this prove true, Ghuralli could represent a The G
serious threat to the peace of the region and to the man
nearby kingdoms; the Watch, under its dedi- reclusive
cated leader, will have to redouble its effort to contact
frustrate the humanoids. relations
their pri
Description: The Giantdowns are the wild cen- more ho
ter of Rjurik lands, where a handful of hardy known t
farmers, herdsmen, nomads, and other rugged human
individualists who shun the rulership of jarls among th
and kings scratch out a precarious living. Mountai
home to
These Rjurik must be brave and indepen- the druid
dent indeed, for many hazards plague the an ancie
Giantdowns. Many of the Downs themselves highest p
are honeycombed with orog and goblin tun-
nels; the surface is home to gnoll tribes, Special
fhoimorien bands, bandit gangs on the run usable a
from justice in Rjurik lands and elsewhere, although
giants, and other dangerous intelligent crea- region co
tures. Monsters such as leucrotta, ettercaps, for an en
trolls, giant centipedes, and burrowing wise to
ankhegs infest the Giantdowns, making the realm wi
region a very dangerous place. wish safe
Alternate
The land itself is forbidding but beautiful—a more of
place of soaring hills, high woods, grassy val- to an NP
leys, and steep gulleys nearly inaccessible to
humans. Rjurik homes and settlements are
almost always isolated, located on windswept
hilltops, in small woods, or in hidden valleys.
The Rjurik here herd flocks of sheep and
goats, tend small farmsteads, or wander in the
traditional Rjurik nomadic manner. A few
Rjurik engage in other pursuits such as hunt-
ing or peatcutting (harvesting the rich organic
soil of the marshlands then cutting and drying
it for use as fuel).
A handful of druids led by the druidess
Huralla also serves in the Giantdowns, out of
love and respect for their own people and the
wild places of the north. These individuals
help the Rjurik as best they can with advice,
magical healing, and agricultural spells, and
have even been known to fight against
humanoids who threaten Rjurik families or
communities.
Giantdowns are named, of course, for
ny giants that dwell there. Most are
e bands of hill giants, generally shy of
with the outside world, who shun
s with the Rjurik and grow violent if
ivacy is breached. Other giants are
ostile—several fhoimorien clans are
to live here, and prey upon isolated
settlements. These monsters are
he Watch's chief foes. The Silverhead
ins of the northern Giantdowns are
o a number of mountain giants, and
dess Kalla claims to have spoken with
ent stone giant who lives near the
peaks of the Silverheads.
Conditions: The Giantdowns are
as a DM or player character realm,
h seizing control and pacifying the
ould be quite a task, probably suitable
ntire campaign. Characters might be
form a human kingdom out of the
ith the assistance of local Rjurik who
ety for themselves and their families.
ely, a PC might be rewarded one or
the Giantdowns provinces for service
PC regent.
49
hjok/ar
am Alignment: Chaotic neutral.
Status: Recommended.
^cs» Summary: The settlement of Kopingd
only truly populated region of this
forested realm. Founded only recently,
has yet to grow into a truly modern Rju
Province Law Temples Guilds
Belik (0/7) Ul(0) ES (0)
Djurik(l/6) Ul(l)
Freikstaad (0/7) Ul(0) ES(0) Gu(l)
Hruthjik(l/6) ES(1)
Junfjor (0/7) Ul(l)
Kopingdal (4/3) ES(2) Ul(2)
Svinoylsl. (1/6) Ul(2) Ul(l)
l Dj (0)
Tarlhaas (0/7)
Vaaltrand (0/7) ES (0) -
Abbreviations: Ul=Uldviik; Gu=Guthvar; Dj=Djarik;
ald Spiral (Gretta Seligsdptter); OE=Oaken Grove of
ther Brandt).
Law: King Uldviik controls all law
kingdom. Most of the jarldoms have
regents appointed to them; the few w
received positions have not yet mov
their provinces or tried to pacify their
Temples: A few isolated druids m
groves and shrines in the trackless wi
that is Hjolvar. Many of these are asce
shun the company of other human bei
probably will not take well to intrusion
new jarls and their lieutenants. Most
druids are members of the Emerald Sp
temple most popular with nomadic an
tional Rjurik.
Guilds: The king and several of hi
appointed jarls control the trickle of tr
reaches Hjolvar.
Sources: The wild stretches of Hjo
alive with untapped magic, but, as el
in the highlands of the north, no wiza
yet developed or gained control of them
Regency Generated/Accumulated: 1
Treasury: The king currently has only
his treasury, but t
dom is so small tha
not a serious ha
Hjolvar currently g
2, GB p
dal is the Army: The kingdom's army consists of perma-
distant, nent guards in the city of Kopingdal, a handful
, Hjolvar of elite scouts, and the various irregulars that
urik state. can be called up in times of emergency.
• 1 unit of Rjurik archers.
Sources • 2 units of Rjurik irregulars.
• 1 unit of Rjurik scouts.
• 1 unit of Rjurik mariners.
• Navy: 1 Longship
; ES=Emer- Regent: King Uldviik (MRj; F6; Re, major, 22;
f Erik (Giin- LN) is the son of Lord Varrig, who founded
and helped build the city of Kopingdal. Since
w in the his father's death, Uldviik has sworn to build
not had Hjolvar into a true kingdom. He intends to
who have clear the southern jarldoms of goblins and
ved into other fell creatures and eventually defeat and
realms. displace the humanoids of Urga-Zai.
maintain
ilderness Uldviik is a tough, resourceful ruler, but he
etics who is now over 50 years old and probably will not
ings and realize his dreams within his lifetime. His chil-
n by the dren are ready to assume his duties, and are
of these sufficiently loyal that they will abide by Uld-
piral, the viik's decision regarding a successor.
nd tradi-
Lieutenants: Uldviik's primary lieutenant is
is newly- the ranger Elka Thajuula. This resourceful
rade that woman helps oversee the realm in the king's
absence and also leads bands of rangers along
olvar are the Urga-Zai frontier. King Dargal of Urga-
lsewhere Zai has placed a bounty of 5,000 gold pieces
ards have on Thajuula's head as a result of the many
m. goblin warriors whom she has personally or
indirectly slain.
12/10
3 GB in Important NPCs: King Uldviik has three
the king- children: two sons and a daughter. His sons,
at this is Ruvin (MRj; R4; Re, minor, 13; NG) and Tjorkil
andicap. (MRj; F5; Re, minor, 13; N), are both talented
warriors, but lack finesse and skill in diplo-
generates matic and economic matters; of the two,
per turn. Tjorkil is the better diplomat. Uldviik has con-
sidered leaving the realm to both of them
jointly, but the two brothers had a falling out
recently, and are not yet on speaking terms.
Uldviik's daughter, Reyna (FRj; Pr2, Erik;
Re, minor, 13; CN), has taken her vows as a
druid and plans to minister to the Rjurik of her
realm's interior. Uldviik remains fond of and
respectful toward her, and would gladly hand
the realm to her were she not so dedicated in
her service to Erik. Should the realm ever be
seriously threatened, Reyna might accept the
throne, but this will be impossible once she Allies: H
takes her vows and becomes a full druid. Rjurik nat
Description: Hjolvar did not exist until 20 sidered to
years ago, when Uldviik declared himself on good t
regent of a newly formed realm. Until that Vos nation
time, the city of Kopingdal had been a pros- Danigau,
perous but utterly isolated trading port built Grevesmi
along the forested shores of Fingal Inlet.
Today, Uldviik has laid the foundation for a Enemi
real nation. Fortresses and outposts are now Urga-Zai
scattered throughout the wilderness. Jarls sovereign
have been appointed, though they are still a the growi
long way from taming their remote provinces. gal has b
The great test of Hjolvar's unity is yet to come; invasion t
the goblin chiefs of Urga-Zai are aware of Uld- ther away
viik's intentions and plan to invade and crush erful of th
the upstart humans. notice of
do is not k
The Hjolvarans are among the toughest and
most resourceful of the Rjurik. Scouts, sailors, Svinoy Is
fisherfolk, hunters, and explorers have all This s
come here seeking new lives and adventure.
None of the current settlers are nomads, how- Hjolvar. A
ever, for such individuals prefer to remain in function a
their ancestral lands. If and when Hjolvar ing center
becomes a nation, it will be a place where the been com
old ways are rare or unknown. been assi
Oaken Gr
Capital: The nation's capital and only real as well, to
city is the port of Kopingdal. Although perma- and const
nent harbor facilities and a number of stone island.
structures have existed for many years and the
king himself has overseen the construction of Though
a royal citadel, much of Kopingdal has a tant econo
rough, frontier feel thanks to its wood-and- island. In
thatch buildings, wooden palisades, dirt nightmare
streets that turn into rivers of mud during the though th
rainy season, and so on. druids hav
on Svinoy
The sheltered reaches of Fingal Inlet make pinpoint
Kopingdal an excellent harbor, and its waters prove that
are deep and easily navigable. Sea traffic
between Hjolvar, the Thaelasian settlements,
northern Vos realms, and even some Brecht
kingdoms such as Danigau, Weirech, and Dau-
ren has helped build Kopingdal's prosperity
and reputation. Sailors who take advantage of
the city as a trading port minimize the risk of
travel across the hazardous reaches of the
Krakennauricht, as well as the dangers of the
Kraken and its minions.
Trade Goods: The Hjolvarans sell timber,
fish, and pelts in exchange for cloth, spices,
foodstuffs, tools, and clothing. A sea trade^
route links it with Kvigmar (Kvigmarheim).
Hjolvar is friendly with most other m
tions, though it is not currently con-
o be a "real" nation. The realm is also
terms with its trading partners: the
n of Rzhlev, and the Brecht realms of
Wierech, Dauren, Grabentod, and
iihl.
ies: The goblins and their allies in
are the most immediate threat to the
nty and freedom of Hjolvar. Seeing
ing power of the humans, King Dar-
begun to make plans for an all-out
to exterminate the new threat. Far-
y, the Gorgon himself, the most pow-
he dreaded awnsheghlien, has taken
Hjolvar, though exactly what he will
known at this time.
sland
small, forested isle is claimed by
As such, King Uldviik wishes it to
as a Hjolvaran fortress and shipbuild-
r. Construction of a small fortress has
mpleted, but the island has not yet
igned a jarl. Several druids of the
rove have been assigned to the island
o guarantee that shipbuilding, fishing,
truction do not unduly damage the
h it has the potential to be an impor-
nomic asset, all is not well on Svinoy
nhabitants report being troubled by
es and visions of terrible monsters,
he isle seems uninhabited. Several
ve had disturbing portents of danger
y, but so far no one has been able to
the source of the trouble, or eve
t any real danger exists.
k
khurin-azur
Alignment: Lawful good.
Status: NPC realm.
