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The Rjurik H
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Written by Anthony
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Highlands
Pryor
rown
rrie A. Bebris
S. Boomgarden
by Tony Szczudlo
Tadiello
y Starr Mahoney
arnett
n Otero
iesel
ett and Shan Ren
Bob Galica
. Kerkstra
n by Dave Conant
TSR Ltd.
120 Church End
Cherry Hinton
Cambridge CB13LB
United Kingdom
Inc. All TSR characters, character names, and the distinctive
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the book trade for English language products of TSR, Inc.
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table
Introduction
The Rjurik People
The Rjurik Lands
The Taelshore
The Siren's Realm
Halskapa
Rjuvik
Stjordvik
Svinik
Other Taelshore Domains
Taelshore Tribes
The Northlands
Realm of the White Witch
Blood Skull Barony
Hogunmark
Jankaping
Northland Tribes
Other Northland Domains
The Wild Lands
The Giantdowns
Hjolvar
Khurin-Azur
Kvigmar
Lluabraight
Urga-Zai
Other Wild Lands Domains
Wild Lands Tribes
Personalities
New Rules
Tribal Characters
The Druids
Bards
Special Dooms
Rjurik Warriors and Recruitment
Adventure: Njalgrim's Doom
1: Apparition
2: Scarlet Baron's Fury
3: Sword of Doom
4: Njalgrim's End
5: Epilogue
Spectral Scion
e of contents
3
4
17
19
21
22
24
26
28
30
32
33
35
36
38
40
42
45
46
48
50
52
54
56
58
59
60
61
72
72
73
74
75
79
81
82
83
92
93
95
96
the northern ho
realms th
he northern highlands of Cerilia are
harsh and unforgiving, known for their
T Tvast stretches of evergreen forests, icy
rivers, grim mountains, and rocky coastlines the R
constantly pounded by harsh and unforgiving Like
surf. Great dangers lurk in the highlands—nat- ment
ural dangers in the form of brutal weather, this p
uncharted wilderness, and fierce predators, plus ture o
native dangers even more terrifying because of to lay
their intelligence and cunning: the cruel Blood who w
Skull orogs, the goblins of Urga-Zai, the fero- Pa
cious trolls and ogres of the wild places, and the of the
ever-present threat posed by the awnshegh detail
known as the White Witch. Rjurik
state
introduction playe
mend
PCs)
be us
acters
The spring and summer seasons are short by hu
here, while winter is long. Snow and icy rain awnsh
assault the land mercilessly, driven on biting Pa
north winds. The plants and animals of the perso
northern highlands are hardy and resource- to be
ful—in demanding conditions such as these, Four
only the strongest survive. camp
The inhabitants of this rugged land are tribal
every bit as tough as the region itself. These and n
people are the Rjurik, the descendants of the Th
followers of the ancient god Reynir, who are grim'
now dedicated to the nature deity, Erik. blood
In the Rjurik realms, fierce independence to red
and a deep sense of honor are the rules. Here, erful
loyalty to one's family and companions is a Th
higher and more important loyalty than that detai
owed a sovereign. To uphold these ideals, the sheet
Rjurik are never slow to defend their realms of the
should an external threat arise—their bravery illustr
and skill at arms are legendary across Cerilia. that m
This volume chronicles the history of the well a
Rjurik people and describes all their varied
kingdoms and those who live there—the brave,
the wicked, the noble, and the fearsome. Here
may be found the story of the Rjurik and the
lands they call home.
ow to use
his book
T he Rjurik Highlands describes the wilds
of northwestern Cerilia, where dwell
the fearsome but honorable warriors,
Rjurik, and their unique druidic priests.
the previous campaign-expanding supple-
ts, Ruins of Empire and Cities of the Sun,
package is designed to give a complete pic-
of the lands and peoples it addresses and
y out the realm for use by DMs and players
wish to rule its varied kingdoms.
art One of this book presents an overview
e Rjurik realms as well as history, social
ls, and other useful information about the
ik people. Part Two describes each Rjurik
in detail. Some nations are ideal for rule by
er characters (PCs) and are listed as recom-
ded, while others (listed as not available to
) are home to powerful NPC rulers and can
sed by DMs as antagonists for player char-
s. Still others (usable by the DM) are ruled
umanoids, monsters, or even the twisted
sheghlien.
art Three of this book details prominent
onalities of the Rjurik realms—those likely
e encountered by player characters. Part
r introduces new rules for Rjurik-based
paigns, such as guidelines for running
l chieftains, new Rjurik character kits,
new military units.
he final section of this book contains Njal-
's Doom, a Rjurik adventure that sends a
ded character and companions on a quest
deem a slain ancestor and destroy a pow-,
magical weapon.
his product also contains a poster ma
iling the northwestern realms, six card
ts portraying various locations and aspects
e Highlands setting, and a set of war cards
rating the various military forces
might serve player characters—as
as those that might oppose them.
T t hhe modern Rjurik are
descended from a nation
known as the Rjuven,
followers of the god Reynir. The
rjcurrent culture reveres Reynir's
successor, Erik, and continues
the tradition of respect and
pprotection of the woodlands and
streams. Every member of Rjurik
society from the mightiest jarl to
the youngest child recognizes
Erik's druids as wielding the
true power in these lands.
The Rjuven were a tough, semi-no
race who lived in the wild forests and p
Aduria, honing their skills as herd
hunters, and warriors. Though proud o
ancient lands and reluctant to leave the
threat of the Shadow forced them to m
north, away from the growing danger.
the coming of
the rjuven
Along with the Brechts, the V
Masetians, and other refugee
the Rjuven fled the growing da
in the south for the wild (and at that
safe) reaches of Cerilia.
The Rjuven settled along the edges
northern woods, in the regio
known as Jankaping a
K Taelshore kingdoms. Life i
frontier kingdoms was har
*"rdeep woods were home to the
who were highly suspicio
resentful of the huma
suddenly chose to appr
their ancestral land
forests were also riddle
Jj| marauding ba
fr^f gnolls, orogs
and other dan
creatures. W
were har
summers
*but the Rj
people accus
to hardsh
deprivation, su
and even prospered. The
settlements grew into t
cities. Nomadic Rjuven
he# ranged far and wide to penetrate the
junk forbidding dark woods, battling
many dangerous denizens and
pressing to the very borders of
people the ancient elven realms.
High in their slender towers,
concealed behind walls of
illusion, the minds and spirits of
the elf-lords were allowed the
luxury to wander far from the chaos of tem-
omadic poral existence.The presence of upstart,
plains of short-lived humans, however, impinging on
dsmen, the ancient forests and bringing their strange
of their gods and barbaric ways, forced the elven
em, the rulers abruptly back to reality. Human settle-
migrate ments now existed deep in the forests, and
hunters and foresters roamed through
regions once believed by the elves to be
theirs alone.
For their part, the Rjuven treated the wood-
lands with respect and maintained the balance
of nature when they hunted, fished, felled
trees, and built settlements. Still, they were
humans, and were driven by a near-instinctive
Vos, the desire to explore, travel, and settle, and the
tribes, elven realms were in their path.
arkness
t time,
war withs of the
ons now
the elvesand the
in these
rd—the N o one knows who really started the
e elves, war, but the undisputable fact is that
ous and it did begin. Territorial squabbles
ans who escalated into murders, raids, reprisals, and
ropriate finally full-scale conflict. At first, the elves
ds The were pushed back by the upstart humans who,
ed with encouraged by early successes, pressed deeper
ands of into the woods and threatened the royal
s, trolls, domains of the elf-kings themselves.
ngerous Perhaps conflict could have been avoided
Winters had either side chosen to stop and offer parley.
rsh and But neither elven arrogance nor human ambi-
s short, tion would allow such a course, and soon, as
juven, a elsewhere in Cerilia, elf and man* were locked
stomed in a death struggle.
hip and Though defeated in the early stages of the
urvived conflict, the elves struck back hard. The Rjuven
heir tiny suffered terribly from the scourge of the Hunt
thriving of the Elves—the gheallie Sidhe—those stern elf
n tribes warriors set to the task of exterminating
humans. Rjuven settlements in the woods were
sacked and burned, their inhabitants put to the
sword. Individual hunters, trappers, and
foresters were pursued and slain. Soon, the
Rjuven were driven out of the forests and the
elves, sensing victory, sent scouts and raiding
parties into the heart of the Rjuven realms.
The elven victories were not without cost,
however. The Rjuven contested every inch of
ground and fought to defend their towns and
homesteads. Though clearly outmatched by
the elf-lords' warriors clad in shining mail and
armed with terrible magic and enchanted
weapons, the Rjuven slew many enemies,
losses which the elf-kings, already suffering
from losses to the orogs, trolls, goblins, and
giants, could ill-afford.
In the end, the druids were the deciding
force. Although reluctant to intervene in the
conflict, the druids aided their people with
healing magic and helped refugees escape the
forests. Their attempts to negotiate with the
elves were rebuffed, but they remained disin-
clined to use their powers in battle, even as
the Rjuven were slaughtered and driven from
their homes.
When the old high druid Sigvar died, power
passed to his successor, Njarl Sunbow.
Younger and less conservative than his prede-
cessor, Njarl prayed to Reynir for guidance
and soon announced that the god had shown
him the way. The druids' powers were to be
turned to the defense of the human realms.
Reynir's priests and priestesses, with Njarl at
their head, marched into battle alongside the
Rjuven armies.
