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Trudvang Chronicles Curse of Runes

This is the introduction to the Curse of Runes campaign module. It provides background on the ancient Dwarven kingdom of Dirbozvo and the legendary Ironblood sword that carries a curse from Dwarven mysteries of the past. The characters' task is to uncover the mystery of the sword and lift the curse, which involves delving into the hidden heart of the world beneath the Great Iron Tooth mountains.
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© © All Rights Reserved
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100% found this document useful (3 votes)
761 views88 pages

Trudvang Chronicles Curse of Runes

This is the introduction to the Curse of Runes campaign module. It provides background on the ancient Dwarven kingdom of Dirbozvo and the legendary Ironblood sword that carries a curse from Dwarven mysteries of the past. The characters' task is to uncover the mystery of the sword and lift the curse, which involves delving into the hidden heart of the world beneath the Great Iron Tooth mountains.
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
Download as pdf or txt
Download as pdf or txt
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RIOTMINDS

CURSE OF RUNES
“None refreshed me ever with food or drink,
I peered right down in the deep;
crying aloud I lifted the Runes
then back I fell from thence.”

Hávamál
CREDITS

Concept and Design


Theodore Bergqvist and Magnus Malmberg

Author
Max Herngren

Additional Design
Love Almquist

Additional Help
Luca Cherstich

Editing
John Maron

Art Concept and Direction


Theodore Bergqvist and Alvaro Tapia

Layout and Typesetting


Magnus Malmberg

Cover Art
Alvaro Tapia

Interior Art
Henrik Pettersson and Alexander Persson

Additional Kudos
Thanks to all the Kickstarter pledgers and to all ­
the backers who made this project come to life

Our style is to use “they” as a singular gender-neutral pronoun


when possible. This usage continues to gain m ­ ainstream
acceptance, including among major style guides such as The
Associated Press Stylebook and The Chicago Manual of
Style. We believe it is appropriate and practical, not just to
reflect common usage but to accommodate a more inclusive
view of gender identity. The Trudvang Chronicles books also
use “he” or “she” when helpful for added clarity.
Table of Contents

PROLOGUE 7 THE RUNEBLADE 11 THE CURSE 24


Preparations.............................................. 7 Northeastern Skaftafijell..................... 11 Prisoners of the Arks............................24
The Legend of Ironblood...................... 7 Places in northeastern Skaftafijell.... 12 The Knights of Avold...........................26
Meeting the Gudruglas........................ 14 Oustoyga..................................................26
The Stonefylgi........................................ 16 The Council of Twelve Knights.........28
Finding the Dwarves............................ 17 Towards Arkland...................................29
The Betrayal of Kvistlaf....................... 17 Finding Rautakappu.............................30
The Blood Queen’s Tribute................. 18 The Woodland Hall..............................33
The Ruins of Dirbozvo........................ 19 The Secret of Belgost...........................35
The Cursed Blade..................................20 The East Wind.......................................36
Track one - Returning to Rautakappu....38
Track Two - Meeting the Norgavaina....39
A Secret Gate.......................................... 41
The Journey to Tvologoya...................43
The Thuuls of Yetzin............................47
Bifhrust....................................................49
A Buratja Sword is Forged..................50
The Curse is Broken.............................53
BLOOD, FIRE AND DEATH 55 EPILOGUE 74
The Cursed Rune...................................55 Adventure Points .................................. 74
The Flight of Heroes............................56
Friends in the West.............................. 57 APPENDIX 75
The Fires of Tvologoya........................58
Journey to the End................................60 Krovabonh............................................... 75
Blood on Ice............................................63 NPCs......................................................... 76
Souls and Iron........................................ 72
6 | prologue
Chapter 1

✦ PROLOGUE ✦
Take heed, skalds and Game Masters. Let me tell you a
story. As the fate of the realm of the mysterious Dwarves
hangs in the balance, our heroes’ parlay with giants, do battle
with serpent gods, sing with the East Wind, and brave the
unknown underground of a forgotten realm.

This is the story of the Curse of Runes, It is recommended that the game it now, you would not have known it was
set in a land of sagas that has been master read the module completely at a kingdom of any race lest I told you so.
forgotten by time and history. Who can least once before they attempt to run it. To the Human eye, it would appear only
say what really happened, and what is as a damp, eerie hole of darkness and
just a story? I cannot tell you, for even I nothingness except for cold and stone.
have forgotten. So, listen well – this is a The Legend of Ironblood That is because no Human would have
tale you won’t believe. In the Age of Dreams – long before the the perseverance or indeed strength to
rule of mankind had come to Trudvang, survive the journey into the heart of the
in a time when the Elven gods of the mountain – through miles and miles of
Preparations Vanir still dwelled amongst their tunnels and narrow passages. For there
Curse of Runes is an epic campaign that children in the forests of the south, there lies the true treasure of Dirbozvo and
tells the story of an accursed sword from was a kingdom undreamed of far beneath the Buratja: the furnaces. The Buratja
the ancient days of Trudvang. This sword the great Iron Tooth. And its name Dwarves treated their furnaces like
carries the curse of an old Dwarven was “Dirbozvo” – roughly translated men treat gods. They prayed to them,
mystery, and it is the task of the characters as “molten fortress” or “great smithy” they sacrificed to them, and they loved
to uncover that mystery which lies hidden (depending on the pronunciation) in them as intensely as they burned. And
deep within the heart of the world. Vrok. Dirbozvo was not a kingdom full the furnaces were things of gold and
Ultimately, they must put to rest the old of lavishly carved and bejeweled cities silver and mitraka and hardest iron,
grudges of the Dwarves, and save not only and towers in cavernous hollows, nor and upon them they carved the faces
themselves – but all of Trudvang. did it hold any monolithic gates, pillars, of Borjorn the maker and his daughter
Will you be leading this campaign as statues, or solemn halls filled with the Gutka, who was of kin to fire. If you
the game master? If not, stop reading statues of ancient kings and wisdom. saw those furnaces, you too would
now so as not to spoil the experience This kingdom was one of the first great have been convinced beyond doubt
for yourself. Curse of Runes is best smithies of the Dwarves of Trudvang, that Dirbozvo was nothing short of
experienced around the gaming table. and it was ruled by the silent Buratja. a miracle of Dwarven craft. This was
The module is balanced for a party Dirbozvo was a confusing network of not a kingdom of the Borjornikka,
of four characters that have been twisting tunnels carved from the solid who polish their floors and carve their
adventuring in Trudvang for a while. rock of the Great Iron Tooth. Where faces into statues in monolithic halls of
However, should you wish to, you can other kingdoms would have great halls ancient somberness. This was a Buratja
modify the campaign yourself with and stairwells and bridges, Dirbozvo kingdom, and all that mattered was the
minimal effort to balance the challenge had tunnels, forges, and dark gaping furnaces and the logis that fueled them
to your particular gaming group. chasms. If any of you were to look upon – nothing else.

