,
the game uses a unique chip system to resolve all events and encounters. Now with four
great expansions.

Board Games
Avalon makes some great board games, great games at a great price. Arcanum, Mystic
Adventures, Dragon Lords and Junkyard Wars are but a few of our great titles.

Battle Tiles
Battle Tiles, Avalon Games, is a fun, and exciting way to improve your gaming
experience. Use these high quality map tiles to create new and challenging battle arenas
for your miniature gaming, or use them to create maps for role playing games of all types.

Each square is set to a 1" to 5 foot scale, and each tile is created so you can interconnect
them with other tiles to create massive settings for adventure and battle.

At a cost of less then fifty cents a page, and hundreds of possible combinations, you can't
go wrong with Battle Tiles, so get started and have a battle to remember.

Avalon Clip Art


Avalon has tons of artwork, all ready for you to use. Great art for a great price is our
goal, so grab a handful right away.

Character Portraits
Need a fast picture of what your character looks like. These professional, full color works
will fit the bill.

Each set comes with 10 full color portraits of different fantasy characters, each suitable
for use in all of the most popular role-playing games.

Sets 1, 2, 3, 4, 5 and 6 are all ready for download, so go get 'em.

Mini-Games
Avalon Games is happy to offer tons of little games, that we like to call Mini-Games,
and with over 30 titles, you are sure to find one or more games that will blow your mind.
Little, however, does not mean lame. No, these are great gaming gems, just in small bite
sized forms. Fun, fast and cheap, they are a great way to get some gaming fun into a
short block of time. Have a look, you might be surprised at what you find.

Worlds of Wonder
Worlds of Wonder is a fast, simple to play RPG system designed for use by advanced
players who wish to create detailed characters without having to roll on endless charts
and deal with endless rules.
After 30+ years of playing, running and designing games, be they RPGs or board games,
we at Avalon have come to one conclusion. Its not the games rules that make it
enjoyable, but the people you play with. With that in mind, Worlds of Wonder takes the
most important aspect of any RPG, the character creation, and tries to offer players, and
their GM, the tools needed to make the time spent playing together well worth the time
spent creating the characters.

Worlds of Wonder Expansions


Want more Worlds of Wonder? Try one of the many expansions for the system. More
monsters, foes, magic, skill sets and gaming stuff to keep you occupied for weeks,
months, hell maybe for a lifetime. Ever expanding, the WoW system is made for gaming
fun, so dont wait, have an adventure and enter Worlds of Wonder.

Arcana
Arcana is generic world, designed for use with any Fantasy RPG System, and so
the information presented here and in other Arcana expansions will of course be a
bit vague as to stats, levels and powers. The intention is to give the GM and
players a world rich in personality, history and depth, one where they can seek
adventure, but use any RPG system they feel most conferrable with.

The basics of the game world are presented here in the core book, but as
expansions are released, the complexity of the world will grow as more and more
of its history, dangers and wonders are explored. When it is all said and done,
Arcana will become a vast world of detailed and expansive depth, one where that
you and your friends can full explore.

Game Geek
Avalon's Monthly game magazine, inside you will find tons of gaming goodness, free
games, add on materials for many of Avalon's titles, and a monthly sections dedicated to
S&G, Battle Axe and Arcana. Great game stuff each and every month.

Avalon is a proud participant of Kiva,


making loans that change lives.
   

Avalons premier game system the S&G battle system allows you to play skirmish level
engagements, and do so with a fast, easy to learn system that also allows for endless
expansions and genres. With S&G you can fight battles between fantasy based elves and
rocs, or blast off into the cold hard future with space marines and aliens.



 Weapons and Armor
' 
Warlord Grom Weapons As mod Damage mod Notes____ 
 Scimitar
Dagger
-1
+0
+1
-1
-
-



Special Abilities
&"  $ !(%
" & 
(
' !  # #% ' !! 
  %! '
 &%.,    
  ')     !  
*
'" $!'%
%!!#  
%'   %!&% " %
 &## "!'  " 
)  % ')     %
    #  !!'*
%  %!  !'
("   $ !&%
 ( Health   ##  %
#'  %  '
 *#&  & %&% &
 ! %&(#) !
 ) '*  "#&
  % '
  )  "'
+-&-.& 
    ' "   ( &"
  )   " &$ .+  '

 Lamia


 


Major
Glory

Gyea


Battle Axe is a simple to play tabletop system for skirmish level
battles. Using cards instead of dice, you will find the game to be
less luck based and much more tactical in nature. The rules and
cards provide here will be enough to get you started, and new
characters and rule expansions are on the way so you can continue
to increase both the size and composition of your War Bands.
If you liked this game then try one of Avalon Games many Mini-Games, such as
Battle Armor, a great game of future war.

(Click here to visit this products page at RPGNow)

The plasma burst exploded too close for Chaves comfort. He


kicked in his jet booster and moved to a new location before
the enemy could pin point his position. As he leapt into the
sky, the jets sending him high over the alien trees, Sgt.
Chaves made a quick recon of the battlefield as it appeared
below him. On his heads up display, sensors marked where
each of the other four members of his squad were located and
where the enemy troopers where positioned or as best he
could tell from what his scanners were telling him.

As he hopped over the terrain he became exposed and


incoming fire began to pelt his armor. Best to stay low, he
figured as he hit the ground running. Over his
communication link, the lieutenant was yelling at Private
Jones to lay down suppression fire on the enemy units set up
on the low hill to the right. Another day in the Core, Chaves
sighed, as he headed off to that same hill to kill more of the
enemy.

This is Battle Armor, the second Mini-Game by Avalon


Games. Wars in the future will be fought by heavily armored
warriors. Powered Battle Suits will rule the battlefield since
they allow each man to pack the firepower of a battalion.
Mobile, heavily armored and capable of laying down a path
of destruction like no other weapon ever made, the Powered
Battle Suit will rule the future of warfare.

Das könnte Ihnen auch gefallen