Overextended and faced with the unique
powers of human priestly magic, the elves
were forced back into their forests. Within a
decade, only the elven realm of Lluabraight
survived; the remaining woodlands lay either
in the hands of the Rjuven or with the elves'
ancient enemies, the humanoids.
maim
the shadow
r a time, peace settled over the
lands. The new Rjuven realms con
to grow, but the humanoid
remained, and the elves, still stingin
their defeat, raided into human territor
coming of Azrai, the ancient enemy fro
south, eventually brought the conflic
would change Cerilia and the Rjuven f
The elves, burning for revenge again
Rjuven, fell easily into Azrai's clutches,
the goblins, orogs, and other humanoid
The course of the struggle that follo
well known. On the verge of defeat, the
human nations, supported by the gods
selves, made their stand at Mount Dei
Reynir's chosen champion was the high
Erik, a direct descendant of Njarl Su
When at last Azrai and the other gods p
in the great conflagration, Reynir's power
to Erik, who rose up to take his place a
himself, the protector of the woodlan
eternal defender of the Rjuven (who
henceforth be known as the Rjurik in his h
Bloodied but victorious, the Rjurik retur
how bjarn saved
the raven
Once, there was a hunter named Bjarn
Fyrlaaf tribe. He was a skilled tracker,
all his tribe, none could best him with
He brought much game home to his
honored his parents and his chieftai
always expressed proper gratitude to E
druid for the bounty which the god pr
his people.
One day, deep in the dead of winter
wandered far from his tribe's campsit
snow was thick upon the land and gam
scarce, but Bjarn was a good provide
could not bear the thought of allowing hi
his wife, and his three children to go hun
Despite this, and despite Bjarn's gre
as a hunter, the entire day passed w
Bjarn seeing so much as a single deer,
or elk. As he prepared to return home
handed, Bjarn heard a loud, raucous
echoing from over a nearby rise.
Approaching stealthily, his bow
Bjarn peeked over the crest of the hill.
he beheld a fearsome ogre seated be
e high- their homelands and founded their modern
ntinued nations under the rulership of blooded nobles,
threat those touched by the essence of the gods. So it
g from was in the year called 0 of Haelyn's Count.
ry. The
rom the The elves, in the pivotal moment of the bat-
ct that tle, took the side of their human enemies
forever. against the living darkness that was Azrai.
nst the When the war was over, they remained in their
, as did forest kingdom of Lluabraight, but were soon
ds. beset by the goblins of Urga-zai, the humanoids
owed is of the Giantdowns and what is now the White
e allied Witch's domain, and the most powerful of the
s them- awnsheghlien, the creature known as the Gor-
ismaar. gon. So isolated, the elves of Lluabraight rarely
h druid interacted with the new-born Rjurik realms.
unbow.
perished the anuirean
r passed invasion
as a god
nds and T he Anuireans, under the leadership of
would the newly-blooded ruler Roele, took it
honor). upon themselves to unite all of Cerilia
rned to
n of the small campfire. In a cage nearby was a raven,
and in its feathers bedraggled, its eyes tired.
a bow.
"Fear not, friend raven," the ogre said in its
s tribe, harsh, croaking tones. "Soon your suffering
in, and will be over, for you will be my evening meal.
Erik the It is good, friend raven, for I have not eaten in
rovided many a long day."
r, Bjarn Bjarn felt anger in his heart at this, for the
te. The raven was sacred to his tribe. He knew,
me was though, that he alone could not best the great
er, and ogre, and he thought of a way to trick the
is tribe, ogre and set the raven free.
ngry.
eat skill Digging deep in the snow, Bjarn found sev-
without eral large rocks, which he carried down
rabbit, toward the ogre's camp.
empty-
s voice Striding toward the ogre, Bjarn bellowed,
"Hail, brother ogre!" in mock fellowship. The
drawn, ogre looked up with a bemused stare.
l. There
eside a Then the creature growled. "You might
make a good meal for me," he said. "But you
bear sword and bow, and might sting me
before you die. I will not eat you then, but will
instead eat this raven, which I just caught in
my trap."
"It is good, brother," replied Bjarn, "for I
am going to sup upon these delicious rocks
which I found. They are far more tasty than
your scrawny raven. Perhaps you would like
under their own relatively benevolent rule. But awnsh
the Rjurik had other ideas. New to the blood Wi
themselves, the stern northerners devoted
their efforts to strengthening existing king- an un
doms and founding new ones, all the while the ot
struggling against the power of the Blood early
Skull orogs and others. Around 15 HC, when son w
Roele marched his banners northward expect- the n
ing an easy victory over people he considered allianc
unenlightened barbarians, he was greeted with
an unpleasant shock. The Rjurik, tempered Kin
like a sword of naked steel in the ice-cold sword
forges of the north, proved to be more than Rjurik
the Anuireans' equals. They quickly drove and fi
Roele's armies back in defeat. foes,
empir
Believing themselves invincible, the Rjurik Hogu
kings of Stjordvik and Hjalsone (which would doms,
eventually be usurped by the Anuireans and consid
named Dhoesone) formed their own armies and
pressed south into the Anuirean provinces, but Th
were themselves defeated by the well-disci- mome
plined southerners. Rjurik tales of this period giants
are markedly anti-Anuirean in their tone and races.
speak of the southern invaders with a level of did no
hatred and venom usually reserved for the and tr
the dw
fortres
lins an
would
to join me?" caged
The ogre frowned. "You eat rocks?" he depar
asked, puzzled. "I have always been told that "En
rocks are not for eating." "I will
Bjarn laughed. "That is what we tell people, The
but in fact, rocks are among the tastiest and sight,
most satisfying food in the highlands!" He then behind
sat down and began to lay out the rocks in front the o
of him, as if for a fine feast. "Enjoy your scrawny long h
raven, my friend. I will enjoy my rocks." ogre b
opene
"Wait," said the ogre. "I am sure that my
raven is actually quite delicious. Perhaps I "Th
could share it with you if you would share bird. "
your savory rocks."
The
Bjarn hesitated and considered this. "I do
not think so, friend ogre. These rocks are "M
truly delicious." it said
with y
"Then I will trade my raven and this sack of as bro
gold for some of your rocks," rumbled the langua
ogre, gazing hungrily at the stones. your f
me, n
Bjarn thought long and hard at this. "Well, stag in
my friend," he said at last, "if you are truly so
hungry that you would give up your raven and And
your gold to share my rocks, I could not live the m
with myself if I did not behave generously. I days
will take your gold and raven, and you may raven'
have all of my rocks." Fyrlaa
and ca
With that, Bjarn humbly accepted the
heghlien and their most feared minions.
ithin a decade, Anuire and Rjurik stood at
neasy stalemate, neither able to overcome
ther through sheer force of arms. Roele's
disasters in the Rjurik lands were a les-
well learned, however, and he approached
northern rulers with offers of peace,
nce, and eventually, union with his empire.
nd words and diplomacy triumphed where
ds and armies could not. By 25 HC, the
k realms of Jankaping, Halskapa, Svinik,
inally even the Anuireans' most dedicated
Rjuvik and Hjalsone, agreed to join the
re as equals. The kingdom today known as
unmark remained a patchwork of petty jarl-
s, nomadic tribes, and monsters, and was
dered the empire's wild northern frontier.
he remainder of the region was, for the
ent, ceded to the orogs, goblins, gnolls,
s, elves, awnsheghlien, and other nonhuman
. The modern realms of Hjolvar and Kvigmar
ot yet exist, though small wandering bands
ribes of Rjurik called the region home, and
warves remained holed up in their ancient
ss, Khurin-Azur, beset by the Urga-Zai gob-
nd the minions of the terrible creature that
d eventually become the Gorgon.
d bird and the ogre's gold, and quickly
rted the camp.
njoy your meal, friend ogre!" he called.
l speak well of you to my tribe!"
en, as soon as he was out of the ogre's
Bjarn fled the place, covering his tracks
d him, determined to lose himself before
gre discovered his deception. Before
he was well away, though he heard the
bellowing in rage in the distance. Bjarn
ed the cage.
here, brother," he said to the captive
"You are free to go."
e raven looked at Bjarn, then spoke.
My gratitude to you, Bjarn of the Fyrlaaf!"
d. "And the gratitude of my people is
you. From this day forward, we shall be
others. Your people shall know the secret
age of the birds, and my people shall be
friends, messengers, and guides. Follow
now, and I will lead you to the greatest
n the forest."
d so Bjarn followed the raven, and slew
mighty stag. His people ate well for many
after that, and in years to come, the
's promise proved true. To this day, the
af are known as the friends of the raven,
an speak the secret language of the birds.
Rjurik membership in the empire
highs and lows. Most of the time, the no
ers minded their own affairs, paid taxes,
pated in imperial wars, defended the real
lived peacefully (but independently-m
alongside subjects of the Iron Throne.
Slowly but surely, the Rjurik, with
Anuirean assistance, settled the wild
transforming it into the realm now kno
Hogunmark. Elsewhere, the Rjurik
stood fast against the ravages of the n
man tribes of the Blood Skull Barony a
savage inhabitants of the Giantdowns.
hardy and exceptionally brave Rjurik ev
onized the Giantdowns, carving out
steads, farms, and small communities.
Autocratic rule rarely runs smoothly
ever, and a succession of emperors took
loyalty more and more for granted, aw
jarldoms to political allies, increasing
dragooning unwilling Rjurik warriors int
armies, and generally treating the
northerners with dwindling respect.
The decades-long struggle for succes
the faithful skald
I, Aethelstan, write these words. Hea
the tale of the skald Hruthila, who di
walk these lands, and who was, in he
the paragon of honor, loyalty, and duty.