prologue | 7
There are many legends about But today I will tell you the story of Nimatetsya – great king of Dirbozvo –
Dirbozvo – it was he birthplace of the his death. was the one to break it. The warriors of
Buratja Tukorov the Borjornolika (“equal For so it was that in the 5,000th year the Buratja emptied many of their secret
to Borjorn”), and the greatest smith who of his reign the great king Nimatetsya vaults and armories to take up spear, axe,
ever lived. It is the place where the fabled had a vision. It was a vision of darkness and hammer in the fight to come – for
Hammer of Time was forged, which and endless space. A vision of a lone who knew what horrors awaited them
was used to slay Kvaljar, the Hrimtursir, Dwarf braving Ginnungagap without in the formless space of Ginnungagap?
during the War of the Giants. It was the being lost. He dreamed that there in the The Buratja bore no armor in battle, for
greatest smithy of the Dwarves, and its endless space rested an artifact that spoke their hide was thick from the intense
roaring furnaces were only outmatched to him – a scarlet sword that illuminated heat of the logi furnaces. All they wore
by the legendary Logakilj, and it housed the endless darkness around with a blood were masks of iron and body markings of
the biggest population of Buratja red glow. In his dream, he touched the charcoal and tunnelswine fat that would
Dwarves ever seen before or since. scarlet sword, and a great flood of blood protect them from evil spirits.
Today I will tell you the legend of its came gushing forth, and it pushed back The legions of Nimatetsya came to the
fall. the darkness of Ginnungagap, and as the wall that had been marked by the Thuuls
At the closing of the Age of Dreams, the blood settled it became solid like magma – and they broke it. In that moment,
great king, or “Thune” as the dwarves call that eventually coagulated into a solid they were met with darkness, and then
their leaders, of Dirbozvo was Nimatetsya, mountain. Nimatetsya awoke – he knew light, and then, finally, heat. For the
from the blood of Pyurin. Nimatetsya what he had to do. Dwarves had not found Ginnungagap as
is famous in Dwarven culture and most The mighty Thune mustered his the Thuuls had foreseen, they had found
of his kin, no matter where they dwell, warriors – the fearsome Logovorda the dragons. Young, strong, and bestial
can even to this day tell you of him and - into one of the largest forges of his they were. Half blind, bloodthirsty and
his many exploits, for so great were his kingdom, and there he spoke to them. confused – for they had not yet been
many feats. His name translates to “one Hundreds of thousands of Buratja made by the snake god Yukk into their
who arises”. Nimatetsya was the first gathered, and they all fit in that final form. Nimatetsya and his warriors
Buratja Dwarf to face Ginnungagap craggy, molten cavern whose rock were struck with panic, and many died in
alone and live to tell the tale, and for that was so black that they called it “the a matter of seconds as the uncontrolled
he was named Thune over Dirbozvo. soot forge”. Nimatetsya told his kin fire of the dragons licked the soot walls of
Not only was Nimatetsya a great Thune of Ginnungagap, and of the sword the cavernous kingdom. Many Dwarves
and a great fighter, he was also a fabled of blood that he had seen that would and dragons alike died in the fighting
smith. For in the magma draped caverns finally end the great dark beyond. The that went on for days according to
of his underground kingdom, he labored Buratja loved their king, but they were legend. The dragons fought with tooth
intensely through the thousands of years skeptical and afraid. Dwarves are not and claw and fire, the Dwarves with
(counting in human terms) of his great afraid of change per se, but they do not hammer, axe, sword, and iron wills. But
rule. The scrolls of ancient knowledge tell commit to it without due cause. So, to as the dragons were yet young, and the
us that Nimatetsya’s carved granite throne appease his people, the king Nimatetsya Dwarves were legion, Nimatetsya and
sat empty for most of his reign, as he called for the few Borjornikka that did his warriors managed to overcome the
would spend all of his time by the roaring dwell in Dirbozvo to send word to the wurms and ensnare them with great iron
logi furnaces making things. Nimatetsya’s best Eigle Thuuls – the runesmiths bonds made from the hardest iron they
crown and mitraka armor he crafted and sages of the Dwarves – that lived could find in the mountain. The Dwarves
himself, and so too did he make each and secluded in an underground cloister. call this battle “the Great Defeat” as
every sword, axe, and hammer carried by The Mountain itself would determine they had failed to find Ginnungagap
his warriors in battle. As if that was not their next course of action. and make good on their king’s wishes to
enough, the great Nimatetsya was also And so, the Thuuls came to the great find the sword of blood. But Nimatetsya
very, very beautiful - far fairer to look upon king of Dirbozvo, and for a whole year was not dissuaded, for he had an idea,
than any other Buratja ever seen before or they meditated upon the granite throne of a plan. The sword of blood that he saw
since. Some of his people even believed Nimatetsya and the various passages and in the dream might not have lain within
that he was in fact no male Dwarf at all, tunnels of Dirbozvo, hoping to discern Ginnungagap after all, but he knew that
but one of the Norgavaina – the beautiful the will of the mountain. Finally, the there was a reason why the Thuuls and
- who live hidden in the underbelly of the runesmiths of the Borjornikka declared the dream had brought him to the den of
world. Whether such a thing is true or that a wall had been found at the far the dragons.
not, we cannot know for certain. I could edge of the kingdom whose purpose had The Dwarves bound the dragons in
tell you many other tales and legends of revealed itself. Beyond that wall awaited mighty chains, and they muzzled them
Nimatetsya and his kingdom. Ginnungagap, and it was destined that as best they could. Then, they brought