Summary: This ancient dwarven fo
sprawls across three provinces. It existe
before the Battle of Mount Deismaar
even before the arrival of humans in C
Its warriors fought against the dark
great battle, and today its leaders rule w
aid of blood power. The dwarves are cur
hard-pressed by their enemies—the Urg
goblins to the north and the powerful G
to the south—but continue to hold out va
With each passing year, their numbers dw
and hope for continued survival fades.
Province Law Temples Guilds S
NG(1) —V
Azagkhul(l/6) BR(1) NG (4) TS (3) V
NG (2) TS (1) V
Khurin-Azur (4/3) TS (4)
Voldar (2/5) UI (2)
Abbreviations: TS=Tjorgrim Stonesoul; UI=Udri
BR=Bori Redhammer; VG=Vaar Gestaad; NG=
Guthvarsson.
Law: The Stonelord and his dukes con
law in the realm, and no dwarf would eve
it otherwise. The stern inhabitants of K
Azur know that it is only through unit
their enemies can be held off, and all obey
rightful rulers. Unknown to all, howev
Gorgon has begun to corrupt so
the realm's inhabitants, though
opposition to the Stonelord
completely unk
^Temples: Dwarven pri
Moradin, under the leadership o
priest Northri Guthvarsson,
j , tain the deep caverns dedica
his worship. These p
employ elite dwarf wa
and are skilled in c
arts themsel
order to defend
sacred places
the goblin
other deniz
* the under
Guilds: T
trade contact
the outside wor
limited, a trickle of goods dr
and out of the dwarven fo
The Stonelord controls vir
52
ortress all of this, though management of trade is left
ed long in the hands of his advisers.
r, and
Cerilia. Sources: Dwarves, by nature, are nonmagi-
in the cal, leaving them little use for sources. A loner
with the Rjurik sorcerer named Vaar controls some of
rrently the magic in Khurin-Azur (with the dwarves'
ga-Zai permission; they are glad to grant control to
Gorgon an approved individual), though the realm's
aliantly. caves and mountain peaks contain enormous
windle magical potential—potential which the Gor-
gon and other enemies of the dwarves would
Sources be happy to control for themselves.
VG(1)
VG (2) Army: The fortress' army can be expanded to
VG (1) include every able-bodied dwarf in the realm,
but the Stonelord's standing force consists of:
Ironfist; • 3 units of Khurin-Azur infantry.
=Northri • 1 unit of Khurin-Azur guards.
• 3 units of Khurin-Azur crossbows.
ntrol all • 1 unit of Khurin-Azur miners.
er wish
Khurin- Regent: The hereditary monarch of Khurin-
ty that Azur is known as the Stonelord. Since the
ey their destruction and rebirth of the gods, the
ver, the descendants of Rudrik Stonesoul have ruled
ome of the realm. The current Stonelord is an ancient,
h open scarred dwarf warrior named Tjorgrim (DM,
is still F15; Re, major, 26; LG) who has seen his king-
known. dom through numerous battles with goblins,
iests of orogs, and the minions of the Gorgon. He is
of high old and weary, however, ready to make his
main- peace with eternity, and prepared to pass
ated to rulership to his nephew, Hrothval.
priests
arriors Lieutenants: Tjorgrim's chief lieutenant is the
combat dwarf berserker Rundvi. Ferocious in battle,
lves in Rundvi is nonetheless a skilled assistant who is
d their well-versed in the needs of the kingdom. On
s from occasion, Tjorgrim turns important aspects of
ns and his realm's maintenance to his nephew, Hroth-
zens of val, who will one day succeed the king.
rworld.
Though Important NPCs:-T|orgrim's nephew, Hroth-
ts with val, (DM; F8; Re, tfifnbr, 15; LG) has become a
rld are major player in the kingdom. Considered
rifts in brave*,' sldlled, and honorable, Hrothval is pop-
ortress. ular, and is expected to make a good king
irtually when his uncle eventually passes away.
The high priest Northri Guthvarsson (DM;
Prl5, Moradin; Voy major, 32; LG) oversees the
various shrines and temples of the realm; mov-
ing from site to site, staying where help is
most needed, and additionally leading dwar-
ven warriors and priests into battle when ene-
mies are on the march.
Description: Antiquity radiates from the very diplomat
walls and columns of the vast, carved dwarven efforts w
halls in Khurin-Azur. One of the oldest realms Howeve
in Cerilia, the dwarven kingdom continues to alliance c
hold out against the incessant pressure of its and Mur-
enemies, though each year more ground is with one
lost. Tenuous contacts with the outside world making a
keep a flow of trade coming, but many sages
and others who know of such things believe Enemies
that without outside help, the dwarven maar, the
fortress-kingdom is doomed. his minio
a terrible
Capital: Khurin-Azur is one large commu- Gorgon's
nity, and as such, the realm is its own capital been ove
city. A tribute to dwarven engineering, artistry, always w
and endurance, the halls of Khurin-Azur are a themselv
wonder to behold, carved inch by inch from seeds of
the living rock of the region's mountains, cov- gesting th
ered in elaborate scroll- and knotwork, deco- ing the re
rated with runes and images of dwarven gods and com
and heroes, connected by a network of cun- the best w
ningly-designed and craftily-defended tunnels,
and containing endless suites of living quar- The g
ters, temples, storehouses, armories, barracks, against th
and numerous other chambers. building
again and
Unfortunately, large stretches of Khurin-Azur Stonelord
lie uninhabited, occupied only by dust and the turies be
memories of ancient greatness. Some of the and nothi
lower levels of the fortress have, in fact, become deep hatr
lairs and bases for goblins and other creatures,
which the dwarves lack the strength to drive out. The el
gant even
Trade Goods: A small quantity of goods hemmed
reaches the dwarves through the Brecht deal with
realms of Danigau and Wierech, but these state of h
routes are dangerous, crossing treacherous realms w
mountain passes and risking the attentions of for severa
the Gorgon, the goblins, mountain bandits, alliance
and predators. The dwarves require certain nations, b
basic items such as cloth, wood for weapons, arroganc
glass, and utensils, as well as certain luxury realms
items. They offer gold, silver, and fine dwarven remain at
crafts or weapons in exchange. Hardy traders arms'
who survive the trip to and from the region length.
often return home wealthy for their troubles-
Allies: The dwarves, victims of the stubborn
pride that is the bane of their race, have iie^
allies in the world. Many lands, such as Dani-
gau, Wierech, ana the new Rjurik kingdoms of
Hjolvar and Kvigmar, are friendly toward the
dwarves but can offer them little save occa-
sional trade and their best wishes.
The dwarves of Khurin-Azur are on neutral
terms with the dwarves of Mur-Kilad and
Baruk-Azhik. If Khurin-Azur chose to open
tic channels with either group, their
would probably be greeted warmly.
er, Khurin-Azur must choose an
carefully; the dwarves of Baruk-Azhik
-Kilad are sworn enemies. An alliance
e group would automatically mean
an enemy of the other group.
s: Since the Battle of Mount Deis-
e dwarves have fought the Gorgon and
ons, winning most open battles but at
e cost in warriors and material. The
s attacks on the dwarves have not all
ert, however—recently his agents,
working incognito and never declaring
ves openly, have begun to sow the
dissent against the Stonelord, sug-
hat the Stonesouls' rulership is lead-
ealm to disaster and that negotiation
mpromise with the Gorgon might be
way to survive.
oblins of Urga-Zai also press hard
he dwarves, swarming their tunnels,
new invasion routes, and returning
d again despite endless defeats. The
ds fought against the goblins for cen-
efore the events at Mount Deismaar,
ing since has changed the two races'
red of each other.
lves of Lluabraight, proud and arro-
n in their diminished kingdom but
in by enemies on all sides, refuse to
h the dwarves, and maintain, at best, a
hostile neutrality. Though the two
were once enemies, the dwarves have,
al decades now, felt that some form of
with the elves would benefit both
but thus far, elven intransigence and
ce have won the day, and the two
t#
53
mar
Alignment: Chaotic good.
Status: Recommended.
Summary: Another new Rjurik realm, K
lies at the frontier of the Highlands. It is
rugged land of craggy mountains, win
hills, and dark, crashing surf—a place wh
the boldest and hardiest survive.
Province r Guilds
Ul (1)
Dhovjiir (1/6) Law Temples —
Jharvild (0/6) — ES(1)
— Ul(2)
Kvigmarheim (4/2) —
Sjalikfjord (0/7) Ul(2) ES(1) —
Virskaap (0/7) ——
——
Abbreviations: Ul=Ulrich; ES=Emerald Spira
Seligsdotter).
4
Law: Jarl Ulrich, from his stone m
the city of Kvigmar, controls what law
the land, but this barely extends bey
walls of the capital. The remainder of t
is wild and unsettled with few human
fewer still who acknowledge Ulrich's au
Temples: The Emerald Spiral hol
within the city of Kvigmar and in the fe
late caves, circles, and groves sprinkled
the realm's isolated reaches. The Oaken
has yet to take note of Kvigmar as a so
new worshipers, and maintains no templ
Guilds: Trade is sparse here, for th
tain passes to Hjolvar and Danigau ar
and dangerous. Some sea trade exists
by the increasing prosperity of Koping
the need for a second mercantile port
and his allies control trade in Kvigmar.
Sources: No wizards currently con
sources in Kvigmar.
Regency Generated/Accumulated: 7/
Treasury: Ulrich maintains a treasury
i 2 GB; the kingdom generates 2 GB p
^ Army: The kingdom army consists
r those units assigned to the defense of
of Kvigmar, plus a few scouts resp
for keeping watch over the passes and
activities of the Urga-Zai goblins. Jarl
Kvigmar personal guards are hardened veteran warriors
a rough, who will give their lives for their regent; they
ndswept are known as the Kvigmar Guardians.
here only • 2 units of Rjurik infantry.
• 2 units of Rjurik scouts.
• 1 unit of Kvigmar Guardians.
Sources Regent: The ruler of Kvigmar city and, theo-
— retically, the five or so provinces surrounding
— it, has traditionally been called "jarl." The cur-
- rent ruler, Jarl Ulrich (MRj; F9; Br, major, 30;
— CG), has considered consolidating and
— expanding his realm's influence, but the
nation's rugged nature makes economic and
al (Gretta population expansion difficult.
manse in Ulrich is an intelligent, well-mannered ruler
exists in who knows that he rules by the will of his own
yond the people. For their part, the quiet, good-hearted
the land people of Kvigmar love their jarl and believe
ns—and him to be a wise and brave protector.
uthority.
lds sway Lieutenants: Ulrich's leading lieutenants are
ew deso- his warden, Sir Borrik, who commands the
d across city's defenses and oversees trade matters
en Grove within its walls, and his harbor master, Cap-
ource of tain Audric, who commands the city's small
les here. trade fleet and oversees diplomacy and mer-
he moun- cantile agreements with other nations. Both
re sheer are highly competent and loyal.
s, fueled
gdal and Important NPCs: Kvigmar recently became
t. Ulrich home to a wealthy merchant named Nilsvaar.