It is said that, in the days when the
tribe and the Egilsvaar tribe foug
awnsheghlien, the chief of the Ylgar
Ingar, sought to bind the two tribes to
in a mighty alliance that would defe
enemy. He chose the skald Hruthila to
his offer of assistance to the elders
Egilsvaar tribe.
"Brave Hruthila," he said, "this mes
of the greatest importance, for if our tri
not ally, the tainted ones will surely d
us. Let nothing and no one stand in yo
as you deliver this message—not man, n
nor awnshegh, nor god."
Hruthila bowed her head respectfull
it shall be, great chief," she said.
Now it came to pass that the te
awnshegh lord called the Wraith did h
Hruthila's mission, and grew determi
stop her, for should she succeed, he a
kind would surely be defeated and sl
the united tribes.
One of the Wraith's foul powers w
ability to take on a pleasing shape, by
ing into his victim's mind and seei
8
had its the Iron Throne finally severed the last tenu-
orthern-
partici- ous threads of Rjurik loyalty to the Anuireans.
lm, and
minded) In 1030 HC, Stjordvik and Rjuvik were first to
h some declare independence, followed in short order
north,
own as by Svinik, Halskapa, and the other Rjurik
realms
nonhu- realms. Hjalsone, long since taken over by
and the
. A few theAnuireans and renamed Dhoesone,
ven col- remained loyal to the empire, though today it
home-
exists as an independent Anuirean nation.
y, how-
k Rjurik The shattered empire, caught up in a pro-
warding
g taxes, tracted power struggle, could do little to stop
to their
its wayward provinces from slowly falling
proud
away. Soon, the now-ruined empire was no
ssion to
more, and by 1100 HC, the Rjurik were once
ar now
id once again masters of their own lands.
er time,
. Since that time, the Rjurik have lived peace-
Ylgarri
ght the fully with each other, united by the need to
rri, one
ogether defend themselves against the threat of the
eat the
o carry awnsheghlien and the humanoids. Although
of the
wars did flare up between the Rjurik kingdoms
ssage is
ibes do and jarldoms, this was rare; the northerners
destroy
our way innermost desires. Thus, he looked upon
nor elf, Hruthila as she rode determinedly through
the forests, and saw there a shape that would
ly. "So bewitch her.
errible As Hruthila rode, she came upon an old
hear of woman. Looking closely, she saw her own
ined to beloved mother, whom she thought lived in a
and his far province.
lain by
"My dearest daughter!" declared the woman,
was the opening her arms and inviting a warm embrace.
y reach- "It has been long and longer since I last set eyes
ing his upon you! Come and sit with me and tell me of
your life and your adventures!"
"Greetings, mother," said Hruthila. Then,
though her heart was heavy, she said, "I
would stay with you and speak of many things,
but the great chief Ingar has set me a task,
and as a skald, it is my duty to fulfill it. I must
go on my way."
And though her mother stood beside the
road and wept bitter tears, Hruthila rode on.
Determined to sway the skald from her
mission, the Wraith then took on another
shape—that of a small child.
"Please help me, oh beautiful skald," he said,
tears streaming down his face. "My mother and
father have been taken by the orogs, and I am
alone in the world. Please rescue my parents, so
that I may once more sit with them and tell
them how much I love them!"
But as much as it hurt her, Hruthila hard-
ened her heart and left the little boy. She rode
saved most of their energy to fight the far more the
common humanoid invasions and uprisings.
life
In 1514 HC, Zhullik, the Scarlet Baron, led
his orogs and gnolls in a massive invasion of T
the Taelshore kingdoms, but was himself slain
and his armies scattered in the epic Battle of almost
Innsmark. The torch of leadership was taken the Rju
up by the current Scarlet Baron, Thrakkazz,
and the threat of the humanoids, combined Des
with that of the White Witch and other ways, t
awnsheghlien, continued unabated. They a
are res
Isolated throughout most of their history, accom
Rjurik lands have recently begun to open up to weave
the outside world, with Anuirean and Brecht scouts
traders and adventurers arriving in the popu- across
lous Taelshore lands. With foreign influence Rjurik
spreading, the more traditional nomadic and of livin
wilderness-dwelling Rjurik feel more and more ened a
removed from their urban cousins, and with fear vir
this feeling of distance, the seeds of conflict
have been planted.
on, trying to shut out his piteous wailing as it defend
faded into the distance. Wit
Growing frustrated, the Wraith took on the smote
guise of the great god Erik, lord of the forests. reache
He grew tall, his skin became gnarled like the the no
bark of a great fir tree, and his hair turned worm f
green and shaggy. He stood in Hruthila's
path, his branchlike arms extended. "I am
have b
"My daughter!" he cried. His voice was like and tri
the rushing of many pine boughs. "You have For tha
done well to follow your duty, but I have a
greater task for you. I am Erik the druid, With
father and protector of all the Rjurik. I decree about t
that you must travel far to the south and for- was no
get the task set you by Chief Ingar."
"Go
Hruthila bowed her head respectfully, but Erik, h
continued to ride. "The W
est des
"Great Lord Erik, I beg you forgive my could n
insolence," she said, "but I gave my word to the ho
the great Chief Ingar that neither man, nor Go, da
awnshegh, nor god would hinder me in my truly b
mission, and a skald must always keep her
word. I must go on." Hru
great c
"So be it!" bellowed the Wraith, casting Egilsva
aside his disguise and rising up before her in tribes
his true form. A tall, hooded shade with burn- awnshe
ing eyes and a sword of terrible, icy metal and we
loomed in her path. "You would not stop for have m
your family, nor for the innocent, nor for the known
gods, but now you shall stop for death!" and du
With that, the Wraith rushed at Hruthila, I, Ae
who drew her own sword and prepared to
r
e rjurik
estyle
T he inhabitants of the wild highlands are
still a strong, independent race pos-
sessed of a fierce warrior spirit and an
t unquenchable survival instinct. These are
urik, followers of the nature god, Erik.
spite their outward ferocity and insular
the Rjurik are a kind and caring people.
are well versed in the ways of nature and
spectful of Erik's wild domains. They are
mplished artisans, poets, singers, and
ers. The skill of the Rjurik as wilderness
s, trackers, and hunters is legendary
Cerilia. Few outsiders would dare enter
lands with hostile intent, for centuries
ng in this rugged wilderness has strength-
and emboldened its defenders until they
rtually no foe.
d herself.
thout warning, a great thunderclap
the forest and a vast and terrible arm
ed down from the trees, plucking forth
ow-terrified Wraith as a robin plucks a
from the ground.
m Erik!" echoed a fearsome voice. "You
blasphemed against me, taken my form,
ied to deceive one of my chosen people!
at you shall be destroyed!"
h these words, the giant hand closed
the fearsome awnshegh, and the Wraith
o more.
o on your way, daughter of Reynir," said
his voice growing soft and comforting.
Wraith thought he could see your deep-
sires and use them against you. But he
not see that which is deepest in you—
onor and love you feel for my people.
aughter Hruthila, and know that you are
blessed."
uthila completed her mission, bringing
chief Ingar's offer of alliance to the
aar. With the alliance sealed, the two
joined forces and destroyed the
eghlien who had plagued their lands,
ere forever free. Hruthila went on to
many more adventures, and was always
n for her heroic sense of love, honor,
uty.
ethelstan, wrote these words.
IT, 9
In appearance, the Rjurik are typic
and heavy-framed, with broad sho
strong arms, and powerful legs. It is s
even the most retiring Rjurik maide
skilled as a Brecht swordsman and as f
a Vos berserker.
Most Rjurik are blond or red haired
hair, which is exceedingly rare, is consi
sign of a particularly ill-fated individua
thought to reflect a black temperam
proof of this, many Rjurik inflicted w
curse of battle rage—a combat frenzy
to that of the Vos berserkers but, in the
view, invariably tragic and fatal for b
rager and his friends—are black-hair
Rjurik generally consider this proof po
the doomed nature of black-haired indi
Rjurik men and women wear their ha
and tend to keep it bound or braided
venience. In many Rjurik tribes, outc
marked by having their hair cut off
heads shaved, so short hair is generally
ered the mark of an undesirable ind
The short hairstyles of the Anuirea
Brechts are often pointed to as inheren
of their untrustworthiness.
As a result of adaptation to thei
homeland, the fair-skinned Rjurik
warm climates. Rjurik travelers who v
southern lands, especially the Khina
doms, tend to complain about the clim
usually drive their companions to dis
by constantly harping on how much th
the cool northern lands.
Rjurik clothe themselves simply. A
and when at leisure, Rjurik folk pref
tunics, sometimes with colorful embro
the cuffs, collars, and hems. These ar
• worn with elaborately-tooled belts with
buckles, and low boots or sandals.
, While traveling, hunting, or otherw
\ side the home, Rjurik men and wome
favor loose shirts, trousers, and high,
crafted boots.
Little difference is evident b
clothing worn by males and
in Rjurik society,
colo
a
cally tall tan, and yellow are usually preferred by women,
oulders, and darker colors such as red, brown, black
said that (and occasionally blue) are favored by men.
en is as Clothing in blue or purple is rare and expen-
fierce as sive, for the dyes used for such colors must be
imported from southern lands.
d. Black
sidered a Rjurik embroidery is exquisite, and is
al, and is admired throughout Cerilia. Embroidered
ment. As bands or panels are used in this region to
with the brighten otherwise unremarkable garments.
y similar Traditional subjects for embroidery include
e Rjurik fanciful knotwork, highly stylized animals
both the and monsters, and images of gods and
red. The ancient heroes.
ositive of
ividuals. During the winter, Rjurik wear heavy wolf-
air long, skin or bearskin cloaks. Felted or boiled wool
for con- and other warm, insulating fabrics from the
casts are south are favored trade goods, for which the
or their Rjurik pay handsomely.
y consid-
dividual. The strength and skill of Rjurik warriors are
ans and famed throughout the continent, as is the
nt proof quality of their weapons and armor. In battle,
Rjurik can be recognized by their steel caps or
ir frigid their unique goggle-helms. Favored weapons
dislike include the long bow, spear, broad sword, and
visit the the great two-handed claymore, originally
developed to defeat the heavy armor of
asi king- Anuirean knights. The Rjurik favor chain and
mate and ring mail, and have developed an improved,
straction double-thickness chain mail which provides pro-
hey miss tection almost equal to that of Anuirean plate.