8 | prologue
them to the furnaces. For while the fire without rest. With only his instincts The king named the runeblade
of logis is indeed intense, none could and his sense to guide him, Nimatetsya “Krovanbonh” – “Ironblood.”
possibly match the fire of dragons. With listened to the sound of the furnace In the years to come, Dwarves
irons, hot pincers, and great chains and the fire to know how to treat it. from all over Trudvang journeyed
and whips of a thousand masters, the He fed the furnace iron and charcoal over hill and under hill just to witness
Dwarves subdued the dragons and made in quantities unnumbered and the the might and beauty of Krovabonh.
them bend to their will. They gave new monumental god of heat devoured it like There came visitors from Gjitzmakulj,
life to the furnaces of Dirbozvo, and the a starved beast, eating its fill. At the end Brokmuskrym, Grunkrovorda, and even
fires of that kingdom burned like never of the process, just when the moment the mighty and famous Tvologoya. It is
before. For generations, the dragons was right, the time came to execute the said that the Great Thune Funvor came
were bound in the forges of the Buratja, final part of Nimatetsya’s plan. On the to see the scarlet blade and compliment
and for generations they grew stronger. Thune’s command, the Dwarves slew its perfection and strength. Each Thune
With every year that passed, the fires the dragons with huge axes swinging brought a gift that they proposed the
of the dragons became more and more from the roof of the cavernous forge. As mighty Nimatetsya should attempt
intense, and so the Dwarves could craft the axes fell, the crimson blood of the to slice with his new sword, to show
things of even greater beauty. However, great wurms gushed forth in roaring its supposed strength. They brought
the will of the dragons seemed broken fountains and covered the entire forge stone, iron, Mitraka, and even dragon
as if they had accepted their new fate from top to bottom. Every Dwarf scales. Nimatetsya wielded the
in captivity. They became sorrowful, there bathed in the sanguine liquid, runeblade fiercely, and it was indeed
and still. It was in that time that many and so did the molten iron in the mold strong and could cut through stone,
legendary artifacts were shaped that are of the sword-to-be. In that moment, iron, Mitraka, and dragon scales with
remembered to this day in writing and Nimatetsya thought he saw an idol of ease. Nobody could dispute the power
in song. The sword of the Elven king Yukk in the forge shake in anger, but he and strength of Krovabonh or the new
Vainoahve, the spear of the dark Witch paid the portent no mind, and thought Ironblood iron. There was only one
Lord, and the helmet of the god chosen it a trick of the eye. As the dragon’s problem with the sword: it made the
from the west whose name is forgotten bodies were still warm, the king mixed king dream.
by the Dwarves. the blood and the iron in the gargantuan Voices of beasts whispered to him
As the dragons grew stronger, furnace, and they merged into what is in the night. They whispered to him
Nimatetsya went to work on building famously known today as “Rokjärna” (or of betrayal and of treachery, of being
a furnace. A furnace so large that “Ironblood iron”) – the heaviest material entrapped, and of being forced into
its memory would echo throughout ever created by men, elves, or dwarves. bonds. Of becoming a prisoner, a slave.
eternity. A furnace that could hold such But the great king’s work was not over At first, it was just the dreams, but then
heat and power that the things that yet. For months more he labored in the the thoughts of betrayal and treachery
were of its making would bring tears forges of his cavernous kingdom, working began to manifest during every waking
to whoever laid their eyes upon them. the metal into the proper shape and finish moment of his life. The thoughts could
The great Thuul of Dirbozvo and his which his vision demanded. Finally, after come to him at dinner, when working the
closest smiths labored day and night for a year’s hard work, Nimatetsya held aloft dragon furnaces, or just when walking
nigh on a hundred years. Nimatetsya his new creation – a perfectly straight and about the chasms of his kingdom. He
prepared to make his sword. And thick blade colored scarlet by the dragon’s began to hate those around him, and he
one day, the moment came when the blood, emitting a crimson glow around saw them as enemies more and more with
dragons were large enough and their it. The Thuuls infused the sword with each passing day. They were plotting
fire intense enough for the sword to be great runes and magical wards that were against him; he just knew it. They were
crafted. So, in the great soot forge, the inscribed in intricate patterns all along the slugs, lesser beings that deserved to die.
Dwarves made ready for the forging of side of the blade, for this new material was He shut out his advisors, he stopped
the blade that Nimatetsya had seen in untested and unknown by the Dwarves talking to his people, and eventually his
his dreams. Five dragons were brought and so they feared what it might do to paranoia and madness went so far that
forth and positioned around the fire. them. The jewelers and artisans etched he locked himself in his deepest chamber,
It took ten Dwarves to subdue each gemstones that shone like stars into its allowing no one within the same room as
dragon. Nimatetsya came into the forge hilt and weaved its grip with the thick himself. Everyone that even did so much
and he shunned his crown and his heavy hide of the toughest Tunnelhog in the as whisper a treacherous word about the
mitraka armor. The great king of the kingdom. Thus, it was the fabled treasure great Thune Nimatetsya of Dirbozvo
Buratja labored for ten days and ten of the great kingdom of Dirbozvo, and came to know horrible and painful
nights by the furnace as the dragons one of the finest treasures that Trudvang deaths, all whilst the king listened and
around it breathed forth white hot fire has ever seen. was satisfied.