. Arriving on a large dragon ship, Nilsvaar
ntrol any immediately began construction of an exten-
sive manse near one of the major city walls,
/4 and contributed considerable sums to help
y of only improve Kvigmar's defenses and harbor facili-
per turn. ties. He has since become well known in the
s only of city and is considered generous and charitable.
f the city An unpleasant rumor has tarnished Nilsvaar's
ponsible reputation of late, however—some now claim
d on the that he is actually the infamous Rjurik reaver
known as the Black Fiend, who ravaged the
Ulrich's west coast of Cerilia and the coastal cities of
the Krakennauricht before mysteriously van-
ishing several years ago. Nilsvaar has not cho-
sen to respond to the rumors, but they are
spreading, and he may have to take notice of
them soon.
Description: Kvigmar has existed as a
'northern outpost of Rjurik society for nearly
200 years. Founded by dissident Rjurik who
disliked the influence of the Anuireans on from the
their people, the city has survived despite overflow
harsh weather, inhospitable terrain, and Kvigmar.
occasional trouble from the Urga-Zai gob- practiced
lins. Actual Kvigmar influence is limited to great mam
the hunters, scouts, and tough settlers occu-
pying the various provinces which are today Trade
considered part of the realm. Many of these and seal
settlers and occasional inhabitants are them- Everythin
selves highly independent types, who barely ing, nets,
acknowledge the jarl in the city of Kvigmar like are im
as the realm's ruler. ticularly
connect K
In recent years, Brecht traders have begun and Danig
to influence the realm, bringing their trade
goods and customs to this distant land, much Allies: Kv
to the disdain of many traditional Rjurik. the neigh
and main
The nation of Kvigmar is shaped like a rough mountain
"V" formed by the Spearmarch Mountains to
the north and the Drakonsmaar range to the In som
south. Between them, Kvigmar is a truly breath- closer rela
taking land of steep valleys, deep rivers, brood- own Rjuri
ing mountains, crystal lakes, and deep green the city, b
forests that cling precariously to stony slopes. world and
Brecht ma
Human habitations are few and far between, the rough
consisting of isolated herders' cottages, and their
hunters' camps, and tiny hamlets with popula- realm's cl
tions of three dozen or less. A number of iso- origin. It
lated hunters and trappers call the mountains voices on
of Kvigmar home. A few small semi-nomadic
tribes, some of which have not had contact Enemies
with the outside world in decades, inhabit the realm's m
nation's handful of fertile valleys. southwest
dom is a s
At the base of the "V" are the Gray Hills— Even whe
rough country bordering the realm of Urga- to forage
Zai. Goblin raiders, hunters, and foragers raiding an
sometimes cross the border and cause prob- humans a
lems for human inhabitants of Kvigmar. The for the kin
jarl's scouts are responsible for keeping watch pursue eve
over the frontier and alerting inhabitants
should the goblins attack, but do not have the
numbers to oppose them.
Capital: In many ways, Kvigmar is its capi-
tal city. This town has stood for nearly two
centuries, growing from a rude collection of
wooden buildings painstakingly assembled by
determined Rjurik settlers into the walled har-
bor town that exists today. The city survives
through a small trade triangle that links the
outside world, the brave souls who inhabit the
interior, and coastal fishing.
During the fishing season, dozens of clinker-
built knarr and other small vessels set sail
city and return home with their nets M*
wing with fish, the staple food of
. Whaling and seal hunting are also
d by locals, and the products of these
mmals provide important trade goods.
Goods: Timber, fish, whale oil, furs,
pelts are Kvigmar's major exports.
ng needed for survival—food, cloth-
, fishhooks, tools, weapons, and the
mported from the outside world, par-
Brecht lands. Two sea trade routes
Kvigmarheim to Hjolvar (Kopingdal)
gau (Blackruft).
Kvigmar maintains good relations with
hboring lands of Hjolvar and Danigau,
ntains trade routes through the high
n passes.
me ways, the Kvigmarites maintain
ations with the Brechts than with their
ik brethren. Brecht traders often visit
bringing both news from the outside
d desperately needed goods. Many
ariners have developed a fondness for
h, rugged town and the land around it,
influence is spreading. Much of the
lothing, tools, and food are of Brecht
is almost as common to hear Brecht
the streets of Kvigmar as Rjurik.
s: The goblins of Urga-Zai ajre the
most persistent foes. Bordering the
tern end of Kvigmar, the goblin (king-
source of great difficulty for the jarl.
en goblin bands enter the realm merely
(which, for the goblins often means
nd stealing from human settlements),
are forced to retreat rather than fight,
ingdom's resources are insufficient to
ven limited military objectives.
Alignment: Chaotic neutral.
Status: NPC realm.
Summary: Lluabraight is the last rem
the great and powerful elven kingdo
once thrived in this region. Beset on
by ruthless enemies, the elf-lo
Lluabraight continue to fight, arrog
unwilling to ask for help from the
humans. The gheallie Sidhe still roams
ders of this land in greatly reduced nu
standing watch over the handful of
towers and ancient fanes that still exis
world. No outsiders—whether goblins
or humans—are welcome here.
Province Law Temples Guilds
Adothcwr(l/8) MH(1) — —
Bannoch(l/8) — — —
MH(1) — —
CaerDwyth(l/8) MH(1) — —
Challra(2/6) MH(1) — —
Cwnddrrd (2/6) MH (2) — —
Druinedd (2/7) MH(1) — —
—
Gwyddral (2/7) — — —
MH (2) — —
Llwaiss (2/7) — —
Monellrha (3/6) MH(1) — —
Rhoisneibhal (4/5) MH (2) — —
MH (4) — —
Thalbrough (2/7) — — —
MH (2) —
— :, —
Ll=Laeddra; MH=Master of the Hunt; Ty=Tyddral
Law: The Master of the Hunt, one
most powerful elven nobles, controls
within Lluabraight's borders.
Temples: Because the elves do not w
gods, no temples exist in this domain. Lea
human temples have attempted
^t relations with the elves in
*** " in order to establish
holdings in Lluabraig
were flatly
„• Guilds: Llua
exists in al
lation f
res
mnant of Organized trade is unheard of, though a few
oms that human or dwarven traders, who have made indi-
vidual friendships with elves, sometimes make
all sides the perilous journey here to trade for marvelous
ords of elven weapons, art, and clothing. Most elves dis-
gant and approve of this practice, however, and those out-
e hated siders who come here for trade often must
s the bor- dodge the gheallie Sidhe, which remains power-
umbers, ful despite the kingdom's decline.
slender Sources: The elven mage Tyddral controls a
st in this number of sources outside the city of Rhosneib-
s, orogs, hal. The single greatest source in the kingdom is
controlled by the Grand Mistress herself. Her
Sources tower once harbored the Twelve Gems of
Ty(6) Arborea (a set of stones mystically linked to a
LI (3) source of awesome magical power), giving her
Ty(3) command of one of the single most powerful
LI (6) sources in Cerilia. Unfortunately for the elves,
LI (9) only nine of the twelve gems are in place. The
LI (8) remaining three have been lost or stolen over the
LI (8) years, and the source is less potent as a result.
Ty(5)
LI (4) Army: The kingdom's army is small but highly
Ty(2) skilled, having honed its skills over centuries
LI (7) of battle against humans, orogs, goblins,
LI (9) fhoimoriens, and the minions of both the Gor-
LI (9) gon and the White Witch.
Ty(3) • 4 units of Lluabraight swords.
LI (6) • 1 unit of Lluabraight guards.
Ty(2) • 2 units of Lluabraight archers.
LI (7) • 2 units of Lluabraight gheallie Sidhe.
e of the Regent: The realm's traditional ruler is known
s all law as the Grand Master or Mistress. The current
Grand Mistress, Llaeddra (pronounced HLAY-
worship thra) (EF; W18; Br, great, 50; CN) traces her
aders of ancestry back nearly 3,000 years through an
to open unbroken line of rulers. Llaeddra herself has
the past ruled for nearly a century and has seen her
h temple realm grow steadily more and more hard-
ght, but pressed by its many foes. She is a stern and
refused. powerful woman, however, and refuses ever to
abraight give in to despair or defeatism.
loof iso-
from the Her long life and the many tragedies suf-
st of the fered by her people have made Llaeddra cold
and hateful toward outsiders, especially
world. humans, even driving her to occasionally exile
subjects who maintain inappropriate friend-
ships with foreigners.
Lieutenants: The Grand Mistress generally
controls the realm directly, rarely leaving
affairs in the hands of lieutenants. On
the few occasions that she does depend
on an assistant, thewizardess Tyddral
(who controls Lluabraight's sources out-
side the capital city) runs the realm.
Important NPCs: The Grand Mistress's Mas- Master's
ter of the Hunt, Sir Aelwynn, commands the the still-b
gheallie Sidhe and faithfully patrols the forests,
battling interlopers and ejecting or killing out- At the
siders. Whether he slays intruders or simply Mistress,
provides them with an escort to the border, realm an
where they are generally left naked and Arborea—
weaponless, depends upon his mood. very soul
only nine
Description: Lluabraight's origins are lost in reside in t
the dim past. It is known that the realm has tion as a
stood for at least 5,000 years and that its cur- Grand M
rent ruling house has controlled the realm for
30 centuries. Grim, isolated, and arrogant, the Though
elves of Lluabraight maintain a rigid and to be nea
archaic social system ruled by a hereditary site has b
monarch and various nobles. These nobles Even tho
participate each decade in elaborate contests enough to
and ceremonies intended to choose the vari- are unabl
ous Masters and Mistresses who oversee the by poten
actual business of the kingdom. more than
Once encompassing much of the Northern Trade
Highlands of Cerilia, Lluabraight has been few indiv
reduced to its current size through pressure by bringing
humans, humanoids, and the destructive exchange
power of the awnsheghlien. Most recently, the the like.
two southern provinces of Rhuiddar and Caer of meeti
Cwnnar have fallen to the humanoids of the scours th
Giantdowns; the Grand Mistress lacks the ers. Thos
forces to take them back without weakening because
her other frontiers. within Ll
Most of Lluabraight is thick with forests. Its Allies: Ll
elven settlements are well hidden, both magi- ple want
cally and mundanely, from the prying eyes of against im
outsiders. The River Sidhebyrn forms the triumph.