At home rjurik economy
fer long
oidery at Traditional Rjurik tribes are semi-nomadic,
re often spending the spring and summer roaming the
h fanciful land to hunt, fish, and gather food. During the
fall, as the weather grows colder, the tribes
wise out- settle down in their ancestral wintering
en alike grounds. There, they reclaim existing struc-
, finely- tures or build new ones as needed, including
tribal longhouses, larders, sweatlodges, and
between communal meeting halls. The tribes spend the
females harsh winter months here, emerging only
, though occasionally to hunt for survival or simply to
lighter break the monotony of daily life.
ors such
as white, As a result of the enforced closeness of win-
ter life, the Rjurik are highly social and affec-
tionate among themselves. Winter is the time
for singing, feasts, games, crafts, and tribal rit-
uals. Fabric and clothing are loomed and sewn
during the winter, and most of Rjurik's arms or wea
and armor are forged during this time. The tribes
isolation and peace of winter is considered by they w
many armorers to be essential to the creation tarily l
of fine weapons. The detail and quality of ing int
items created in Rjurik winter camps is unpar- Such b
alleled, and famed throughout Cerilia. and ba
even s
With the spring thaw, the tribes begin to both a
migrate, heading for traditional hunting nomad
lands. Those with permanent quarters either
conceal them or leave a small crew (including Dur
several warriors) behind to guard them. Such traditio
duty is considered rather onerous, but is prepare
understood by all to be vital to the tribe's southe
continued survival. Warriors chosen to fashion
remain behind are selected by lot or by games buildin
of chance. Certain tribal elders and individu- interac
als too old, sick, or otherwise incapable of prepare
travel also remain behind. Messengers return tled, go
to the site periodically during the hunting
season to share their bounty with fellow The
tribesmen and to make sure their loved ones in vari
and their villages are safe. hunt g
and ab
Some tribes build their communal struc- goats,
tures annually, and leave them behind in the
spring to be naturally reclaimed by the forest. A fe
Solemn ceremonies and prayers to Erik sur- tile or
round a tribe's departure from its winter quar- nent f
ters, including thanks to the powers of nature tages a
and blessings for the trees and plants that will Rjurik
grow where the camp once stood. Former nomad
campsites are said to be specially favored by who m
Erik and the other gods, and are thought to
evolve into places of enormous beauty and Coa
peace as the forest returns. muniti
uals. T
Spring and summer are times of great joy ventur
for the Rjurik, for they are spent in the pur- small
suits that they love most. Rjurik roam their great h
ancestral lands hunting, fishing, camping the fri
beneath the open sky, and making contact Sea of
with neighboring tribes for trade, feasting, and as Jank
socializing. Athletic contests and great meet- in fish
ings between tribes take place during the sum- narwha
mer. Several special places throughout the northe
Rjurik lands, blessed and protected by the use of
druids, are reserved for such occasions.
Tribes with semi-permanent villages are
able to leave elders and other dependents
behind during the hunting season; those tribes
that build annually, however, must bring such
individuals along on their journeys. This often
presents problems, for the exceptionally sick
ak are often unable to travel. In such
the elderly and infirm often realize that
will only burden their fellows and volun-
leave their camps in the winter, wander-
to the frozen wilderness, never to return.
behavior is considered both shocking
arbaric by the Anuireans, Brechts, and
some urban Rjurik, but it is considers
acceptable and honorable by mo
dic tribes.
ring autumn, as the tribes return to
onal campsites or build new ones, they
re for winter by drying meat, trading with
ern merchants for grain and other staples,
ning and repairing warm clothing, and
ng or repairing winter shelters. Tribes
ct frequently during autumn as friends
re to part for the winter, bargains are set-
oods are traded, and feasts are celebrated.
nomadic tribes of the highlands engage
ied economies. As they wander, men
game, women gather food, and children
ble elders watch over herds of sheep,
horses, and other animals.
ew Rjurik, particularly those in more fer-
less populated areas, maintain perma-
freeholds, living in stone or wood cot-
and maintaining farms or herds. These
k are not looked down upon by the
ds, but are seen as more settled "cousins"
might be visited for trade.
astal-dwelling Rjurik live in small com-
ies of no more than a hundred individ-
They make their living as fisherfolk,
ring out into the sea in knarrs or other
fishing vessels with nets to bring in
hauls of hake, cod, and salmon from
igid waters of the Tael Firth and the
f Storms. Rjurik of the far north, such
kaping, Hogunmark, and Hjolvar, take
h as well, but also hunt whales, seals,
al, and other marine mammals. These
ern Rjurik are especially adept at the
the harpoon.
rjurik kingdoms
and tribes
Rulership in Rjurik lands is complex, at b
the largest level, Rjurik kingdoms are r
regents—primarily kings and queens—
other realms. Beneath the stature of the
are the jarls—Rjurik nobles who ru
provinces of a kingdom. Within a pro
dozens of nomadic tribes may exist
might or might not acknowledge the re
sovereign. Each tribe is led by its own
chieftess. Countless druids and bards
also hold influence in a kingdom. These
individuals owe allegiance to neither tr
kingdom, and exist primarily to serve the
people, whether individually or as a who
While most Rjurik maintain their trad
semi-nomadic lifestyle, other Rjurik, a
by the changes and societal advance
elsewhere in Cerilia, have settled in larg
bers, building true cities such as Holl
men, Stornomark, Skapa Hjarring, and
While the nomadic Rjurik, as noted
have no prejudice toward those in sm
lages and in farming or fishing commu
the settlement of actual cities is cons
more threatening to the traditional li
Most nomads, whose loyalty is first t
tribal leaders and not to anything ne
uncertain as a "jarldom," feel that city-d
have turned their backs on Rjurik tra
City folk outside the Rjurik lands are c
ered weak and decadent and, though
Rjurik are not considered quite so far
they are held in less respect than nomad
the battle for
dankmaar
So it was in those days that the greedy k
far Anuire looked northward and sa
untapped riches of the Rjurik lands. Erik
wisdom, had blessed these lands by giv
people guardianship of the realm and by
his holy druids to watch over the forests.
ing their lands so well, the Rjurik sens
the foreigners could bring only destructi
corruption to their beautiful highland
forests would be felled, the rivers wo
choked with filth from the foreigners'
and the beasts of the wild would be hu
.1 ..jr.
12
best. At For their part, city folk have developed a
ruled by slightly greater level of sophistication and aware-
—as in ness of the world than their "backward"
regents cousins—or so the urban Rjurik believe. They are
ule the farmers, sailors, shopkeepers, and tradesmen
ovince, who daily attend to foreign travelers, handle for-
eign goods, and discuss the affairs of the world
which far beyond Rjurik borders. They retain their loy-
egent as alty and belief in the Rjurik people and stand
chief or ready to fight any who challenge them, but at the
s might same time, they hold themselves above the rustic
nomads, whom many city-dwellers believe cling
neutral to an old and outmoded way of life.
ribe nor
e Rjurik Most of the time, the conflict between
ole. nomads and city folk remains quietly in the
ditional background. On occasion, however, when
affected urban and rural Rjurik get together at feasts or
ements mead-halls, words are exchanged and fights
ge num- break out, with each side accusing the other of
linghol- starting things. What this conflict bodes for
others. the future of the Rjurik is uncertain, but it is
unlikely to go away any time soon.
above,
mall vil- rjurik society
unities,
sidered and culture
ifestyle.
to their Rjurik have always worshiped and respected
early so the forces of nature. This worship and respect
dwellers forms the basis of their society, religion, and
adition. daily life. Though the modern world has
consid- wrought changes in many Rjurik traditions
h urban and sundered the nomadic Rjurik from their
ar gone, city-dwelling cousins, reverence for nature and
ds.
kings of extinction. Erik spoke to his people, and they
saw the willingly followed his instruction to resist.
k, in his
ving his The struggle was long and brutal, for wicked
y setting Roele, supreme ruler of the Anuireans, was a
. Know- powerful warlord, merciless in conquest. His
sed that blood-drenched hand reached across the
ion and northern highlands, and his lust for conquest
ds. The was not stilled by the shrieks of women and
ould be the pleas of innocent children. His bloody
thirst was unquenched, and only the strength
mines, of the Rjurik could stop it.
unted to
Though many battles ensued, it was in the
province of Dankmaar that the Rjurik first
truly proved their mettle. There, the savage
killer Anselm, scion of Roele's bloody house,
led his master's dogs in what he believed
would be a great slaughter of the innocent.
for its defender, Erik, remains strong among that th
both urban and nomadic Rjurik. create
ments
In Rjurik lands, little of the religious division each i
which plagues other lands exists, though worship speaki
of Erik is divided among two rival temples: the import
Emerald Spiral, which appeals primarily to tradi- though
tional, nomadic Rjurik, and the Oaken Grove of but thi
Erik (or Aerie as the deity is often called in
Anuirean realms), a more sophisticated, urban This
temple with many ties to other lands. basis o
immor
Rjurik are honorable warriors who favor Noble
honest conflict between individuals over mas- legacy
sive, bloody warfare. They value skill at arms, stories
as well as athletic and artistic excellence. Dis- ries, an
putes between individuals are most often set- departe
tled by games of skill, singing or dancing con- Rjurik
tests, or feats of strength. Only in the most courag
serious of disagreements is blood shed, for the more a
Rjurik know that they are few, and therefore time, th
avoid needless death or injury.