prologue | 9
Nimatetsya had brought this doom at the furnaces of the Buratja Dwarves wielder. But one thing was certain: in the
upon himself. For what the king did for a hundred years. They thirsted for end, they would all die by its blade, one
not know was that in the eyes of Yukk, revenge. Nimatetsya was punished, driven way or another.
the serpent god of deceit, the forging of to madness. The mental strain became so Eventually the Dwarves of Dirbozvo
the runeblade Krovabonh had been too heavy that in the end, the great king of became terrified of the cursed sword
grim; too bestial, even for them. What Dirbozvo, he who was fairest and most and in desperation they locked it away
Nimatetsya had done to the dragons wise and most powerful of all the Buratja behind heavy vaults and consecrated
had been evil magic, dark magic that did in Trudvang, did throw himself onto his doors of Rokjärn. The doors were sealed
not belong in the hallowed forges of the accursed runeblade Krovabonh and ended with protective runes, and all Dwarves
Buratja Dwarves. The killing of dragons his own life. The whispers in his head of Dirbozvo were forbidden to ever
was nothing new to Yukk, but to kill had begun to convince him that life itself go near it. No more would the great
with such cruelty and then make a thing had become a prison and something that Thunes of that kingdom ever wield the
of such beauty? No, it would not stand. could betray him, and so he rid himself sword Krovabonh as part of their blood
Nimatetsya had brought shame upon his of it. Every other Thune of Dirbozvo right. And so, memory of the cursed
own bloodline, and indeed upon the whole after Nimatetsya found the end of their blade faded away from our time, along
kingdom of Dirbozvo. And so, the snake life upon the sharp edge of Krovabonh, with the kingdom Dirbozvo beneath
god Yukk devised a way to punish the even the ones from other bloodlines. the Great Iron Tooth. The Dwarves
great king. He trapped the spirits of the At the moment of a Thune’s greatest waned in number, as their race was all
slain dragons in the sword Krovabonh. struggle and hardship, the runeblade but destroyed in many bloody battles and
The dragons whose blood had been mixed would betray them, and present itself in struggles across oceans of time. The ages
with the molten iron were now residing the hands of their enemies. It was wielded passed, and Trudvang changed forever.
inside the blade itself, waiting to be by usurpers, by traitors, and even by their But it is said that Krovabonh still lies
unleashed. And so, the sword was cursed. own brothers in moments of drunken waiting somewhere out there. Waiting
Cursed with the bestial and angered anger. No one could know exactly how or for an unfortunate wielder to claim it –
spirits of dragons who had been fettered in which way Krovabonh would betray its and kill at its command.

10 | prologue
Book 0ne

✦ THE RUNEBLADE ✦
As the adventure begins, our characters have
found themselves upon the bitter, misty, and harsh
highland in northeastern Runewiik known as
Skaftafijell. How the characters arrived there, or for
what reason, only they themselves know.

It is recommended that the Game Master a path that will lead them through the the larger population of both Mittland
weaves in the characters’ previous quest to find the Borjornikka Dwarves and Westmark. It is a place where the
adventures, backstories, and goals into for the Ark Blood Queen, Tuva Sothi. strong iron will of the Ovus and the
their arrival at Skaftafijell. This way, the For help with dialogue or NPC tenets of Nid have not quite taken hold as
beginning of the adventure will seem actions, please refer to the appendix at they have over the rest of Mittland, and
more organic and seamless to the players, the back of the module where you’ll find many still practice the old and savage
although it might require some extra more information. ways of the sword and spear.
preparation from the Game Master. The highlands are ruled primarily
The first act of the adventure is quite by three powerful clans. The most
open in structure, and it is up to the Northeastern Skaftafijell powerful among them are the clan of
characters themselves to choose their The first chapter of our story takes Gudrugla, and it is they that dwell in
path through it. There is a basic premise place to the west of the great Iron Tooth the northeastern parts of the land where
to guide the characters, and places for in the northern parts of the kingdom the green country slithers up with black
them to visit and people for them to talk of mankind known as Mittland. In the rock formations against the deep roots
to. As a Game Master, you should refer northeastern parts of this kingdom, of the Great Iron Tooth and the sinister
to the map of northeastern Skaftafijell, where Runewiik borders the sinister Darkwoods. Their clan lady is known as
and ask your characters questions Darkwoods, lies the highland named Undis, and she rules her people from a
about what they’re doing, when they Skaftafijell - meaning “land of many settlement called Hveig. The two other
are doing it, and why. This will help spears” in the old language of the clans are the Porkinga who rule over the
you organically nudge them in the right bruids of the Eald tradition. It is here east, and the lowly clan of Hegla, who
direction from time to time, so that they that our characters arrive, driven by occupy the western parts of Skaftafijell.
end up where they need to be by the end whatever end. The three clans are in constant conflict
of the act. At the start of the adventure, It is a harsh highland, and those who with each other, and smaller battles and
you should encourage the characters to dwell there make a living as hunters or skirmishes are fought daily somewhere
explore Skaftafijell if they want to before warriors primarily. Warriors have always in the wilderness. It is not uncommon
they travel to the larger settlement of held a certain status here, so too have for fortresses and homesteads across the
Hveig, as there are many interesting those who can lead a group of fighters Land of Many Spears to change master
places to visit in the wild before the story in battle and defeat their enemy. In fact, from year to year, after a siege or raid
gets going. When the characters arrive the people of Skaftafijell have more in from an opposing clan.
at Hveig, the first part of the main plot common with the Stormlanders than the To strengthen their already powerful
kicks in, and the characters are set on Mittlanders and Viranns that make up position, lady Undis and her clan have

book 1. the runeblade | 11


2
1
3

6 Skaftafijell
1: Hveig
2: Western Darkwoodss
4 3: Wigenbona
4: Dimmirheig
5: Oldtower
6. Thoromheid
7 7: Gamhalt

5
forged an alliance with the Arks, a savage Places in northeastern twenty individuals come all the way
tribe of Wildfolk, from the northern Skaftafijell from Graydeep (“Grunkovorda”) in the
mountains, and their leader Tuva Sothi The first act of Curse of Runes is an open Stormlands, and serve the Iron Circle of
– also known as the “Blood Queen”. She story, and it is up to the characters to Grimgnistur (“Olgisiljev”). They were
and her Ark warriors have sworn to decide where they want to go and who sent to this remote part of the Darkwoods
protect the Gudrugla clan in exchange they want to talk to. Refer to this chapter by their masters to find the entrance to
for free food, drink, slaves, and care of whenever they pick a new place on the the fallen kingdom of Dirbozvo, and see if
the fearsome thornbeasts which her map to travel to. there are any treasures or knowledge that
warriors ride into battle during their can be recovered from its ruined depths.
raids across Runewiik. At the time of the characters’ arrival in
In Skaftafijell, many still live by the 1. Hveig Skaftafijell, the Borjornikka have been
Eald tradition, or some more deep form Hveig is a large settlement of wood and searching for nigh on five years, and have
of nature worship that is very similar to stone that serves as the stronghold of the just found one of the smaller and secret
that which is practiced in the Stormlands. Gudruglas. It is home to one hundred entrances to Dirbozvo.
Among the clansfolk of Gudrugla, there warriors and their families, and some
are those who practice Haminges, the dark sixty pigs and chickens.
faith, but these are few and live exclusively 3. Wigenbona
close to the borders of the Darkwoods. The Borjornikka Dwarves have named
With the Darkwoods so close to their 2. Western Darkwoods their settlement in the Darkwoods
borders, it is not uncommon for the In the northeastern parts of the western Wigenbona – meaning “twig house” in
people of the highlands to take up arms Darkwoods, close to the lower hills of the Dwarvish. It consists of about twelve
and defend themselves against Trolls and Great Iron Tooth, there is a small colony cobblestone huts and cottages buried
other dark creatures that find their way of Borjornikka Dwarves. The Dwarves beneath the moist and damp earth of the
down from the forest into Mittland for live just below the moss-covered earth forest, housing somewhere around twenty
plunder. For that reason, the clans have floor of the forest, in little cobblestone individuals, most of them hunters or
raised a number of smaller watchtowers huts and cottages hidden by large rocks warriors from Graydeep in the Stormlands.
here and there upon Skaftafijell. The and branches of fir. The Dwarves are The settlement is well hidden, and difficult
largest tower is in the outpost of Hveig, led by Kvolugain Stonewatch, an old to find by anyone who isn’t a Borjornikka
where Clan Lady Undis resides with her Borjornikka hunter as rough as dragon Dwarf specifically from the sub-kingdom
family and warriors in a stone keep. scales. He and his little clan of about of Grimgnistur in Graydeep. If there is