land's western border, while the foothills of the their soul
Giantdowns have traditionally marked its render o
southern frontier. This last has changed considere
recently, with the conquest of Rhuiddar and
*;&Gaec-CsKQnjir by the Giantdown humanoids. Enemies:
The crim
The elves of LlSibraight are a sad, fatalistic been for
race who rarely smile or laugh but are deter- hate hum
mined to hold on until the bitter end. Only humans,
when the last elf dies with sword in hand at all sides
the pinnacle of the Grand Mistress's Tower, a humanoid
curse on his lips, will the elves of Lluabraight Witch and
completely pass from this world. envious e
and fertile
The Capital: The city of Rhosneibhal grows Urga-Zai
gracefully like part of the forest, its curved goal seem
rooftops and slender towers rising toward the bloodshed
sky. This is the last great elven city in the region; force the
only a fraction of its once-mighty populace
remains. At the exact cen-
ter of the city is the
gleaming white pinnacle
known as the Grand
(or Mistress's as appropriate) Tower,
beating heart of this ancient realm.
e peak of the Tower dwells the Grand
, a powerful wizard who is ruler of the
nd guardian of the Twelve Gems of
—the items considered to contain the
of Lluabraight and its people. As noted,
e of these powerful stones currently
the tower, greatly handicapping its func-
a magical source and preventing the
Mistress from fully exercising her powers.
h the great elven city is so wondrous as
arly painful in its grace and beauty, the
been seen by human eyes but rarely.
ose humans fortunate or foolhardy
to penetrate this deep into the forests
le to perceive the city, for it is guarded
nt illusions and appears to be nothing
n another stretch of pine forest.
e Goods: Trade is rare here, save for a
vidual humans or dwarves who come
g food, cloth, tools, and animals in
e for elven art, clothing, weapons, and
Such persons, as noted, run the risk
ing the gheallie Sidhe, which still
he land in search of foreign interlop-
se traders who come here do so only
of friendship with individual elves
luabraight's borders.
luabraight has no friends, and its peo-
t none. Their fight is a lonely one,
implacable foes who will, in the end,
. Though most elves know deep ii
uls that their struggle is hopeless, sur-"
or requests for outside aid are both
ed unthinkable.
: Lluabraight is at war with the world.
mes of the ancient humans have never
rgotten, and most Lluabraight elves
mans for this reason. Even without
the elven realm is beset by foes from
s—the Blood Skull raiders, the
ds of the Giantdowns, and the White
d her minions, all of whom cast
eyes upon the ancient magics
e lands of the elves. The
goblins, whose only
ms to be conquest and
d, are still another
elves must confront.
uron-zcti
Alignment: Chaotic evil.
Status: Not available for PCs.
Summary: The wilderness of Urga
home to savage goblin tribes and
humanoid allies, all under the chaoti
ship of the self-styled "King" Dargal.
Province Law Temples Guilds
Da (2) SK(2)
Draga-Zai (2/7) Da(0)
Hor-than (0/9) Da(l) SK(0)
Hovrimm (1/7) Zh(0) SK(0)
Idzar(0/9) Da(0)
Kazal-Zai (0/5) SK(0)
Khul-Na(l/7) () SK(1)
Nulthan (2/7) Mf(l)
Raka-Zai (0/9) SK(1)
Urik-Na(l/4) Ny(l)
Urtha(l/7) Gl(0) SK(0)
Vulzin(l/7) Zh(l)
Zaruul(l/7) SK(1)
Zeph-Na (2/6) Da(l)
Da = Dargal; Gl=Gladdishk; Mf=Mfullik; Ny
SK=Swords of Kartathok; Zh=Zhourgg
Law: Law is controlled by individual w
though for unity's sake (and to avoid his
most lords acknowledge Dargal's primacy
Temples: The goblin followers of K
(a.k.a. "The Big Boss") control several t
in Urga-Zai. Dargal boasts that his real
tains several "true" goblin shamans wh
what he considers awesome powers; h
insists that they join his forces on raids.
much of their time is taken up with the i
and often incomprehensible rituals
tathok, the goblin shamans usually coo
since "it's what the Big Boss would want.
Guilds: No trade passes in or out of U
The kingdom survives by taking what it w
Sources: Many ancient sources, left o
the days when this region was dominated
Lluabraight elves, exist deep in the w
Urga-Zai, but these have long since lo
connections to their regents an
remain unclaimed.
a-Zai is Army: Dargal's so-called army is both eclectic
d their and chaotic, with most of its warriors acknowl-
ic ruler- edging only their own chieftains, and only
minimally aware of the goblin king's authority.
Sources Though its size and exact composition vary,
the following may be considered typical:
• 4 units of Urga-Zai warriors.
• 2 units of Urga-Zai archers.
• 2 units of Urga-Zai cavalry.
• 1 unit of Urga-Zai guard.
• 1 unit of Urga-Zai ogre infantry.
• 1 unit of Urga-Zai bats.
y=Nybwyl; Regent: Most of the goblins and other
humanoids in Urga-Zai agree that the land
warlords, needs a "king," and the blooded Dargal (MM;
s wrath) Vo, major, 24; CE) has both the skills and ability
y. to serve the role. The office of goblin king is a
Kartathok strange one—though acknowledged as the ruler
temples of Urga-Zai, the king exercises little real
alm con- authority, but on occasion leads the chaotic
ho wield flood of troops which serves as his "army" into
he often battle beneath his black minotaur-skull banner.
Though
intricate For his part, Dargal doesn't bother his vari-
of Kar- ous chieftains and warlords with petty orders or
operate, supervision regarding the maintenance and
." management of their disparate realms, but does
Urga-Zai. dream of a day when his authority spreads all
wants. across the Highlands, conquering elves,
over from dwarves, and humans and even challenging the
d by the power of the awnsheghlien. In this spirit, he
woods of generally refers to himself (and insists that his
ost their immediate servants do likewise) as "Dargal the
nd now Great," though his other nickname (never spo-
ken in his presence) is "Dargal the Pest."
Currently, Dargal is considering war
against the relatively new human nation of
Hjolvar as an easy way to improve his peo-
ple's unity and fighting skills, and as a way to
expand their territory.
Description: Urga-Zai is a crazy quilt of vari-
ous goblin realms, most containing a substan-
tial number of other humanoids such as ogres,
fhoimoriens, gnolls, trolls, etc. These creatures
live together in a semblance of unity, periodi-
cally going to war against each other, but all
acknowledging the unifying value of their king.
The king's role appears to be in persuading his
bickering subjects to set aside their differences
and remain together long enough for yet-one-
more raid into Lluabraight, reconnaissance-in-
force into Danigau, or scouting/foraging into
Hjolvar or Kvigmar. Despite their differences,
all Urga-Zai acknowledge and even (in their
own goblinish way) love their king.
domains hoek
Although they lie on the outer fringe of The ol
Rjurik and human realms, the Wild Lands by Halsk
include several other domains that exist inde- Sivardaa
pendent of borders and human political ruled sinc
boundaries. The Thaelesian colonies, commu- to somed
nities of especially tough and resourceful expand th
Rjurik, are also included here. realm into
true Rjur
the watch
7
The ranger Hogrun Njalsson leads this
informal alliance of rangers, scouts, travelers, fjan/
trappers, hunters, and wilderness-dwellers. Establi
Their job is to protect the Rjurik of the Giant- chaotic co
downs and keep a wary eye upon the activities to be a re
of the region's humanoids, especially the mys- colony, th
terious creature known as Ghuralli. tacts with
food and b
The Watch is a constant presence in most viir (MRj
parts of the Giantdowns, even in some of warrior w
those controlled by Ghuralli's humanoids. much sati
Here, Watch members act as insurgents by economic
tracking, misleading, sabotaging, and gener- ice troll ra
ally making Ghuralli's life miserable. Else-
where, they act as a combination army/scout- rjalfo
ing/police force, controlling some law in the
various Giantdowns provinces. This co
three yea
Holding Level Location Haldan N
Law 1 Vjelthelma (Giantdowns) competen
Law 0 Boganhaar (Giantdowns) colony is
Law 1 Midjarna (Giantdowns) and is pe
Law 1 Lemnjohen (Giantdowns) fhoimorie
tions. Its
thaelasian to survive
colonies
Colony
The distant and icy realm of Thaele harbors Hoekstraad(
vast stands of timber, rich mineral deposits, Tjarvaald (1/6
and even occasional fertile valleys sheltered Rjalford (0/7
from the wind and fed by volcanic hot springs
hidden among its folded, wrinkled hills. A few Abbreviati
Rjurik live here—colonists in frontier cities Traders (Jan
located along the rugged coastline or in shel- dotter); AD=
tered valleys. Although they retain close ties
with their homelands in the form of trade and
sea links, these colonies essentially function as
independent states.
Several of the most prominent colonies are
listed below.
kstmad
ldest of the colonies was established
kapa over a decade ago. Jarl Haelrya
an (FRj; F8; An, minor, 16; CG) has
ce Hoekstraad's founding; she hopes
day
he
oa
rik
lands
/aald
ished by Stjordvik before the current
onditions began, Tjarvaald has proven
elatively successful and prosperous
hough it is dependent upon trade con-
h the Three Trees Traders for much of its
building material. Jarl Andros Drakken-
j; R12; Ma, minor, 18; NG) is a veteran
with a flair for leadership who gets as
isfaction out of overseeing the colony's
c well-being as he does out of battling
aiders and the occasional remorhaz.
ord
olony was established by Jankaping
ars ago, and has struggled since. Jarl
Njarik (MRj; Re, minor, 10; LN) is a
nt leader and administrator, but the
s located in a hopelessly rugged area
eriodically ravaged by ice trolls and
ens as well as by harsh weather condi-
s few hundred citizens barely manage
e from year to year.
Law Temples Guilds Sources
(l/6) HS(1) ES(1) TT(1) *
6) AD(1) - TT(1)
) HN (0) — HN (0)
ons: HS=Haelrya Sivardaan; TT=Three Trees
n Hrustraad); ES=Emerald Spiral (Gretta Seligs-
=Andros Drakkenviir; HN=Haldan Njarik
kjarhoelle wild
tr
Kingdom: The Giantdowns
Winter Province: Trondelaag
Summer Province: Trondelaag
Chief: Tjorvaal (MRj; F16; CE)
The Kjarhoelle are something of a rari
thoroughly wicked tribe of bandits an
throats with no concern for their land,
fellow tribesmen, or the cautionary teac
of Erik. Safe in their fastness in Trondel
the Giantdowns, the Kjarhoelle—under
ancient, scarred leader Tjorvaal (who m
carried into battle in a sedan specially
for him)—sally forth to raid neighboring
such as the Blood Skull Barony, Dhoe
and Tuarhievel. Only slightly better tha
humanoid raiders who dwell in the down
Kjarhoelle are a special enemy of the W
which has on several occasions attempt
evict them from the twisting canyons an
country where they make both their su
and winter homes. Rumor has it that Tj
has actually considered a formal alliance
the fearsome humanoid leader Ghuralli
remains the scourge of the northern D
and is hated and feared by all nearby Rju
helskaor
Kingdom: Hjolvar
Winter Province: Tarlhaas
Summer Province: Hruthjik
Chief: Rankjar (MRj; F9; Re, minor, 13
This tiny tribe (only 50 members) is one
few true
*"'"* tribes to
i
W
inacce
wilde
d lands now known as the
ribes kingdom of Hjolvar. Life
here is rough, and the Helskaar are
only barely aware of the existence of
a world beyond their tribal lands.