city
Warfare is considered appropriate only
against foreign invaders, humanoids, and the Althou
minions of the White Witch. Rjurik jarls who revere
normally cannot stand the sight of each other love fo
will readily ally and fight side by side should the of the l
Blood Skull orogs or Urga-Zai goblins cross beauty
their frontiers. When fighting for their lands strong
and homes, the Rjurik are among the fiercest that th
and most resourceful warriors in Cerilia. backs
the Rju
Though capable of great happiness, love, and
joy, Rjurik tend to be a fatalistic lot, prone to the City
belief that all creatures' fates are preordained ably les
and that each individual's doom is his own, cousins
inevitable and unalterable. These people do not about i
believe in a paradise or afterlife, but rather think world—
With great shouts and cries to their brutal benea
lords, the Anuireans advanced, their armored advanc
footmen in the center, great masses of knights storm
on either flank, wicked banners flying. As the
slowed
At first, the Rjurik seemed to quail, falling came u
back toward the safety of the forests, and
Anselm, cowardly butcher that he was, called Then
for his legions to advance at the double and from t
kill the Rjurik to the last. But the Rjurik were burnin
too cunning for the foolish southerners, who name "
advanced eagerly to the slaughter; their lines claymo
wavered and broke, each warrior desiring to day, an
be the first to take an innocent Rjurik life. a singl
dead w
Now came the Rjurik's moments of glory. those h
From the forest, showers of arrows erupted, had bee
raining down on the unsuspecting invaders. that the
Horsemen faltered, their mounts falling
he dead return to the natural world that
d them, and that their component ele-
are broken down and redistributed so that
individual's life force is, in a manner of
ing, immortal. Particularly influential,
tant, or strong individuals are sometimes
ht to be reincarnated in order to serve Erik,
is is the exception rather than the rule.
s short-sighted view of the cosmos is the
of the Rjurik belief that the only chance for
rtality is greatness during one's lifetime.
deeds and heroic acts contribute to the
that each Rjurik leaves behind; songs and
s told about one's life, cherished memo-_
nd the words of praise spoken about the
ed are all that truly last. For this reason,
strive toward qualities of honor, strength,
ge, skill at a craft; or talent as a bard. The
accomplishments during a Rjurik's life-
he longer his memory will endure.
y dwellers
ugh vital elements of Rjurik culture—
ence for nature, excellence in warfare,
or Erik and his creations, fierce defense
land against its enemies, and respect for
y and artistic accomplishment—remain
in the cities, the nomadic Rjurik worry
heir urban brethren are turning their
on the past and on the things that set
urik apart from other races.
y-dwelling Rjurik are consider-
ess insular than their nomadic
ns. They have fewer qualms
interacting with the outside
—thejxaders, explereril-^nd
ath them; footmen stopped their
ce, confused and unwilling to face the
of Rjurik rage which confronted them. 4,*'
e forefront of the Anuirean advance
d and finally stopped, those behind
up and were similarly beset.
n, with a great cry, the Rjurik emerged
he forest, fierce and righteous anger
ng in their eyes as they bellowed the
"Erik!" and called for vengeance. Many a
ore drank deeply of Anuirean blood that
nd as grim sunset settled on the field, not
le invader remained alive. Among the
was the terrible Anselm, slain now by
he would have enslaved. A great victory
en won, and the wicked Anuireans knew
e Rjurik were true warriors.
13
adventurers, as well as those who wo
Rjurik timber, mine Rjurik mountai
choke Rjurik streams with tailings a
sons. City dwellers have also adopted
foreign foods, clothing, songs, stori
customs in a manner that the wildernes
Rjurik and their chieftains find distaste
In these behaviors, the chieftai
druids feel, lie the greatest dangers
cities: that the Rjurik will lose the vita
that make them the beloved children
Should the corruption of the cities and
ued foreign influence go uncheck
purists claim, the urban Rjurik will
just like the greedy Brechts, the impe
Anuireans, the violent Vos, and the de
magic-corrupted Khinasi.
family life
Harsh climatic conditions and the stru
survival force Rjurik children to g
quickly and assume a number of respo
ties. But while a Rjurik youngster is dep
on his parents, life is comfortable and
ing is generous. The Rjurik consider ch
special blessing of Erik, and treat them
foolish vj
A raucous crowd of children grew q
Mother Sifftild settled into her cus
seat near the firepit, warming her han
the roaring blaze. Outside, winter
fiercelyflingingsnow and ice driven on
less winds, swirling and blustering out
tribal longhouse. More than one chi
ered slightly at the thought of the
numbing cold outside, and was grate
the warmth and fellowship of the com
house, and for the tales of Mother
which helped make the long winter
pass more quickly.
"So you've come to hear another
tales, have you?" the old woman said
"Have you all been good children?" He
were greeted with a silent chorus of as
the children nodded their heads so
"Have you obeyed your parents and re
your elders?" More nods. "Have you a
your chores and told your parents th
would be here? All of you? Good. In th
ould fell level of indulgence that other cultures might
ins, and go so far as to call spoiling.
and poi-
d certain A Rjurik couple typically bears four or five
ies, and children. On average, only two or three of
ss-based these children will survive to adulthood; cold,
eful. predators, war, and the hardships of nomadic
ins and life take a heavy toll among the young.
s in the
al things By age eight, children are deemed ready to
of Erik. take their places in the tribe and are trained in
d contin- minor chores such as cooking, cleaning, tend-
ed, the ing herds, fishing, and hunting small animals.
become These duties increase and grow more onerous
erialistic as a child nears adulthood; by age fourteen, a
ecadent, child is considered an adult, and bears full
responsibility to his family.
uggle for
grow up Rjurik youths typically marry around age
onsibili- eighteen or nineteen. Marriage is expected to
pendent be a life-long commitment; concepts such as
divorce and separation are unknown. Widows
parent- and widowers are expected to mourn for at
hildren a least two full seasons before remarrying.
m with a
In the days when the Rjurik tribes wandered
the length and breadth of the highlands, tribe
members were allowed to marry only individu-
als from other allied tribes so that the family
tradition within nomadic Rjurik culture would
quiet as you shall have one of my stories."
stomary
nds over Sifftild settled in and began to speak, her
r raged, voice falling into a familiar, deep tone that
n merci- united with the howl of the wind outside and
tside the made her seem bolder, more confident, than
ild shiv- the frail woman she was.
e bone-
eful for "Once, long ago," she said, "there lived a
mmunal man named Vjalli, of the Ruvaar tribe. He was
Sifftild, a strong man, tall and broad, with a great
months golden beard and piercing blue eyes. All the
tribe admired him, for he was a brave warrior,
r of my a skilled hunter, and his herds were the largest
d at last. in all the land. Many women wished to become
er words his wife, that they could share in his bounty,
ssent, as but Vjalli was a prideful and vain man, who felt
olemnly. no woman was good enough for him.
espected
all done "Though he was blessed by Erik with
hat you strength, skill, good looks, and wealth, Vjalli
hat case, was also cursed. For all he owned, it was
never enough. In addition to his vanity, he
was greedy, and always wanted more. He
looked to the south, where foreigners
crowded dirty cities, turned their backs on
Erik's wilderness, and grubbed for filthy
gold—and he was envious.
be maintained. Today, however, many Rjurik who w
have settled in villages and cities, and the old human
restrictions on marriage and fraternization with with tho
other clans have begun to break down. Some more. T
chieftains have allowed individuals to marry or for p
outside their tribes and, slowly but surely, the wrath.
new ways of kings and nobles have begun to small
replace the old nomadic clan system. through
Such us
The roles of men and women in Rjurik culture Erik un
are well defined but not rigidly enforced. Most judiciou
rulers, sailors, hunters, and warriors are men,
while women generally tend to the children, Sorc
weave and sew cloth, prepare meals, and engage Druidi
in similar household activities. On occasion, admired
however, women take up swords or venture ally tho
forth as rangers or hunters. This is considered secretiv
remarkable by the Rjurik, but is by no means ards, m
forbidden. The major exceptions to this division and jarl
of labor lie in the occupations of druids and practice
skalds, who are as likely to be female as male. the wiz
cialists
erik and the druids as desc
are com
The god Erik oversees the natural world, main- general
taining its balance and visiting punishment (in words
the form of ill fortune and sickness) upon those rather
mous w
"'Why do they prosper so?' he demanded. of scho
'They have fine houses, and many servants, illusion
and dress in silks, and eat of unimaginable del- cases (s
icacies, while we dwell in the forests far from
cities and the riches they hold! I would be like more go
those foreigners, and gain gold, so that I, too, "Still
can have a fine house and many servants!'