12 | book 1. the runeblade


such a Dwarf in the party, then they know
that the Dwarven treasure hunters and
diggers of Grimgnistur bury their houses
under fir branches and large rocks. Upon
4
every entrance to the settlement there are
usually small piles of polished stones and
woven branches that mark the spot. Only
3
Dwarves from Grimgnistur will recognize
these signs. The Borjornikka treasure
hunters are also known to walk silently,
1
and have knowledge of how to traverse
the environment around their settlement
to avoid being detected. Thus, anyone who
2
lacks this knowledge will be easily spotted 2
by the Dwarves, who will hear them
coming from several hundred meters away.
Furthermore, the Dwarves have laid traps
around Wigenbona that will alert them of
any intruders. When the characters come
1
close to the settlement of the Borjornikka
Dwarves, they must pass a situation roll
with a SV of 5 modified by Dexterity to WIGENBONA 1
avoid stepping in a trap. If the character
springs the trap, they will be flung into 1: Houses
the air, hanging four meters up from a tree 2: Tunnels
branch in a thick rope bound around their 3: Cave
foot. There, they will be left until they are 4: The Secret Entrence
saved by their allies or the Borjornikka
Dwarves come to retrieve their prey. Such
a character will most likely be drugged by walls are laid with cobblestones and The Secret Entrance
the Dwarves by being force-fed strange wooden supporting structures, while The hidden doors to Dirbozvo are not
mushrooms, before they are returned to the floors are of simple packed dirt. what you’d expect. It’s not like in the
the edge of the Darkwoods, unconscious. Weapons, equipment, and lockboxes stories the skalds tell of huge monolithic
In short, to find a way into full of strange oddities and treasures gates carrying runes in front of which
Wigenbona, one must either be very hang on thin iron chains from the roof. hundreds of warriors could stand abreast.
lucky, knowledgeable, and/or silent. There are small beds here too, off to No, the Dirbozvo entrances are secret,
The settlement itself is very tightly the far sides of the houses, and in their and this one is no different. If not for
constructed, and anyone who isn’t a middle, there are fireplaces dug half a the spectacular quarry surrounding the
Dwarf must crouch and hurt their back meter down into the ground, where the entrance to Dirbozvo, the characters would
severely to traverse the dirt tunnels and Dwarves presumably get their heat and think it nothing special. Just a soft, plain
hollowed out holes beneath the forest cook their food. piece of rock with the faintest, smallest
floor. This is for the most part a dig-site, In the most eastern part of the gap of about half a centimeter between
and there are not any great findings here settlement, there is a long tunnel that the door and the mountain that not even a
in the form of jewels or precious raw leads onward for a good half hour’s march mouse could squeeze through. The hinges
materials. The Dwarves are looking for until it stops by the mouth of a cave. are laid with invisibility runes, and do not
the entrance to the kingdom of Dirbozvo, Deeper inside the cave, down carved stone appear to the untrained eye. When the
and nothing else. The Dwarves that are steps, past damp and rough walls and characters attempt to open it, they find
here will attack anyone they encounter pointy stalagmites, the characters will that they cannot, even if they summon
and fight to the death, never speaking a find what looks like a great underground all their available strength. No weapon or
word except “traitor” and “backstabber” quarry. Here, the Dwarves have worked spell can open that door, at least not as far
in Dwarvish to any Dwarf in the the mountain for years, chipping away as the characters know. What they need is
adventuring party. at it piece by piece until they eventually the ancient and secret password that was
The houses here are round and only found what they were looking for: the used in the Age of Dreams by a Thuul to
have one room each. The roof and secret entrance to Dirbozvo. make the door and seal it shut.