Each day is a struggle for survival—even in the
short, temperate days of summer, when the tribe
hunts mountain goats and braves the waters of
ity—a the Thaelasian Sea in hide kayaks seeking seals
nd cut- and pilot whales for food.
, their The Helskaar have few enemies save nature
chings itself, but they remain dedicated to the ways
laag in of Erik, viewing the harsh northern clime as
r their the deity's way of testing them, and proving
must be their tribe worthy of continued survival. Hel-
made skaar scouts sometimes aid King Uldviik, and
g lands they maintain good relations with their regent
esone, on the rare occasions when they actually come
an the in contact with him. Still, the Helskaar remain
ns, the good Rjurik, unwilling to accept outside aid or
Watch, to acknowledge any temporal authority higher
ted to than the old and respected chief Rankjar.
nd hilly
ummer
jorvaal
e with
i, who Kingdom: Kvigmar
Downs Winter Province: Jharvild
urik. Summer Province: Jharvild
Chief: Astridda (FRj; P8, Erik; Re, major, 20; CG)
The Ingallan number perhaps 60 individuals and
live in the nearly untouched reaches of Kvigmar.
Thus far, neither Jarl Ulrich nor the Ingallan are
aware of each other's existence, so isolated is
this tribe. In fact, the Ingallans' lonely existence
3; CG) has created a number of unusual beliefs among
the tribe's members, including the notions that
of the the entire world is covered in ice, that fewer
Rjurik than a few hundred humans exist anywhere, and
o dwell that the ocean is virtually endless, terminating
in the only when it reaches Erik's undying realm, an
essible inconceivably far distance to the east.
derness Some members of the Ingallan, who have
ventured far enough to see Kvigmar city or
have glimpsed Brecht or Rjurik vessels far off
on the wave-tossed sea, now question this
*view of the universe. Chieftess Astridda gently
and chidingly dismisses this confusion. Most
of the tribe's older membersrfeel that belief in
a world outside the snow and ice of their realm
somehow shows a lack of faith in Erik, and
some even go so far as to accuse those who
question tradition as blasphemers, and call
for their expulsion from the tribe.
personalitiesdher?
Jarl of Se
I. Jllatrhl-loefvSele
bervinig
King of Halskapa
9th-level Rjurik fighter
S: 16
D: 13
C: 6
I: 15/7*
W: 16/3*
Ch: 14
AL: LN Bloodlin
AC: -4 (full Blood Ab
Equipme
plate +4; of potion
see below) potions o
hp: 30 rumored
MV: 12 strength.
THACO: 12 ever. His
#AT: 3/2
Dmg: ldlO+5 (holy avenger +5; see below) sword +3,
Bloodline: Reynir, major, 28. Descript
Blood Abilities: Bloodmark, detect illusion, black-hai
resistance (major) self-inte
Equipment: Bervinig's most treasured posses- either re
sion, and the symbol of the Halskapan throne, is when the
the greatsword Hlarskvung. This mighty weapon to proclai
functions as a two-handed sword +3. In the hands dom, with
of a member of Reynir's bloodline, Hlarskvung
functions as a sword +5 holy avenger and inflicts Though
the same damage as a two-handed sword. his own an
maintains
In battle, Bervinig wears a suit of full plate loyalty an
+4, another national treasure crafted by the King Berv
dwarves of Khurin-Azur for one of Bervinig's toasting th
ancestors. With both of these items at the his mead-
ready, King Bervinig was once near-invincible and his fa
in battle, but he has neither worn the armor time, how
nor wielded the great sword in over a decade. make con
Description/History: King Bervinig has held jarls, attem
the throne of Halskapa for over five decades, base for h
and has in the past proven a wise and resource- to gain all
ful ruler. In the past fewfeears, however, the that he do
king's health and tationrffcculties have been grab for th
in decline. Currently, Bervinig is lucid about a
third of the time, and uses the first statistic Dherg
listed above for those attributes marked with his schem
asterisks. The remainder of the time, he uses number o
the second s|t, a(id is only barely capable of scions, in
caring for himself. twin daug
and Dierl
Not surprisingly, Bervinig rarely leaves known to
Skapa Hjarring these days, preferring to stay social eve
close to familiar surroundings, his doting ser- intelligen
vants, and loyal lieutenant, Sir Jalkvar.
?wir
elkhauske in Halskapa
elkRhjauursikefiginhter
2d4+3 (frost brand +3)
ne: Anduiras, major, 15
bilities: Enhanced sense (major)
ent: Jarl Dherg owns a fine collection
ns, including an elixir of health, several
of healing and extra-healing, and (it is
d) as many as four potions of giant
. He is loath to use these casually, how-
s other best-known possession is a
, frost brand.
ion/History: The handsome, bearded,
ired Jarl of Selkhauske in Halskapa is a
rested, scheming man who plots to
eplace King Bervinig on the throne
e aged monarch finally passes away, or
im Selkhauske as an independent king-
h himself as regent.
h ambitious and interested only in
nd his family's betterment, Dherg
s a carefully-crafted facade of
nd faithfulness, attending to
vinig in his dotage, often
he king's continued health in
-hall, sending gifts to Bervinig
amily, and so on. In the mean-
wever, Dherg continues to
ntact with other Halskapan
mpting to build a.^ower
himself and trying
lies in the event
oes make a
he thronf.
is aided in
mes by a
of able
ncluding his
ghters Fjerdia
la. They have been
o impersonate each other at
ents to facilitate gathering
nce on rivals.
61
fulmar the bold
Bandit King ofRjuvik
12th/9th-level Rjurik fighter/thief
S: 16
D: 17
C: 12
I: 16 ,
W: 12 j
Ch: 17 £
AL: NE £
AC: 3 1
(bracers) 1
hp: 66 \
MV: 12
THACO: 16
#AT: 3/2
Dmg: Id8+1
(cutlass +1)
Bloodline: Brenna, minor, 14
Blood Abilities: None
Equipment: Fulgar maintains an eno
hoard said to be worth over 100,00
pieces. Whatever its actual value, he gu
jealously and doles it out grudgingly as
and rewards to his followers and jarls.
During his career as a reaver,
amas$ed a fine collection of art and enc
item4 the most prominent being a m
set of three magical mirrors which he
communicate with his most trusted jarls
also rumored to control an extremely po
golem. In battle, he wields a cutlass tha
tions as a sword +1, flame tongue. He
bracers of defense AC3, and has no n
cumbersome armor in combat.
Description/History: The pirate know
as Fulgar the Bold took control of the
jarldom of Yvarre over two decades ag
has since expanded this holding into a
Rjurik kin
R
kn
the
Rea
*" • good
for
hand
jarld
rewards
various cut
and toadie
gar and h
today r
kingdom
were their
property,
ormous no qualms about exploiting the people, taking
00 gold taxes, and fighting among themselves.
uards it
s bribes Fulgar is a ruggedly handsome man. His
once-red hair is now shot with white and his
Fulgar face is decorated by several prominent scars.
chanted He has recently begun to desire recognition as
matched a true Rjurik regent, and as a result, has for-
uses to bidden his jarls from raiding into neighboring
s. He is lands. He has even gone so far as to attempt
owerful trade contacts with the outside world. Unfor-
at func- tunately for Fulgar, most Rjurik still consider
e wears him "Fulgar the Blood-Handed," as his ene-
need of mies once branded him, and they refuse to
deal with him or his outlaw kingdom.
wn only
coastal Despite resistance and personal justifica-
go, and tion, the fact is that Fulgar has begun to feel
a major the nagging touch of guilt and culpability for
the pain and suffering he caused in his life,
ngdom. and now wishes to legitimize himself in the
Rjuvik is eyes of his people. That the Rjurik are not so
nown as easily convinced burns like fire in Fulgar's
heart, and he has grown grim and melancholy,
Bandit a sad figure alone in his cold stone palace,
alm for respected by few and loved by none.
reason,
Fulgar adriala the dark
ded out
doms as 1 Oth-level human wizard, unknown race
s to his
tthroats S: 9
es. Ful-
his jarls D: 11
run the
as if it C: 12
private I: 18
having W: 14
Ch: 17
AL: CE
AC: 10
hp: 19
MV: 12
THACO: 17
#AT: 1
Dmg: Id6
(quarterstaff)
Equipment: Adriala owns a staff of power
which she has used on several occasions to
dispose of troublesome rivals.
Description/History: A mysterious woman
who resides in and controls several sources in
Rjuvik (along with the exiled Basarji sorcerer,
Quirad al-Dinn (MKh; Wll; Ba, major, 38),
Adriala keeps to herself, pays tribute to her
jarl and to King Fulgar the Bold, and even aids
the nation in battle against the Blood Skull
Raiders on occasion.
Adriala and al-Dinn's relationship is com- Descript
plex. Sometimes they are rivals, competing powerful,
directly in quests for magical artifacts, rare beard an
spell components, and the like, and at other more des
times they work together, as in a recent bat- Rjurik sp
tle with Blood Skull orogs. On that occa- realm as
sion, Adriala successfully created the illu- "interfere
sion of a major attack by Rjuvik forces; al- this end,
Dinn concealed the movement of the real King Var
Rjuvik jarls, who fell upon the raiders with- stand up
out warning, routing them and eventually
destroying them utterly. Olfjor
and figh
Adriala's actual identity is unknown—some indulges
claim that she is an exiled Brecht wizard, restraint.
expelled from her homeland for experiments througho
in necromancy or evil sorcery; others believe and som
Adriala is from outside Cerilia altogether, in gences co
flight from unknown pursuers who may fol- to ride in
low her to Rjuvik and wreak terrible often tha
vengeance. revel at o
Olfjor is
olfjor yh/amk realm's e
Jarl of Arvaald in Stjordvik Since h
9th-level Rjurik fighter he doesn
wise abu
S: 18/76 dearly, s
D: 10 generosit
ued healt
C: 15 i ticularly
he should
I: 12 A ruler, bu
voices cry
W: 13 it
Ch: io e*
AL: CN §1
AC: 4 fg
hp: 76 ffi
MV: 12 1
THACO: 12 ^
#AT: 3/2
Dmg: Id8
(battle axe)
Bloodline: Masela, major, 23
Blood Abilities: Divine aura (major)
Equipment: Olfjor owns a pair of gauntlets of
ogre power, which he uses to perform amusing
tricks at parties, and a bow +1 which he takes
on his frequent hunting trips.