He wa
"And so it was, children, that a man came enchan
to Vjalli. He was tall, slender, and handsome, tallest
with dark eyes and a friendly manner. than sh
work,
"'I am Tjorim,' he said. 'A merchant from them in
the city. I have heard that you wish to be like later, th
us, great Vjalli.' and Vja
"Blinded by greed and desirous of riches, "'Th
Vjalli replied, 'Yes! I would grow wealthy and give me
own many things like you! What must I do,
friend Tjorim? Tell me!' "Tjor
with a s
"Tjorim thought a while, stroking his chin, Soon, V
and gazed about the great forest that sur-
rounded them. "'He
promise
"The trees, I think,' the merchant said at could c
last. 'Yes. We need many trees where I live, for gain, ci
we cut them into pieces and build houses from
them. If you cut down all the trees on your Tjori
tribe's land and sell them to me, I will give you he laug
"'Yo
man!' h
gales o
peace, y
would wantonly damage it. Erik sees
ns as part of nature, and has no quarrel
ose who take what they need and nothing
Those who would strip the land for gold
personal gain, however, attract Erik's
The Rjurik engage in the export of a
amount of timber (which is famed
hout Cerilia for its strength and quality).
use of resources does not seem to concern
nduly; the Rjurik merchants who harvest
usly remain healthy and prosperous.
cerous magic is rare in Rjurik lands.
ic and clerical magic are accepted and
d, while the workings of wizards—gener-
ought to be dark, untrustworthy, and
ve—are shunned and disliked. A few wiz-
many in service to respected Rjurik chiefs
ls, operate in the north, but most magic
ed by Rjurik is priestly in nature. Most of
zards who do practice are magicians (spe-
in the schools of illusion and divination)
cribed in the BIRTHRIGHT™ Rulebook, and
mmonly referred to as "seers." This is
lly considered an acceptable term; the
"wizard" and "sorcerer," however, are
derogatory and are essentially synony-
with "distrustful schemer." Practitioners
ools of magic other than divination and
n are absent except in the most unusual
such as in the bandit kingdom of Rjuvik);
gold than your entire tribe can carry!'
l lost in dreams of riches, Vjalli agreed.
as a mighty woodsman, and his
nted axe was capable of felling even the
trees with but a single stroke. Rather
hare his bounty with the tribe, he set to
chopping tree after tree and piling
in a great clearing. At last, but a day
he land was bare; every tree was gone,
alli sought out Tjorim.
he trees are yours!' Vjalli cried. 'Now
e gold!'
orim the merchant stood silent, gazing
strange smile at the pile of fallen trees.
Vjalli grew angry.
ere are the trees!' he bellowed. 'You
sed me more gold than my entire tribe
carry! I have kept my part of the bar-
ity-man—now keep yours!'
im's smile widened to a grin, and then
ghed, long and hard.
ou do not know what you do, foolish
he said, barely able to speak for his
of laughter. 'You had beauty, you had
you had good fortune, and you threw it
necromancy is universally shunned and
considered the work of Azrai and his cre
The druids occupy a unique niche in
society. They are priests, judges, arbit
sages, and teachers all in one. They p
ceremonies in honor of Erik in their
groves, caves, stone circles, and te
They aid in negotiations and arbitra
putes between Rjurik folk and with o
domains. They dispense advice and
those in need, heal the sick, aid the de
guide the lost, and defend victims of
tors, humanoids, and the awnsheg
Should the Rjurik lands be threatened,
march into battle alongside Rjurik w
and serve Rjurik kings and jarls.
All Rjurik, even the most lawless and
revere the druids, and none would ever
ingly harm one. The druids are Erik's c
and serve both him and the Rjurik land it
A strong artistic tradition underlies
culture, and a deep, nearly religious
held for talented sculptors, painters, s
and musicians. Rjurik artists believe th
images they portray—those of sinuou
ons, wolves, hounds, ravens, and v
other creatures, or complex abstract k
patterns—are sent to them by Erik h
often in the form of dreams.
all away for the promise of gold! Ther
gold, foolish Rjurik! For I am not
seem! Behold, now—see me as I truly a
"With that, Tjorim transformed, hi
growing taller and broader, his head len
ing into the semblance of a great serpe
hands transforming into wicked claws.
ror, Vjalli saw that he had been trick
man was Tjorim, but a cursed awnsh
foul creature of polluted blood who li
torment and the pain of others.
"'See, foolish man?' thundered the t
creature, reaching out a taloned hand
ture the whimpering and frightened
'See how gold can cloud the mind and
one see what is not there?'
"Though Vjalli screamed and begg
mercy, it was no use. The awful monste
fully transformed, carried him away, i
laughter echoing across the naked hills an
choked streams—to what fate, none can s
d hated, the bards
eatures.
n Rjurik The bardic tradition is strong in Rjurik lands.
trators, Singing skalds—wandering bards—travel the
perform land, bringing news and entertainment to dis-
r secret tant nomadic tribes or isolated villages. Among
emples. the Rjurik, bards are untouchable, and to pur-
ate dis- posely harm a skald is a grave offense against
outside the druids and Erik, as well as the bard him-
d assist self. Skalds are often hired as heralds and mes-
estitute, sengers, since they are of neutral political
alignment and are sworn to truthfulness in all
preda- their dealings. Rjurik bards are all of lawful
ghlien. alignment for this reason.
, druids
warriors Despite their lawful alignments, Rjurik bards
have no formal organization. Aging master
violent, skalds who approach retirement usually take on
r know- apprentices and teach them all their secrets. As
chosen, a result, the skalds' knowledge and skills are
tself. passed from generation to generation.
s Rjurik
awe is In effect, the skalds are a living repository
singers, of Rjurik history and culture. Their stories
hat the chronicle the Rjurik people from before the
us drag- flight from shadow to the present day. The
various songs of the skalds, in addition to being
knotted exciting and entertaining, help preserve the
himself, heroic past and prepare the Rjurik for the
uncertain future.
re is no A long silence followed, in which the capti-
what I vated children darted nervous glances into
am!' the wavering shadows, fearful perhaps that
is body the beast who took the cursed Vjalli might be
ngthen- lurking somewhere near.
ent, his
In hor- "And so, my children," Mother Sifftild said
ked. No with a wry smile, "you see how valuable it is
hegh, a to follow the words of Erik the druid, guardian
ived for of the forests, lest the dreadful awnsheghlien
appear to take advantage of your greed and
terrible vanity, and carry you off to a horrible fate. Be
to cap- good, and obey your parents as you would
Vjalli. Erik himself, and protect these forests from
d make those who would destroy them, and the evil of
the awnsheghlien need never trouble you.
ged for Good night, children. May Erik protect you
er, now and grant you pleasant dreams."
its dark
nd mud- "How can we have pleasant dreams after
say." that story?" demanded a little girl as the
crowd of children dispersed.
"Sh!" hissed her companion.
T he Rjurik are the dominant race amid left alon
the cold, wind-swept forests of Cerilia's of Hals
extreme north. The southern regions enmity,
were the first settled by their Rjuven ancestors,
and today support the the
oldest and most
T
t h e .developed Rjurik
that the
kingdoms. Farther The c
north, however,
populations plummet, pine for
tundra.
rjuriktowns grow rare and lands ar
but shed
eventually vanish and sum
altogether, and human only on
Horses
landshabitation becomes can surv
sparse or absent. Most
The highlands of the orth are divided into hunters
ous livin
three major areas, as described below. These pressur
regions are important to the Rjurik, and to orog le
those interested in the area, for they corre- Fond of
spond to the kingdoms' populations and levels the Blo
of development. threat t
both the
the faelshore
The
T hese oldest and most developed Rjurik humans
kingdoms occupy the coast along the herself
crashing surf of the Tael Firth. The and repu
modern realm of Dhoesone, now an Anuirean and frie
kingdom, was once counted among the agents w
Taelshore domains, but is today the wild Rjurik l
northern frontier of Anuirean influence. one of t
mercant
Though winter visits harsh conditions upon
the Taelshore, most Rjurik consider this region In th
to be the highlands' garden spot. The Taelshore rugged,
lands enjoy a long spring, brief summer and fall, humano
and a winter which, while cold and grim, is less eastern N
severe than in other Rjurik areas. Travel during remnant
warm months is possible by horse, wagon, and kingdom
occasionally carriage. In winter, sleighs and elves, pr
sledges are the rule, though coastal regions what the
often remain warm enough for horseback riding. futile ba
surround
Major kingdoms along the Taelshore include clinging
Stjordvik, the southernmost Rjurik realm; Rju- to the
vik, the bandit kingdom; and Svinik and
Halskapa, the oldest and most powerful Rjurik
kingdoms. All of these realms are relatively cos-
mopolitan and sophisticated, though in their
northern reaches, many inhabitants still follow
the traditional nomadic ways and turn their
noses up at the "corrupt" city dwellers.
The Taelshore also features the
Siren's Realm, home of the awnshegh
known as the.Siren. Neither evil nor
hostile, the Siren wishes simply to be
ne in her wild kingdom, but the Rjurik
skapa continue to look upon her with
and would conquer her if they could.
e northlands
T he kingdoms of Jankaping and
Hogunmark—rugged, cold, and
sparsely populated—lie in the place
e Rjurik refer to as the Northlands.
central Northlands are thick with fir and
rests, while the far north is wind-swept
Wild and largely trackless, the North-
re cold and snow-clad most of the year,
d their icy mantle during a brief spring
mmer. In this region, travel is possible
n foot, skis, snowshoes, or dogsleds.
are rare; only the most vigorous ponies
vive in this region.
t Rjurik in these realms are nomads,
s, or fisherfolk who scrape out precari-
ngs in the face of the elements and the
res of the Blood Skull Barony, whose
eaders continually test their borders.
f raiding, burning, looting, and slaying,
ood Skull humanoids are a constant
to all neighboring Rjurik kingdoms in
e Northlands and the Taelshore.
greatest threat to the Rjurik (and t
s in Cerilia) is the awnshegh who calls
the White Witch. Alternately beautiful
ulsive, arrogant and humble, treacherous
endly, the Witch oversees a network of
who spread her influence throughout
lands and beyond. Her warriors defend
the largest kingdoms in Cerilia, and her
tile and economic acumen are legendary.
he region's south lies the Giantdowns,
, unsettled, and home to dangerous
oids and hardy, self-reliant Rjurik. The
Northlands are home to the
ts of the ancient elven *»»
m of Lluabraight. The '-
oud and arrogant, fight
ey secretly know is a
ttle against
ding enemies,
desperately
17
the wild lands
The Wild Lands are the farthest rea
Rjurik influence, where kingdoms e
name only and a mere handful of h
crouch in cities along the coast. The
remains largely unpopulated. Here, too
wicked goblin kingdom of Urga-Zai (fe
• •foes of the Lluabraight elves), and the
*5f Khurin-Azur. Like the elves, the dw
this region are the last remnants of a
past, and now fight for their very s
against the Urga-Zai and the minions
Gorgon in the south.