book 1. the runeblade | 13


4. Dimmirheig 7. Gamhalt in the eyes or speaking to them. Any
The people of Skaftafijell say that the Gamhalt is a large stone bridge that character who is an open believer in the
foggy highlands known as Dimmirheig runs over a wild and icy river upon the one true god Gave will be immediately
are cursed and haunted. There are a highlands. It connects the territories cast into chains upon revealing their
large number of old catacombs here, of the clans of Gudrugla and Porkinga, faith.
that entomb hundreds of souls from and a fierce battle is constantly being Undis’ second in command, the
the old battles long before the lands of fought over control of the bridge. burly and black-haired Kvistlaf, will
Trudvang had been given any names or One day, one clan holds it, and the meet the characters at the gates of the
kings. It is not uncommon to encounter next day, the other takes over. On the settlement and explain to them that
ghosts and other undead creatures up northern side of the bridge, where the the clan has watched them for quite
here, where the fog lies thick and the Gudruglas hold dominion, there is a some time. The Gudruglas know all
moon shines bright. small watchpost where some twenty that moves upon Skaftafijell. Kvistlaf
warriors are housed. There is also is built like an ox and carries a crude
a famous blacksmith named Oytun. sword in his belt. His face is covered in
5. Oldtower Oytun used to be a slave to the Dwarves tattoos, and around his neck he wears
Oldtower is a ruined watchpost, of Grimgnistur in the Stormlands for rotting fingers in a necklace. Most of
currently ruled over by the Porkinga many years. What Oytun knows is his teeth are rotten. The characters
clan. They are the rivals of the the key for finding the Borjornikka should feel somewhat nervous about
Gudruglas, and currently the two Dwarves in the Darkwoods.. He entering Hveig, especially after being
are engaged in many bloody battles knows that the Dwarves use many met by Kvistlaf. They cannot know
throughout the highlands. traps to protect their settlements, and if these people, the Gudruglas, are
Oldtower itself was once said to have that they are usually hidden beneath friends or foes, but there is a storm
been built by the people that settled this the ground. Sometimes, special shapes coming, and the characters need to
land, but it has since then seen many, of woven branches or polished stones find shelter. They are hungry and
many battles, and different people have are used to mark the entrance. Oytun are running low on supplies. The
throughout the years put their own has not given this information to characters are soon stripped of their
mark on the old settlement. It is now Clan Lady Undis, because he hates weapons and escorted through Hveig
more a ruin than any sort of military the Arks, and doesn’t wish to have to the stone keep at the far end of the
outpost. Even so, the Porkinga clan any part in aiding their quest. He’d settlement’s walls, where the clan lord
hosts some seventy warriors and their rather fight the bastards than give up resides.
families here. this knowledge. He’ll give it to the By the hall of Clan Lady Undis the
characters for a price, or for a favor characters are met by a tall and black-
in return. If Oytun finds out that the haired woman dressed in scale mail,
6. Thoromheid characters are helping the Clan Lady green clothing, and boiled leathers.
On the uppermost highlands of Undis, he will refuse to give them any She is wielding a composite bow,
Skaftafijell lies Thoromheid. In ancient information. and stands guard outside the double
times it was a place of sacrifice and prayer doors of the stone keep. Her lips are
to the Flowras, where people would scarred, and her teeth are sharpened
gather every midwinter to perform Meeting the G udruglas to fangs. This is Jotna-Gunhild,
sacrifice and give thanks to the Flowras After a long journey through the Kvistlaf ’s younger sister. Her name
of the heavens and the earth. However, highland of Skaftafijell, the characters means “giantess Gunhild”, a name
in recent times it has become the feeding finally arrive at the settlement of Hveig presumably given to her for her great
ground for the vicious thorn beasts. where the majority of clan Gudrugla height. Jotna-Gunhild is even more
Ever since the Arks struck a deal with dwells under the protection of the Clan grim than her brother, and meets the
the Gudruglas to protect them from Lady Undis. As capable warriors and characters with no warm hellos, only
harm, the people of Hveig have been wanderers, the characters are shortly looks that could kill. On her shoulder
forced to care for the terrible thorn beasts brought before the clan lord and asked rests a giant eagle that she calls
and their riders. With fear for their own to state their business and names and Mogi. The giant woman converses
lives, a poor few chosen caretakers feed faith. Any Viranns or Elves will be with her brother for a while, ignoring
and groom the thorn beasts as they land treated with disrespect, and if there the characters. She’s interested to
upon Thoromheid. The villagers also are any Dwarven characters in the hear news from the gatehouse, but
come here to give food and bronze and group, they will find that the heathen Kvistlaf has none, except for finding
silver to the Arks as payment for their Mittlanders of Gudrugla are very the characters. Jotna-Gunhild thinks
protection. afraid of them and avoid looking them they should eat the characters; they

14 | book 1. the runeblade


look like they’d go well with pig and The characters have never heard unsettlingly as the they move. Slowly,
potatoes. Kvistlaf agrees, and says such a name before, and if they ask the hood is removed to reveal a female
that there might be time for that after Kvistlaf about it, he’ll only tell them face, weathered and slender, with
Undis has had her way with them – to be quiet and not speak while the eyes tattooed solid black. Around her
she needs the characters for “that lords are speaking. The conversation whole face there are many circles of
special quest”, as Kvistlaf cryptically grows more and more heated between decorative scarification. Her lips and
says. the lords until suddenly the double her chin are painted red. Undis bows
Inside the greeting hall of the doors of the hall are flung open and before the woman. “My queen” she
stone keep, the upper echelon of the the argument is interrupted. In bursts says in a trembling voice, and presents
Gudruglas are in heated debate. “We Jotna-Gunhild, her breath is faint. her sword. The woman accepts the
mustn’t suffer the Dwarf scum!” “She comes”, she says. “The Blood sword and inspects it, holding it aloft.
shouts one flustered individual. “Best Queen comes.” The faces on the people “Where are the Dwarves?” the woman
leave them alone. No good thing ever in the hall are pale with fear, and Clan says in a voice as cold as ice. Nobody
came from cave-dwellers and self- Lady Undis stands up on her throne, answers her. She looks around the hall,
proclaimed maggots” yells another. looking like she’s seen a ghost. Now searching for someone brave enough
Undis sits upon her throne of ogre the characters can hear huge footsteps to give her the truth. “Where are the
bones and rests her ironclad head in coming from beyond the doors. Boom, Dwarves?” she asks again, but slower
her palm, wary. Kvistlaf is quick to boom, boom. Suddenly, a shriek is this time as if wanting to drive fear
announce the characters, and the room heard in the room, and the Gudruglas into the crowd. Undis Gudrugla arises
falls silent. Undis looks up intrigued move back toward the walls. from her knees and makes a nervous
as the eagle Mogi flies to her side and Then it comes. A huge beast like attempt to answer the red woman.
whispers something in her ear. With a nothing the characters have ever “We have searched the Darkwoods day
crooked smile, Undis arises from her seen before enters the hall. A thorn and night, my queen. But the Dwarves
throne to address the characters. beast, a winged monstrosity from the are cunning, they have hidden their
Great Iron Tooth, with gigantic fangs tracks. We are warriors, not trackers
Fresh swords in the halls of Gudrugla! dripping with saliva that hits the or hunters.” The red woman whips
Well met be you, come closer. Don’t stand wooden floorboards with loud thuds. around and looks at Undis with death
in the shadows. I don’t trust people in The thorn beast is clad in skulls and in her eyes. “The Dwarves are cunning,
shadows. Mogi tells me that you are iron talismans – some characters with you say. Hidden their tracks, have they.
assassins and killers. Kvistlaf tells me the appropriate skills can see that I hear only excuses, pitiful excuses
that you are warriors. Well, I have need these are symbols of the infamous Ark from a pitiful leader. If you are not fit
for neither. But you shall remain in my Wildfolk. Close behind the thorn beast to track a bunch of lumbering smiths
hall for a while longer as you might follow two tall female figures wearing through the woods, then I will find
prove useful in due time. If nothing else, nothing but furs, skulls, and mighty someone who is, and I will no longer
you’ll go good with pig and potatoes. spears. Their bodies are pale and have need of you. And when I no longer
Now sit and behave in my hall, we’re mostly naked, sinewy and emaciated, have need of the Gudruglas, you will
about to have visitors. their hair soot black, eyes gloomy all come to learn why they call me the
yellow, and their faces painted white Blood Queen.” The woman climbs onto
Kvistlaf and three other strong and red. Kvistlaf tells the characters the back of the thorn beast and casts
bruisers escort the characters to a to stay put and not to interfere. The the sword of Undis down onto the floor
table by the far edge of the hall in thorn beast snaps its neck towards of the hall with a loud ringing. “Next
the shadows where they can barely one of the lords closest to it. Another time we meet I won’t be so charitable,
see Undis sitting on her throne snap, a scream, and a shower of warm my lady. Give me the Dwarven secrets
on the other side of the room. The blood later and the beast has devoured within a moon turn – or you will be
conversation continues between what him. Nobody dares defy it. the last of your kind.” With a viscous
the characters discern to be high yawp, the thorn beast whips around the
lords and warriors like Undis herself. Whispers spread throughout the hall as room and snatches a man or two in its
They’re talking about Dwarves, gray a figure appears from below the black gaping mouth, disappearing through
Dwarves known as the “Borjornikka”. wing of the thorn beast. Clad in white the double doors of the keep closely
The characters can work out that and red garments with a pointed hood, followed by the two spearwomen.
the people of Gudrugla stand before they step forward before the boney
some sort of task, they keep referring throne of Clan Lady Undis Gudrugla.
to a debt or a doom given to them by Attached to the figure’s garments are
someone they call the “Blood Queen.” many iron chains and bones that rattle