tion/History: The jarl of Arvaald is a
, loud, arrogant man with a thick red
nd long blond braids. He typifies the
structive elements of the independent
pirit, in that he wants to run his own
s he chooses, without oversight or
ence" from a king or higher official. To
he wholeheartedly supports the weak
rri of Stjordvik, who lacks the spine to
to his jarls when they defy him.
loves ale, women, singing, hunting,
hting, usually in that order, and
in all of these with notable lack of
. Olfjor's entertainments are famous
out Stjordvik and neighboring realms,
me of the more memorable indul-
ontinued for days. The jarl also loves
n search of adventure, which more
an not ends up in another drunken
one of his many estates. All the same,
a skilled fighter, and has fought the
enemies on many occasions.
his realm is a relatively happy one and
n't bother to excessively tax or other-
use his subjects, they all love him
singing songs about his bravery and
ty and drinking toasts to his contin-
th. A few of the more wise Rjurik, par-
the druids of his realm, believe that
d be more attentive and loyal to his
ut these individuals remain lonely
ying in the wilderness.
thrakkazz,
the scarlet baron
Ruler of the Blood Skull Barony
12th-level orog fighter
18
12
18
13
12
18 (to go
and orog
humans,
dwarves,
LE
3
88
12
9
3/2
2d4 (mo
star) or
(metal c
Bloodline: Anduiras, major, 38
Blood Abilities: Detect lie, battlewise,
eration
Equipment: One of Thrakkazz's most
tant possessions (and a secret of his con
survival) is his ring of regeneration whic
bined with the regeneration blood abili
enabled him to survive the most app
injuries and return to destroy his riva
enemies. He is rumored to have severa
magical items stolen from his victim
their exact identities remain a mystery.
Description/History: Rising to promine
the violent realm known as the Blood
Barony, Thrakkazz is everything a goo
warlord should be—strong, merciless, v
intelligent, skilled, generous to his friend
ruthless with his enemies.
A mark of Thrakkazz's skill as a surv
found in his scarred and twisted visag
result of a dozen attempts on his life) a
iron claw which he uses in place of hi
i, hand, lost in battle against a wo
^ * l ^ usurper several years ago. Thoug
TL and battered, Thrakkazz con
to survive, and plots
surrounding r
Today, Thrakkazz ho
consolidate all his realm
actually take ove
oblins surrounding jarldoms rather than simply
gs)/3 (to raiding, pillaging, and retreating when regu-
, elves, lar Rjurik troops arrive. He currently plans
, etc.) an invasion of Barrow Woods in the Giant-
downs to test his forces.
orning
Id8 The White Witch and the humanoid leader
claw) Ghuralli have taken an interest in this
scheme, for neither wishes Thrakkazz to
grow any more powerful than he is, yet nei-
ther possesses the strength to stop him. The
White Witch has begun to consider sending
her humanoid agents to the Barony to sow
dissension, but thus far, Thrakkazz remains
firmly in control of his realm and will fight
tooth and nail against anyone who attempts
to unseat him.
jorrik the wanderer
8th-level Rjurik druid
, regen- Bloodline: Vorynn, tainted, 11
Blood Abilities: None
impor-
ntinual Equipment: Jorrik carries no possessions save
ch, com- his simple staff, knapsack, shoes, andjjre_£».,or
ity, has white tunics and cloakf^onik^Tamous staff is
palling actually a staff of curing, and one of the sources
als and of his near-legendary healing powers.
al other Description/History: Jorrik is a wandering
ms, but druid with no fixed abode, as reflected in his
title. He is usually found in the Northlands,
ence in overseeing the health of its people, defending
d Skull them against enemies, and dispensing aid and
od orog wisdom as he travels. He is a tall, spare, tough
violent, man who relies upon the bounty of nature and
ds, and the kindness of individual Rjurik to survive.
vivor is
ge (the
and the
is right
ould-be
gh ugly
ntinues
against
realms.
opes to
ms and
r some
Jorrik ignores borders, those of both king- Equipme
doms and jarldoms, and calls no man or able mag
woman monarch. He himself carries some of elven arti
the blood of Vorynn, but possesses no blood of ancien
abilities. He is best known as a healer who +3 and h
never denies aid to those in need, and, though mal 2/1.
he has never been seen to engage in any act of exists in
violence, he is hailed as an implacable foe of with his l
the orogs, the White Witch, and other enemies
of the Rjurik. Jorrik's opposition to these ene- Descrip
mies usually takes the form of misleading warrior, H
invaders, warning potential victims, casting to the G
spells to confuse and anger, and so on. Most Watch,
tales of Jorrik claim that he has sworn never to hunters,
take a life, save what he needs to survive. Rjurik. T
oversee a
Many stories are told of Jorrik and of downs fro
other wandering druids like him; these tales ters or th
often revolve around his unexpected aid to a and mon
family in distress, a lost traveler, or inno- the strang
cents beset by humanoids or awnsheghlien. sonal en
Some of the tales are true, while others have schemes
grown considerably in the telling, and some
are outright falsehoods, but the fact remains Hogru
that Jorrik is a true Rjurik hero who places graying
the welfare of his people before his own and eyes. He
would gladly give up his life for the land and brooch in
its inhabitants. symbols
warriors,
hoqrun njalsson is genera
his trust
13th-level Rjurik ranger from the Giantdowns possible
wildernes
S: 17
D: 15 Hogru
C: 15 and he re
I: 12 service in
W: 15 edge, bu
Ch: 11 from it a
when dee
drinking,
he loved,
(the stor
ving him
circumst
AL: CG
AC: 8
hp: 70
MV: 12
THACO: 8
#AT: 2
Dmg: Id8 (long
sword)
ent: Hogrun is the owner of a remark-
gical item, the Bow of Gyddren. This
ifact, probably crafted by the bowyers
nt Lluabraight, functions as a longbow
has a ROF of 3/1 rather than the nor-
. It is a unique item—nothing like it
all of Cerilia, and Hogrun guards it
life.
ption/History: A former Halskapan
Hogrun eventually retired and moved
Giantdowns where he founded the
an informal alliance of rangers,
scouts, and other wilderness-dwelling
The Watch's self-appointed job is to
and protect the Rjurik of the Giant-
om harm, whether from natural disas-
he threat of the various humanoids
nsters in the region. Hogrun counts
ge creature Ghuralli as one of his per-
nemies, and will frustrate Ghuralli's
at all costs.
un is a large, bearish man with a thick,
beard and deep-set, gleaming blue
e normally wears a black cloak with a
n the form of a wolf's head, one of the
of the Halskapan elite Wolf Guard
, of which he was once a member. He
ally suspicious of strangers, but once
has been placed in one, he is the best
friend one can have in the dangerous
ss of the Giantdowns.
un's actual history is little known,
emains close-mouthed about it. His
n the Wolf Guard is common knowl-
ut the circumstances of his departure
are mysterious. Many claim that,
eply depressed or when he has been
, Hogrun speaks of a woman whom
, who either rejected him or died
ries are confused on this point), dri-
m into the wilderness and his present
tances.
ghuralli
Awnshegh (former orog warlord in a supe
metal body), from the Giantdowns
S: See below
D: 12
C: n/a
I: 15
W: 13
Ch: 18 (to orogs, goblins, gnolls,
fhoimoriens)/6 (to humans, e
dwarves)
AL: LE
AC: 3
hp: 80
MV: 6
THACO: 3
#AT: 1
Dmg: 4-40 (see below)
Bloodline: Azrai, major, 19
Blood Abilities: Fear
Equipment: Ghuralli carries no equip
nor does he need to.
Special: Once per day, Ghuralli can h
metal body to white hot intensity, cau
bonus 2dlO points of damage in melee
6dlO) for Id4 rounds. He is exhausted
such an attack, and his normal melee d
drops to 2dlO for the next 2d4 hours.
Description/History: Ghuralli is the lea
the northern Giantdowns humanoids a
proven a deadly threat to the Rjurik
region as well as to his neighbors i
abraight and the Blood Skull Barony.
A skilled and resourceful leader, Gh
exact race and heritage are not widely k
Those few who have seen him repor
Ghuralli resembles a tall, black, gle
metal statue in the form of a gigantic mi
or tanar'ri. He is clearly an independ
willed and intelligent creature, and lea
•humanoids with a firm, ruthless han
leadership in the humanoid conquest
Lluabraight realms of Rhuiddar and
ernatural
ogres,
elves,
pment, Cwnnar has caused certain observers (par-
ticularly Hogrun Njalsson, leader of the
heat his Giantdowns Watch) to suspect that Ghuralli
using a plans to establish an actual kingdom in the
e (total Giantdowns to rival the elven, orog, and
d after Rjurik domains in the area.
damage
Ghuralli was once an orog chieftain of partic-
eader of ular intelligence and cunning, with unawakened
and has blood abilities derived from the evil Azrai.
While on a raiding party into Lluabraight, he
of the found an elven stone circle where a baatezu
in Llu- lord of considerable power was imprisoned. He
set the creature free, after first extracting a
huralli's promise of aid. The baatezu rewarded the orog
known. chieftain with a great, near-indestructible metal
rt that body (for all intents and purposes equal to an
eaming iron golem, with additional special abilities as
inotaur described above), and additionally awoke the
dently- orog's inherent blood ability. His mind intact
ads the (and even somewhat improved by the grateful
nd. His fiend) and fully awakened as a powerful fledg-
of the ling awnshegh, Ghuralli returned to his tribe
d Caer and set off on the road to conquest. Most of the
humanoids under his domination revere Ghu-
ralli as near-divine, and their morale and loyalty
to him are virtually unbreakable.
•J
fjorqrim stonesoul exist in i
over Ceri
Regent of Khurin-Azur fact. He a
15th-level dwarf fighter the awns
mon caus
S: 18 High Mis
D: 10 j intransig
elves hav
C: 18 A honor, tr
I: 14 H Stonelord
W: 13 W ever getti
Ch: 16 jfcj inhabitan
AL: LG B llaed
AC: 0 W Grand Mi
hp: no m 18th-level
MV: 6 W
S:
THACO: 6 \ D:
#AT: 2 C:
I:
Dmg: ld8+5 (battle W:
Ch:
axe +5)
AL:
Bloodline: Reynir, major, 26 AC:
Blood Abilities: Protection from evil, iron will
Equipment: Dwarven armor and weapons are hp:
renowned across Cerilia; human scholars MV:
devoted to the study of dwarven craftsmanship THACO:
have a hard time deciding for themselves which #AT:
realm produces the finest goods. The fortress- Dmg:
city of Khurin-Azur, of course, is no exception.