The Wild Lands are more brutal and
giving than even the Northlands, and o
most skilled wilderness survival expe
live for long. Inhabitants include hum
canny predators, nomadic bands, an
daring Rjurik settlers.
kingdom
descriptions
I In the manner of previous BIRT
game products, this book deta
many kingdoms of a specific C
region. Following the pages describin
subregion, the kingdoms of the Rju
other inhabitants are given one- or tw
descriptions, depending upon their su
as player character realms. Informat
other domains follows, including pro
tribes and their summer and winter pr
and chieftains. All kingdoms use some
the following statistics:
Alignment: The overall alignment
region. This does not necessarily reflect th
ment of the inhabitants, but more accura
attitude of the rulers and others in au
Many Rjurik domains are chaotic in alig
meaning that they favor individualism a
else, and sometimes have a difficult time
'•«; unless the entire realm is threatened.
Status: Kingdo
Recommended
for control by
characters), Not a
to PCs (player cha
are not allowed to
such kingdoms),
s (available to PCs with some changes and
approval by the DM), or rated NPC Domain
aches of (ruled by an important NPC and generally not
exist in available for PCs, but might be adapted under
humans special circumstances).
interior
o, lie the Summary: A description of the domain's
erocious status along with information on law, guilds,
dwarves sources, and temples, their regents, and their
warves of style of control.
a heroic
survival Regency Generated/Accumulated: Num-
s of the ber of RPs generated each domain turn, and
the number of RPs currently amassed. PCs
d unfor- who assume the leadership of kingdoms begin
only the with no accumulated regency.
erts can
manoids, Treasury: Number of GBs currently in the
nd a few royal coffers, and the number generated by the
realm each turn.
Army: List of military units available, type
and number, and guidelines for raising more
units in times of crisis.
Regent: Name and description of the
realm's regent, using the following format and
abbreviations: (Sex and Race; Class and Level;
Bloodline, Category, Strength; Alignment)
THRIGHT Sex Race
F: Female A: Anuirean
ails the M: Male Aw: Awnshegh
Cerilian ?: Unknown
ng each Br: Brecht
urik and Class D: Dwarf
wo-page B: Bard E:Elf
uitability F: Fighter
tion on M: Magician 1/2E: Half-elf
ominent P: Paladin Hlf: Halfling
rovinces Pr: Priest
or all of T: Thief Kh: Khinasi
R: Ranger M: Monster
t of the W: Wizard Rj: Rjurik
he align-
ately, the V:Vos
uthority.
gnment, Bloodline
above all
e uniting An: Anduiras
Az: Azrai
doms are Ba: Basaia
(suitable Br: Brenna
y player Ma: Masela
Re: Reynir
available
aracters Vo: Vorynn
control
, Usable Lieutenants: The ruler's assistants who
administer the domain in his absence or aid
the ruler in daily demands of the realm.
the faelshore the
The southwestern Rjurik jarldoms of The sad
Halskapa, Svinik, Rjuvik, and Stjordvik form only aw
the region known as the Taelshore. Though Taelsho
these are the oldest and most "civilized" Rjurik north,
realms, the land is nonetheless wild and interest
rugged, but starkly beautiful. Here, amid pine cursed
forests, rolling hills, lowland valleys, and the her, the
weathered peaks of the Halskap Range, many tive be
Rjurik continue to live in their traditional her nei
nomadic manner, settling in winter camps, skapan
then migrating to ancestral hunting grounds in sive and
spring and summer. realm
Though
Much of these ancestral lands lie in the well re
adjoining Northlands, across the Hjarring River. hands,
As a result, most Rjurik nomads exercise a sort chance
of dual citizenship, living in the Taelshore realms
during harsh months, then moving to hunting
grounds in Jankaping, Hogunmark, and even
the hazardous Blood Skull Barony in summer.
The central Taelshore is wet and marshy,
and its jarldoms cling tenuously to survival.
Only the hardiest (or possibly most foolhardy)
Rjurik choose to live in the marshes, and usu-
ally share the region with monsters, humanoid
tribes, and outlaws.
In the coastal regions, the Rjurik have
begun to establish permanent settlements,
pursuing lives as farmers or herdsfolk, and
even gathering in small villages for protec-
tion and economic benefit. The great coastal
cities of Skapa Hjarring, Leivika, and
Hollingholmen have grown large and power-
ful over the years, much to the disgust of the
nomadic Rjurik, who believe that the city
dwellers have grown soft and turned their
backs on tradition.
The cold shoals of the Tael Firth yield rich
fish harvests during spring upwelling, and the
fisherfolk of the coast make their livelihood
braving these rough waters. The large cities,
though spoken of with disdain by traditional
Rjurik, provide a convenient place for
Taelshore fisherfolk to sell their catch.
The Taelshore remains, to most Cerilians,
the place most often associated with the
Rjurik. Though this region represents only a
fraction of the totality of Rjurik territory, the
Taelshore is the face which the Rjurik show to
the world, and the one which outsiders are
most likely to view.
siren
d creature known as the Siren is the
wnshegh who directly threatens the
ore realms (the White Witch, to the
is a far greater threat, but she is more
ted in the Northlands). A tragic figure
with a voice that slays all who hear
e Siren maintains her realm with rela-
enevolence, wishing no trouble with
ighbors, and seeking none. The Hal-
ns, however, among the most aggres-
d violent of the Rjurik, see the Siren's
as a place of potential expansions
h officially her allies, the Halskapans
emember past defeats at the Siren's
and would quickly exploit any
to renew hostilities.
- - \r-^•^ifp'" y ^ / Hjorvaal , s
O0/4 ^
I Bjarnheim '! (y iDarikniaar^r-iJ^.-i: j \
' 4/3
Namverg
Ustkjuvil
3/2
gholme
—^Jokkajoen .-_1N
I Stjolvar J
'/ Taelrhud I /
' 2/3
'" / DVasviik Haekholin Hoeskal //
\ 2/3 /Hjarrsmark
' 1/5 /
Hvarliik \" '
Lofkirdik
the siren's realm Lie
are th
Alignment: Neutral. Birke
Status: Not available for PCs. Thorp
Summary: The Siren's primary goal is to main-
tain control of her realm and fend off those Impo
who would try to steal her lands or power. She skille
realizes that by controlling holdings in other Gova
lands, she can better monitor outside activities guard
and prevent certain individuals from amassing Rjurik
too much strength. Siren
he cu
the R
Province Law Temples Guilds Sources Descr
Callanlars (2/4) Sr (2) — Can (2) — that w
Dantier Island (1/6) — — BA(1) — known
Gigha(2/5) Sr(2) — Wis (2) —
Newtonor (3/3) Sr (2) CTN (2) Can (2) — more
Port Helen (1/4) Sr (2) CTN (1) Wis(l) — with h
Abbreviations: Sr=the Siren; Can=Cannock; BA=Bannier wisely
Andien (Andien and Sons); CTN=Coastal Temple of Her o
Nesirie (Ahrek); Wis=Wisbeck. Ca
city, h
Law: The Siren herself controls all law extens
within her realm, comprising her militia and occup
her units known as the Guard. ter of
Temples: Erik and Vorynn are not widely Tra
worshiped in the Siren's Realm. The two major Port
temples here are both dedicated to Nesirie, Expor
and its high priest Ahrek (MRj; Pr9, Nesirie; fish; i
Re, minor, 14; NG) is an adviser who is close to produ
the realm's ruler. spellc
Guilds: Economic power in the Siren's
Realm is controlled by Cannock and Wisbeck, Allies
advisers to the Siren and owners of her trade land s
fleet and shipbuilding interests. tradin
Sources: No sources are currently controlled
in the Siren's Realm, though the Siren has Enem
directed her followers to investigate the practi- peace
cality of developing them. bitter
hands
Regent: The Siren, ruler of this desolate would
realm, is an unusual awnshegh in that she is but so
neither evil nor particularly interested in any- remai
thing save the welfare of her lands and of the strong
people who live there.
Once an ordinary wandering minstrel, the
Siren was known as Jerusha Fjoldan. After he**
latent awnshegh abilities were awakened,
Jerusha fled to the realm she now rules, slew the
powerful awnshegh known as the Dusk Man,
and freed the local people from his tyranny.