book 1. the runeblade | 15


The Stonefylgi learns about the characters adventures through the sturdy fir trees and
The characters just witnessed the and goals, she grows intrigued as she over the huge rocks and fallen
unpredictable violence of the Arks of realizes that they are well travelled trunks. There is a silence upon the
the Great Iron Tooth, and the wrath and knowledgeable about the wild. If Darkwoods, and the characters can
of the Blood Queen, Tuva Sothi. She is there is a Dwarf in the group, Undis sense that they are being watched by
looking for the Borjornikka Dwarves will make sure to ask them many, many someone, or something, but wherever
hiding in the western Darkwoods, questions about their past and their they look they see only dense forest
and has tasked the Gudrugla clan relationship with other Dwarves. When and darkness (characters succeding
with finding them in exchange for their stories are finished, the eagle a Situation Roll with SV 10 modified
protection. Clan Lady Undis is quick to Mogi comes and lands on the shoulder by Perception should hear scary and
leave the hall and retreat to her private of Undis and whispers something to unsettling noises from beyond the
quarters after the exchange with the her. Undis looks intrigued. trees). Not even the gray morning
Blood Queen, and the characters are light that begins to break over the
quickly taken outside by Kvistlaf. There The eagle you know to be named Mogi highland can make its way through
they are handed over to Jotna-Gunhild, takes flight and leaves Undis standing the canopy of the Darkwoods. The
who throws the characters into iron in the dark at the door of your prison. place has truly earned its name. Undis
bonds and escorts them through Hveig She searches for something in the pockets and her guards light torches to help
to the far western stockade where of her cloak, as she begins to speak to them see as they travel further into the
they are left to rot in cells built from you in a low voice. “I will not kill you. forest. After a while, the group leaves
iron and sharpened wood. A huge and In fact, I wish to hire you. I need your the path, and makes their way slowly
gray Garm is patrolling the stockade, skills in this task that I have before me over moss covered ground beyond a
its yellow eyes are penetrating, and its – or I shall surely fail.” Undis pulls huge stump marked with a red circle.
twisted and gigantic teeth are terrifying forth a large and heavy sack and throws “This is the place” says Undis.
to behold. The warden of the stockade it before you. The sack lands with a Up ahead, the characters can see
is called Bryoni, and he’s a short little loud thud in the wet mud, and as you torchlight among the trees. Someone
man with a large nose and watery eyes inspect it you find It to be filled with is already waiting for them. As the
under bushy eyebrows. He’s kind to the many pieces of gold and silver. “Proper troupe begins to come closer, they
characters, and gives them good food payment for the time being. Come, I see that Kvistlaf and Jotna-Gunhild
to eat and warm mead to drink. He’s wish to show you something.” are standing under the trees holding
sorry about the situation the characters torches. They turn to face Undis
find themselves in, but assures them The iron shackles are removed and the characters as they arrive. “It
that they mustn’t take it all personally, from the characters, and they leave has not turned yet” Jotna-Gunhild
it’s just the way of the clan lord and the muddy cells behind and follow says. Undis tells her to be quiet. In
the Gudruglas to not trust outsiders. Undis through the streets of Hveig. front of the troupe stands what the
He himself was once a slave of the All around, they can see that the characters can only recognize as a
Gudruglas, taken during a raid on the Gudruglas are preparing for a battle. gargantuan stone statue rising from
villages to the south in Runewiik. He Men and women are gathering the undergrowth. They estimate it to
can tell the characters many stories weapons and armor, sharpening their be no less than three meters in height.
about the Gudruglas and the clans of blades, and practicing their aim with The statue is shaped like a huge
Skaftafijell. He can also tell them a lot a bow. The houses are being fortified totemic figure, with a bearded face
about the Gudruglas relationship with with heavy wooden boards and poles. and runes in futhark carved into the
the Blood Queen Tuva Sothi, should Ditches are being dug in the ground. stone. Any Dwarf will recognize this
they ask about her. Bryoni is a capable Undis will not answer many questions as a Stonefylgi, a totem raised by the
singer, and will often sing songs at about the sudden call to arms in the Dwarves in the Age of Dreams to keep
night when the others are sleeping. settlement. Only that “a good lord the darkness of Ginnungagap at bay.
The characters are left to sleep prepares for the worst.” Undis strides forward and touches
in the muddy cells for one night, Undis leads the characters not to the stonefylgi, “Ginnungagap” she
after which they are awoken by the the stone keep and the hall of bones, whispers almost to herself. The clan
sound of the door to their cell being but instead out from the gates where lord of the Gudruglas turns to the
opened. Undis herself stands there, they are escorted on horseback characters and gives them a grim look.
stroking the standing fur of the huge northward for an hour until they
garm by her side. Undis questions the reach the edge of the Darkwoods. “This stone was not raised by any
characters about their past and about For a moment the troupe follows an human. This is the work of the Dwarves
their wishes for their future. As she old path of moss-covered cobblestone – the ancient Dwarves to be precise. They