Lord Tjorgrim owns many antique weapons, Bloodlin
shields, helms, and similar items, but his most Blood A
prized possession—the item that has been character
borne by the land's ruler since time immemor- Equipme
ial—is the giant war axe Dragonstooth, which her robe
acts as a battle axe +3 in the hands of an ordi- also poss
nary fighter and as a battle axe +5 in the hands items, inc
of the true ruler of Khurin-Azur. potions,
Description/History: The grizzled old dwarf is items who
one of the last surviving defenders of dwarven
honor and prestige in the northern highlands. The m
Regent of Khurin-Azur, Tjorgrim has spent his sions are
entire life fighting the realm's enemies—the enchante
goblins of Urga-Zai, the minions of the Gorgon, atea pow
the proud elves of Lluabraight (on occasion), for the G
and nightmare creatures from the Shadow only nine
World which sometimes appear in his realm. missing, a
set, her
Though he remains strong and nearly invinci- magical
ble in battle, the ancient monarch is now cen- abilities
turies old and weary of mortal existence. He remain
intends to live only as long as it takes to train limited.
his nephew, Hrothval, to be his successor.
Unlike most other dwarves, Tjorgrim has
grown more tolerant of outsiders as he has
aged. The decline of his people is unmistak-
able evidence, as far as the Stonelord is con-
cerned, that the dwarves cannot continue t
isolation, and that human dominion
ilia is an unpleasant but unchangeable
also feels that the best defense against
sheghlien and the humanoids is com-
se with the elves of Lluabraight, but
stress Llaeddra and her people remain
gent. On occasion, the dwarves and
ve even fought over minor points of
rade, and border disputes, and the
d has almost completely despaired of
ing through to the proud, stiff-necked
nts of Lluabraight.
ddra
istress of Lluabraight
l elf wizard
9
17
12
18
17
18
CN
0 (Robe of
protection)
54
12
: 15
1
Id4 (dagger)
ne: Brenna, great, 50
Abilities: Shadow form, persuasion,
r reading, detect lie
ent: The Grand Mistress normally wears
of protection, which provides AC 0. She
sesses an impressive array of magical
cluding a ring ofshooting stars, numerous
and several powerful, ancient elven
ose exact functions are not known.
most impressive of Llaeddra's posse
e the awesome Gems of Arborea
ed stones that, in combination, cre-
werful magical source. Unfortunately
Grand Mistress, she possesses
e of the gems; three are
and without the full
67
Description/History: The most powerf
sorceress in Rjurik lands is the lead
Lluabraight, the last great sidhe kin
remaining in the north. No one really k
how old she is or exactly what powers she
mands, but it is known that she remains
active, and vociferous in her belief tha
abraight will survive, and that her peopl
once more rise to greatness. Though she
implacable defender of her own people, L
dra is cold, bitter, and hateful to outsi
especially goblins and humans, whom
blames for the near-destruction of her king
Tall, pale, and coldly beautiful, Lla
speaks warmly to her close advisers and
tenants and retains a love for her people
borders on fanaticism. When she deig
speak to nonelves, however, her manner
icy and distant as her appearance, and
rarely merciful. Intruders may be given o
the gheallie Sidhe for sport, or, if they a
to convince her of their lack of bad inten
taken to the frontier and released, stripp
clothing and possessions.
Llaeddra spends most of her time i
high tower, where she oversees her re
meets with advisers, and manipulate
power of the nine remaining Gems ofAr
which enhance her sources to be amon
most potent in Cerilia. Should the three
ing gems ever be recovered, Llaeddra
command sufficient magical force to ac
bring about her dreams of elven rebirth
return to power.
68
ful elf aelwynn
der of
gdom Master of the Lluabraight Hunt
knows 12th-level elf ranger
e com-
s vital, S: 17 A
t Llu-
le will D: !8 A
e is an
Llaed- C: 13 m
iders,
m she I: 14 Ml
gdom.
W: 9 Ml
aeddra Ch: 18 B|
d lieu-
e that AL: CN *n
gns to
r is as AC: 4 111
she is hp: 68 Ml
over to MV: 12 ^
are able THACO: 9 ^|
ntions, #AT: 2
ped of
Dmg: ld6+4 (medium
in her
ealm, lance +3)
es the
rborea, Equipment: Aelwynn rides the intelligent (Int
ng the 15) war horse Grayhoof and sallies into battle
miss- wielding the enchanted lance Oakenshaft,
a may which functions as a medium lance +3 and
ctually automatically inflicts maximum damage on a
h and natural roll of 20. He normally wears elven
chain mail in battle.
Description/History: Grand Mistress Llaed-
dra's Hunt Master shares his race's contempt
for outsiders and hatred of intruders. Aelwynn
relishes his expeditions, serving at the head of
a column of mailed elf lancers, archers, and
hunting dogs, scouring the land for unautho-
rized travelers. He reserves his greatest enthu-
siasm for goblins and orogs, whom he and his
warriors hunt down without compunction.
Others—humans, dwarves, halflings, and
giants—are sometimes chased out of elven
lands, or sometimes captured and brought
before the Grand Mistress for judgment.
Sir Aelwynn is handsome, even for an elf, Bloodlin
but holds himself apart from others. He is cur- Blood A
rently driven by his desire for vengeance Equipm
against the orogs who killed his family two throwing
decades ago, and claims that he will not rest items, ri
until the Blood Skull Barony has been reduced much at
to ruin and the Scarlet Baron's head has been object of
impaled upon Aelwynn's own lance.
Descrip
Fortunately for other nonelves, Aelwynn's Stjordvik
attitude toward humans and other interlopers the most
is closer to contempt than bloodthirst, since Having c
he has no personal axe to grind. On the other "modern"
hand, if he is in a bad mood (which happens many trad
with increasing frequency as Aelwynn grows senting e
older), the elf knight has been known to hunt urban bre
down humans, dwarves, and halflings with
equal fervor, killing as many as possible while For his
chasing them out of Lluabraight's borders. feelings o
pursues
Like many other elves, Aelwynn has begun the Three
to give in to a fatalistic resignation, consider- sions alon
ing extinction preferable to compromising his trol of tim
people's honor by asking for outside aid. His
memory is long, as is that of his people, and he As his
remembers the blood shed during Llu- Storm's a
abraight's wars with the elves and dwarves, Rjurik lan
and he is unwilling to forgive so many offenses. througho
If the price for his nation's pride is its destruc- ing to the
tion, Aelwynn feels, then so be it. search of
tacts have
storm holtson ever alert
consider
with Stor
occur, St
from his
like a pro
6th-level Rjurik
thief from Svtntfe
S: 10 i
D: 15 1
C: 12 1
I: 16 I
W: 14
Ch: 16
AL: CN 1
AC: 8 \
hp: 19
MV: 12
THACO: 18
#AT: 1
Dmg: Id4 (dagger)
ne: Brenna, major, 28
Abilities: Character reading, detect lie
ment: Storm is never without his twin
g daggers, but generally shuns magical
ightly believing them to attract too
ttention and make their owner the
f larceny.
ption/History: Guildmaster of the
k traders, Storm is known as one of
aggressive merchants in Rjurik lands.
completely embraced the role of
" trader, Storm is held in contempt by
ditional Rjurik, who see him as repre-
everything they despise about their
ethren.
s part, Storm has little concern for the
of outmoded rustics, and aggressively
an expansion policy, struggling with
e Trees Traders for mercantile conces-
ng the Taelshore, and fighting for con-
mber concessions in Dhoesone.
s business interests expand, so does
ambition, and he is as often away from
nds as in them, seeking trade contacts
out Anuirean realms and even journey-
e far lands of the Brechts and Vos in
of potential profit. So far, these con-
ve yielded little, but the canny Brechts,
t for new opportunities, have begun to
joint timber and mining operations
rm and his traders. Should this ever
torm is likely to grow more estranged
s Rjurik brethren and become more
ofit-hungry southerner.
69
dorsal the <jrea±
Goblin king of Urga-Zai
8th-level goblin fighter
S: 14 A
D: 13 Lf±
C:
I: 16 J/J
W:
Ch: 152 £M9mfl
12 UP
AL: CE W/i
AC: 5 (chain H I *
mail and \ \ \
shield) N ^
hp: 32 X
MV: 6 ^
THACO: 13
#AT: 1
Dmg: ld6+2
(short sword +2)
Bloodline: Vorynn, major, 24
Blood Abilities: Resistance (major; m
unreadable thoughts, detect lie
Equipment: Dargal possesses a ho
gold, plunder, and enchanted items wh
uses to bribe followers and potential a
order to retain his power. His persona
sword +2 is called Kneesplitter (Darg
name for the weapon).
Description/History: Ruler of a fra
realm, Dargal is a relatively canny lead
does not bother his various subchief
unnecessary rules or interference. He
tains a certain annoying trait; his p
activity is considering ever-varying p
expand his power base and add new te
He is also an egotist, having chose
moniker "Dargal the Great" or (when p
larly swell-headed) "Dargal the Gre
though some who serve in his househo
fer "Dargal the Pest."
The goblin king's ego has grown o
Dargal has come to the conclusion th
addition to being a talented musicia
•singer (much to his adviser's dismay)
/klso a military genius. He is making pl
? pumerous grandiose assaults on trad
rivals, neighboring kingdoms, and fancif
(that exist only in his mind) across the s
Despite his delusions, Dargal know
his conquests must, at first, be limite
sees neighboring Hjolvar, only tenuously held
by the Rjurik, as fertile ground for invasion,
and hopes to unite his nobles in a great cru-
sade to bring all neighboring lands under the
dominion of the minotaur skull— Dargal's per-
sonal emblem.
cm/id keimnriQ-er
6th-level Brecht thief residing in Skapa Hjarring
S: 9
D: 18 (19 due to *
C: gauntlets) ^ k
I:
97 bJimM
W: 12 !/•
Ch: 10 £§fl
AL: CN ^H
AC: 8
magic), hp: 19 fflH
MV: 1182 nip
oard of THACO: \*VVfT\ f -r-
hich he
allies in (+I/attack; \ >
al short
gal's own #AT: see below) ^
1
Dmg: Id6 (short sword)
actious Equipment: Arvid is never without
der who his trusty short sword—it is not magical, but
fs with he is skilled in its use and receives a natural
e main- +1 to attack rolls when wielding this sword in
rimary combat. His only magical item of note is his
plans to pair of gauntlets of dexterity, which he has
erritory. used to become one of the most accom-
en the plished thieves in Kiergard and Massen-
particu- march. Recently, he obtained an unusual
eatest," enchanted gem (see below), which he keeps
old pre- close at all times.
of late; Description/History: A professional thief
hat, in (he prefers the term "freelance entrepreneur")
an and on the run from Brecht authorities, Arvid has
), he is taken up temporary residence in Skapa Hjar-
lans for ring, where he pursues his accustomed liveli-
ditional hood. So far, Arvid has become something of a
ful foes one-man crime wave, lifting valuables from the
seas. many foreign merchants and travelers who
ws that visit Skapa Hjarring. Recently, however, Arvid
ed. He bought into more than he bargained for when
he obtained a large, apparently magical gem.