Today, Jerusha (now called the Siren) continues
to rule and causes little or no trouble for her
neighbors. More information on the Siren
may be found in the Blood Enemies accessory. ^
eutenants: The Siren's primary assistants
he seven members of her advisory council:
enhead, Cannock, Hanley, Radnor,
pe, Wisbeck, and Wolds.
ortant NPCs: The Siren is also served by
ed and loyal military leaders—Bardsey,
an, Hugh, Ryde, and Shanklin. Her elite
d is led by Rolf Junnarson, a veteran
k soldier who is secretly in love with the
herself. Rolf serves her faithfully, though
urrently plots to murder the Siren's lover,
Rjurik ranger Dhaelrik.
ription: The realm is a rocky, rugged place
was once dominated by the evil awnshegh
wn as the Dusk Man. The Siren, one of the
benign of her kind, slew the Dusk Man
her deadly cry, and has since ruled both
y and kindly, with no territorial ambitions.
only desire is to be left alone.
apital: Newtonor is a teeming, crowded
home to extensive smelting facilities and
sive trading operations. The Siren herself
pies a surprisingly modest villa in the cen-
f the city.
ade Goods: The Siren trades actively from
Helen to Dantier Island and Talinie.
rts include artworks, weapons, herbs, and
imports comprise timber, finished wood
ucts, fabric, and rare seaweed useful in
casting.
s: The Siren has no official ties to any
save Dantier Island, which acts solely as a
ng partner.
mies: Though their realm is officially at
e with the Siren, the Halskapans retain
r memories of their humiliation at her
s and covet hex rich ore fieldsTThey •
d conquer her land if they could,
o far, she -*
ins too .
g.
t • •- •
21
halskapa
Alignment: Lawful neutral.
Status: Recommended.
Summary: Halskapa (literally "Iron C
the most powerful Rjurik domain, form
a union of influential clan jarls, all o
swear fealty to the king at Skapa Hjarrin
Province Law Temples Guilds
Aandyjor (1/4) Sk(l) Sk(l)
Dalmsrhuud (2/5) Kh(l) OE(1) Kh (2)
Dvasviik (4/1) Rj (2) Rj (2)
OE(2) —
Helkstraad (2/5) Kj(2) OE(2) Kj (2)
Selkhauske (2/5) DW(1) PSN(l) DW (2)
Skapa Hjarring (4/3) Be (3) OE(2) Be(3)
— OE(2)
Stjolvar (1/4) La(l) OE(2) WW(2)
Taelrhud (2/3) Th(2) La(l)
RCS(l)
OE(1) Th(l)
OE(2)
Abbreviations: Sk=Sketa; Kh = Kahlor; Rj
Kj = Kjessen; DW=Dherg Wir; Be = Bervinig;
Th=Thaenjra; WW=White Witch; OE=Oaken
Erik (Gunther Brandt); PSN=Peaceful Seas o
(Daffyd Tamaere); RCS=Northern Reformed C
Sarimie (Nara Nielems).
Law: The rulers of the land's major j
are collectively known as the Great Ja
control law within their own province
Bervinig, his health and authority failin
trols only the law in Skapa Hjarring.
Temples: The Oaken Grove of Eri
high priest Gunther Brandt, controls
the temples in Halskapa. Since many
traders and travelers pass through Skap
ring and surrounding lands, several
temples also exist, including the No
Reformed Church of Sarimie and the P
Seas of Nesirie.
Guilds: Several of the seven Great J
trol much of Halskapa's trade. Unkn
them, the White Witch, through her
controls a small amount of trade and m
the criminal activity in Skapa Hjarrin
Bervinig himself, despite his
infirmity, maintains control of
his capital city of Skapa H
Sources: No sources are contro
Cape") is Halskapa, even though some of the less popu-
med from lated provinces have substantial magic poten-
of whom tial and could be exploited by an ambitious
wizard. The Rjurik distrust of wizards may
ng. make such activities difficult, however.
Sources Regency Generated/Accumulated: 21/20 RP.
Treasury: King Bervinig has maintained a
- healthy treasury of 20 GB, and typically raises
- 12 GB/turn.
— Army: Halskapa's army, drawn from the ret-
inues of the seven jarls, is increasingly frac-
)— tious and unreliable due to rivalries between
- Rjurik nobles that occasionally escalate into
open conflict. Troops are well trained, how-
— ever, and are supplemented by large numbers
of foreign mercenaries. Its elite infantry is a
Rj = Rjanik; body of veterans known as the Wolf Guard.
; La = Laefr; The Halskapan army consists of:
Grove of • 3 units of Rjurik archers.
of Nesirie • 1 unit of Rjurik cavalry.
Church of • 3 units of Rjurik infantry.
• 1 unit of Wolf Guards.
jarldoms • 1 unit of Rjurik housecarls.
arls, and • 2 units of Rjurik mariners.
es. King • Navy: 1 Knarr, 1 Longship
ng, con-
Regent: King Bervinig (MRj; VI; Re, major,
ik, under 28; LN) has ruled Halskapa for nearly 50
most of years, and is now in his dotage—he is old,
foreign weak, and increasingly irrational. In his prime,
pa Hjar- Bervinig was a wise and intelligent, if some-
foreign what stern, ruler, who brought the seven diver-
orthern gent jarls together, knew when to negotiate
Peaceful and compromise, and when to invoke his
authority as king. Under his rulership, the
Jarls con- land remained strong and prosperous.
nown to
Now, even Bervinig's most fervent apologists
agents, admit that he has passed his prime, and that
much of soon the land will be in want of a new regent.
ng. King This is nowhere near as simple as it sounds,
age and however, since the seven Great Jarls, and many
trade in other clan leaders, are incapable of agreement
Hjarring. regarding a successor. All seven of the Great
olled in Jarls are ready to fight for the throne, and evince
little concern over the pain and disruption such
a conflict would cause their kingdom.
Lieutenants: King Bervinig's most loyal and
capable lieutenant is Sir Brodric, a commoner
who has served his lord for over a decade. He
is a rare voice of reason in the increasingly
shrill argument over who should succeed the
Capi
grey su
king, but his words are rarely heard, let alone and str
heeded. Bervinig's other lieutenants are his serves a
own cousins and capable assistants drawn conside
from the courts of the seven jarls. These indi- from th
viduals, loyal to their leaders, are likely to fall The c
into chaos should a succession struggle erupt. lands,
many d
Important NPCs: The seven Great Jarls—Dherg eign go
Wir of Selkhauske (MRj; Fll; An, major, 15; N), elderly
Thaenjra of Taelrhud (FRj; F3; Br, major, 16; CN), most tr
Rjanik of Dvasviik (MRj; Pr4; Re, minor, 15; NG), Witch a
Kjessen of Helkstraad (MRj; F5; Re, tainted, 14; trade an
LN), Sketa of Aandvjor (FRj; W4; Ma, major, 24; Trad
CN), Laefr of Stjolvar (MRj; T2; Az, major, 33; Halska
CN), and Kahlor of Dalmsrhuud (MD; F3; An, the ou
minor, 26; N)—are likely to fall to squabbling, weapon
each claiming Bervinig's throne when the old horses,
monarch finally passes away. active tr
Sea trad
Description: In the chaotic wake of the Battle and Bo
of Mount Deismaar, when the blooded rulers and Ava
emerged to claim their kingdoms and the pow- Allie
ers of the young awnsheghlien rose to threaten with the
civilization, the clan jarls who ruled the realm a close
now known as Halskapa gathered in solemn realms
council and determined to choose one of their Avanil.
own as king. Within two decades, the new king- Stjordvi
dom had emerged as the most powerful and makes a
prosperous Rjurik realm. Since then, Halskapa's Enem
influence has grown, the great city of Skapa est enem
Hjarring has become an important trade center, their rea
and the iron legions of the Halskapan monarch of the B
have held the realm's various enemies at bay. and rar
Over two decades ago, the Halskapans sent despite
a delegation of 50 warriors and diplomats to ambition
the Siren, hoping to force her allegiance or, if own rea
necessary, slay her and take her territory. Pre- ancient
viously held at bay by the power of the treacher
awnshegh known as the Dusk Man (whom the
Siren slew to conquer the realm), the Halska-
pans arrogantly assumed that the realm's new
ruler would be easy to intimidate. The Halska-
pans were proven disastrously wrong, and the
Siren slew the entire delegation. Since then,
Halskapans have avoided the Siren's Realm,
and are even counted as reluctant allies, but
would destroy her if they could.
Today, the ancient nation seems on the
verge of crumbling, with the seven jarls unable
to select a new leader, and each claiming that
he alone is the most fit to rule. A long struggle
seems in the offing, and the land will suffer as
this tension escalates.
ital: Skapa Hjarring overlooks the cold,
urf of the Sea of Storms. Well defended
rongly walled, Skapa Hjarring also
as home to the Halskapan king, and is
ered the king's own realm, independent
he seven jarldoms.
chief trading city of the northern high-
Skapa Hjarring hosts visitors from
different lands, and a wide variety of for-
oods flow in and out of its docks. The
y King Bervinig maintains control of
rade in Skapa Hjarring, but the White
also maintains secret control of some
nd most criminal activity.
de Goods: Of all the Rjurik kingdoms,
apa has the most active relations with
utside world, trading timber, fish,
ns, and artwork for textiles, metals,
and luxury items. Skapa Hjarring is an
rading port visited by many foreigners.
de routes exist between Skapa Hjarring
oeruine (Seasedge) and Skapa Hjarring
anil (Anuire).
es: Halskapa maintains good relations
e nearby Svinik and Jankaping, as well as
trade relationship with several Anuirean
including Dhoesone, Boeruine, and
The kingdom has a formal alliance with
ik, but political turmoil in both realms
adherence to this treaty problematic.
mies: Many claim that Halskapa'4 great-
my is its own jarls, who are willing f6 ruin
alm in the struggle for power. Theorogs
Blood Skull Barony are relatively distant
rely trouble the kingdom. The Siren,
e past conflicts, harbors no territorial
ons beyond maintaining peace within her
alm. Halskapa's greatest enemy is the
enemy of all Rjurik—the brilliant and
rous White Witch of the Northlands.