The gem has some interesting properties—it Descrip
glows softly at night, and sometimes enables oughly p
Arvid to hear conversations taking place some the Drag
distance away. Still unsure what to do with the and Ho
item, Arvid has also discovered that other peo- colonies
ple want the gem as well, and has survived two kaar rep
attempts on his life. Currently, he is not sure links wit
whether to keep the gem, and still has not of outsid
determined the gem's identity or full abilities. part of t
front too
Arvid is a handsome man who has seen Khinasi
better days. His fine-boned features are (his left
marked with ugly scars. He wears several sil- wolf, Nj
ver earrings and prefers to dress in dark from a d
clothing. He is careful not to be conspicuous
with his ill-gotten gains lest he attract the Njallk
attention of the local authorities, or worse, and tale
relatives of his victims. claims t
hunted t
njallkaar homark and a ha
ons, sea
1 Oth-level Rjurik fighter from Jankaping islands—
excessiv
S: 16 , imaginat
D: 13 i listeners
C: 16 the old c
I: 15 indeed k
W: 15 tastic cre
Ch: 11
Njallk
AL: CG £ by a bea
lonely is
AC: 6 E Thaele. T
hp: 45 1 elven pa
tall, need
MV: 12 | Njallkaa
who awo
truthfully
kaar end
how he
she rep
enchante
THACO: 11
#AT: 3/2
Dmg: 2d4
(claymore)
Equipment: Njallkaar owns a ring of water
walking which he won in a dice game several
years ago. This item is of great assistance in
his career as a mariner, although it is not his
most valued possession—that status is
reserved for Njallkaar's longship, the Dragon's
Wing, one of the most famous vessels to ply
the hazardous Thaelasian Passage.
ption/History: An experienced, thor-
professional captain, Njallkaar sails
gon's Wing from Halskapa, Jankaping,
ogunmark to the coastal Rjurik
s of Thaele. In this endeavor, Njall-
presents some of the colonies' only
th Rjurik lands and their only source
de supplies. He certainly looks the
the adventurous mariner, with a gold
oth (which he claims he stole from a
pirate), an embroidered eyepatch
t eye was taken by a ferocious sea
jallkaar says), and colorful clothing
dozen foreign lands.
kaar is a great source of information
es of the wild northern seas, and
to have been a tribal whaler who
the great beasts with only a hide boat
arpoon. Many of his tales—of drag-
a monsters, mermaids, and lost
—are probably false, the result of
ve embroidery and elaboration by an
tive mariner intent on impressing his
s. However, some claim that many of
captain's stories are true, and that he
knows secrets of lost treasures, fan-
eatures, and monsters.
kaar's favorite story involves being led
autiful mermaid princess to a strange,
sland along the uncharted coastline of
There, Njallkaar claims, he found an
alace replete with soaring walls and
dle-thin towers. In the tallest tower,
ar tells, lay a sleeping elven soiikeress
oke when he entered and offefed to
y answer any single question. Njall-
ds the story by telling his listeners
foolishly replied, "Really?" to which
plied, "Yes," and returned to her
ed sleep.
B ecause the Rjurik lands are dan
unsettled, and wild, this section
new rules for campaigns and ch
based upon this untamed frontier of
The rules that follow are optional, to
at the discretion of the DM, but the
uniquely Rjurik flavor to campaigns se
Highlands of the North. Also discus
guidelines on Rjurik druids and bards
roleplaying such characters in Rjuri
campaigns.
tribal characte
T rue cities are growing more an
prevalent in Rjurik lands. As a
the power of blooded ruler
• derive their strength from settled l
rapidly increasing. These facts are p
larly true in the older nations such
Taelshore lands; on the other hand,
number of Rjurik continue to live as n
or semi-nomadic tribesmen. Such ind
wander freely across borders and t
new rules
established provinces and kingdoms
regard for rulers or higher political di
but they are capable of affecting eve
blooded ruler's kingdom.
•59IMBI
Rjurik tribes are small, ranging
-•4 dozen or so members to several hundre
are ruled by chieftains, who are often b
—some quite powerfully so—but are n
sidered regents and do not accu
Regency Points. They are capable of c
ling holdings within a province, but r
ever, do so, preferring to oversee the
and safety of their tribes.
Player characters may be tribal chi
but, as noted, cannot be considered
unless they control a h
si,- With rare exception, ch
^- ' "' may be only fighters or
(wizards tend to be dis
by tribal Rjurik, thie
"\ J" despised, and
.4 -j, . have th
duties
ngerous, to the tribe, and thus cannot rule). A chief
n details may adventure like a normal character, but the
haracters DM should keep in mind the chief's obligation
Cerilia. to the tribe. Chiefs may command elders or
be used sub-chiefs, who may function as lieutenants to
ey add a oversee the tribe in the chief's absence.
et in the
ssed are Chieftains have elite bodyguards available
s, to aid to them at any time. A chieftain benefits
ik-based from Id6+1 bodyguards per 50 members of
his tribe; in tribes of fewer than 50, Id4
ers bodyguards are possible. The number of
bodyguards may never exceed 4d6+4. Body-
nd more guards are automatically equipped with the
a result, best weapons and armor the tribe has to
rs (who offer (the most prestigious bodyguards may
lands) is qualify as heavy infantry and be outfitted
particu- with chain mail, shields, and claymores). In
h as the the manner of regent bodyguards, these do
a large not require payment, but serve out of loyalty
nomadic to their chief.
dividuals
through tribes and regents
s A landed domain in the Rjurik region is likely
without to contain numerous nomadic tribes. These
ivisions, individuals migrate in and out of provinces on
ents in a a regular basis, moving from summer hunting
or fishing grounds to winter quarters in forests
from a or foothills, but their numbers are such as to
ed. They have no real effect on a province's level or pop-
blooded ulation. Most of the time, these tribes have lit-
not con- tle effect on a domain due to their small num-
umulate bers; their devotion to Erik, who teaches
control- respect for nature, results in only minor
rarely, if effects upon a domain's economy.
e health
In some cases, however, tribes can affect a
ieftains, PC regent and his or her domain. During the
regents random events phase of the domain turn, cer-
holding. tain events may be changed or influenced by
hieftains the presence of tribal Rjurik. A feud, for exam-
rangers ple, could involve two tribes rather than two
istrusted families, and might require the regent's inter-
eves are vention.A rebellion could be the result of
d priests tribes rejecting a regent's attempts to impose
heir own taxation or prevent them from migrating over
specific a political boundary. A great captain event
might indicate a charismatic tribal chieftain
determined to set his people free from "cor-
rupt" city-dwelling nobility. A brigandage
event could be the result of a tribe reduced to
raiding or pillaging to stay alive—an
extremely rare, but certainly not
unheard-of event.
To compound these situations, tribal
Rjurik have little respect or concern
for artificial political borders; many
nomads treat those settled in cities, who have druids' w
given their loyalty to palace-dwelling regents, burden fo
with ill-disguised contempt. Tribes sometimes
purposely migrate through settled areas in Druid
order to bait or provoke responses from set- known a
tled Rjurik, and often flatly refuse to cooper- as three
ate with a regent's subordinates sent to levy Circles
taxes, gather militia units, or effect a census. blooded
Tribes have been known to camp virtually on a the area
regent's doorstep, claiming it as ancestral land the highe
and resisting all attempts at eviction. The DM is such t
is free to create situations in which a PC rarely, if
regent is confronted with obstreperous tribes mary fun
and must handle them in as nonconfronta- ranked m
tional and nonviolent a manner as possible. circle me
Open warfare or violence against nomadic
tribes is virtually guaranteed to unite the Circles
tribes against the offending ruler, and may ple prac
even bring about open civil war. monies. T
are the
druids patroniz
Emerald
T he druids are an integral part of life in ing of wi
the Rjurik Highlands. The druids' together
influence is at work when every Rjurik of life. P
is born, as well as when they marry, when they temples o
plant, harvest, and hunt, while their children may be c
grow, and when at last they die and their spir- temple o
its return to Erik's loving embrace.
A PC
Cerilian PCs are free to become druids, and other pri
gain several important benefits for doing so. worked o
Druids bear important responsibilities, how- the PC is
ever, which may limit a character's activities the leade
and advancement. ber. Oth
campaign
Druid characters are generated as aid and i
described in the Player's Handbook and the
BIRTHRIGHT Rulebook. In addition, Cerilian A Rjur
druids may use material from The Complete land and
Druid's Handbook. Druid kits from this to Erik).
""rjoTric app-ropxiata^/to Rjurik druids are the regardles
Adviser, AvengetfBeastfriend, Guardian, the wild
Pacifist, Savage, Shapeshifter, Village averted,
Druid, and Wanderer. life. Hum
lands, an
Because of the extreme respect held for and their
druids, no good-aligned Rjurik will attack a quished a
druid without good reason or extreme provo-
cation. Druids receive a +5 reaction bonus In add
from good- or neutral-aligned Rjurik NPCs. above, R
and can
A druid PC will invariably be at the center carry (th
of attention of other Rjurik. They will continu- mount).
ally ask the druid for advice, guidance, and than 100
wisdom, even if the PC in question has no clue must be
as to the best course to used to p
take. Chieftains, jarls,
and even kings and
queens will heed a
words and follow her advice—a heavy
or an inexperienced druid.
ds are loosely organized into groups
as circles, which may include as few
or as many as a dozen individuals.
are generally led by high level
druids; if no blooded druids dwell in
a, leadership is usually assumed by
est level member. The druids' nature
that leadership of these circles is
f ever, autocratic. The leader's pri-
nction is dispensing advice to lower-
members; major conflicts between
embers are scarce.
s are allied to their temples; each tem-
ctices its own traditions and cere-
The two major temples in Rjurik lands
Oaken Grove of Erik, most often
zed by city-dwelling Rjurik, and the
Spiral, a much looser group consist-
ilderness and nomadic druids bound
by a desire to preserve the Rjurik way
PC druids may choose one of these
or decide to follow a lesser temple, or
completely independent of the Rjurik
organizations.
druid may be able to ask advice of
iests in his or her circle—this may be
out between the DM and the player. If
is blooded or of high level, he may be
er of his circle or a high-ranking mem-
her circle members may appear in a
n as patrons, NPC allies, or sources of
information.
rik druid's greatest obligation is to his
his people (even above his obligation
. Any Rjurik in need must be aided,
ss of risk to the druid. Any threat to
derness or wild creatures must be
even at the cost of the druid's own
manoids, foreigners who exploit the
nd especially the foul awnsheghlien
r minions must be opposed and van-
at every opportunity.
dition to the restrictions detailed
Rjurik druids are sworn to poverty
never possess more than they can
his limit does not apply to owning a
. Druids may never possess more
0 gold pieces; additional funds
e given to poor Rjurik or b
protect the land.
,» *