16 | book 1. the runeblade


call it a stonefylgi, an arcane protector.” “There are those amongst my kin who most likely appeal to the characters,
Undis begins to circle around the giant think it foolish of me to trust you. The since they can’t remember when they
rock, the shadows cast from the dancing Gudruglas are not known for their last ate at a table and slept in a warm
flames of her torch play tricks with your fondness for strangers. Neither am I. feather bed.
eyes, and for a few moments of terror, it Prove me wrong.” With the thunder That night there is a feast in the
seems to you as if the carved face upon of hooves and the rattling of chainmail great hall of the stone keep in Hveig.
the stone begins to move. Just as you’re and the flickering red torchlight, Undis A wild feast. Not like any other court
sure that the statue is about to rise from Gudrugla and her entourage disappear of lords and ladies in Mittland, where
the moss and begin to move on its own, into the forest and leave you standing the skalds sing songs of ages and
Undis snatches away her torch with a alone by the shadow of the stonefylgi. heroes past and many great deeds
hiss, and again the stonefylgi falls silent Again, you feel that someone or and conquest. The clansfolk of the
and immovable. “What I will ask of you something is watching you as, despite Skaftafijell highlands are wild and
is no small task. It is a task that none of your better judgement, you hear the savage, and this is a feast where even
my people has been able to accomplish for statue begin to moan quietly. the brutal Stormlander would have
me. Not even my most capable.” Kvistlaf felt somewhat threatened. You see, as
and Jotna-Gunhild avert their faces for common as it is to drink warm mead
a moment in shame as their clan lord Finding the D warves and eat plates full of roast wildboar
speaks. “Legend says that there was once The characters quest to find the dwarves and bird at the feast, it is also common
an ancient Dwarven kingdom in the is an open story where the characters for the Gudruglas to fight each other.
southwestern Iron Tooth, not far from themselves drive what happens. They With axe, blade, and club. The mead
this neck of the Darkwoods. It is not can follow Undis’ advice and visit flows and so too does the blood in the
known what became of it, and I shall not the smith Oytun at Gamhalt to learn hall of the stone keep. Undis sits upon
tell you why I seek that forgotten place. more about the Dwarves, or they can her throne of bones with her beautiful
My warriors are good at fighting and follow the directions of the clan lord wife Ahlwa in her lap, drinking and
killing and plundering, not at finding and travel deeper into the northeast of shouting and placing bets on folk as
old legends and hidden secrets. Your the Darkwoods on their own until they they challenge each other to do battle
past, however, and the stories you tell reach the small Borjornikka colony to resolve some old wrongdoing or
me make me think you are made from that is protecting the entrance to the blood feud. The characters can eat and
something else, forged from a different old kingdom of Dirbozvo. Once the drink their fill at the feast, but are still
mold. I ask you to seek the Dwarves, characters do encounter the Dwarves regarded as outsiders by the Gudruglas,
to find their hidden gates. If you are and return to Undis to tell her of what and they will find it difficult to have
successful, you will be given double what they have discovered, move ahead to the any meaningful conversation with the
I already paid you.” next chapter. locals. Any Dwarven character will be
directly shunned by the clansfolk, and
Undis Gudrugla says that the find that nobody wants to look them
characters should seek out a man The Betrayal of directly in the eye. The Gudruglas are
called Oytun. He is said to know a lot Kvistlaf a superstitious bunch, and many of
about the Dwarves, and can perhaps When the characters have found the them are afraid of Dwarves.
provide some answers the characters secret entrance to Dirbozvo in the As the evening turns to night, Undis
seek. He works as a blacksmith by the Darkwoods, they should return to rises in a drunken haze, and proposes a
bridge of Gamhalt. However, Undis Hveig and Undis Gudrugla with the toast in honor of the characters’ finding
recommends that the characters not information. She will be very grateful of the Dwarves. She says that they have
mention her or the Arks if they speak for the characters aid, however Kvistlaf done the Gudruglas a great service, and
to Oytun. He has refused to share any will grow dark at hearing the news, that without them they’d all be fighting
information with them in the past, and withdraw from the hall of his lord the vicious Blood Queen and her Arks
and he’ll be unlikely to do so with the with fists clenched. As a token of her at the gates right now. The crowd is
characters if they are known to be gratitude, the clan lord awards the quick to cheer the characters on with
associated with either. The characters characters with an even larger pouch their lady, strangely it seems, as they
are given brown and black mares to of gold and silver (it is up to the Game are better at expressing gratitude in a
ride, and woven leather saddles to go Master to determine the amount), and group than directly to the characters.
with them. Before she takes her leave, she invites the characters to spend the However, as the cheers die down, one
Undis turns to face the characters and night in the stone keep of Hveig with person rises from their seat, Kvistlaf.
speak to them a word of warning and her family and eat and drink and sing. He is very drunk. Kvistlaf applauds
farewell. It is a generous offer, and one that will slowly, almost ironically, and stumbles

book 1. the runeblade | 17


forth before the clan lady’s throne. He Jotna-Gunhild does not react in any about how dependent the Gudruglas
falls on one knee before Undis. way to the killing of her brother. She are on the Wildfolk to keep their
is cold and silent and returns to her borders safe and strong against the
“You say that they have done us a drinking. She does not stop her eagle other highland clans of Skaftafijell.
great service, these outsiders, my lord. Mogi as it flies over to feast on the She tells many stories about the war
But what have I not done? Your most warm corpse of Kvistlaf lying amid the with the other clans that has been
trusted warrior. Have I not shown you fire-lit hall. She leaves shortly after, going on for generations, and how
my service, my love?” Undis is clearly and is not seen again. everything changed when the Arks
uncomfortable, and the room falls silent. came to them. At first, it seemed like
Jotna-Gunhild rises from her seat and a good idea, protection for service.
tries to stop her brother. “Kvistlaf, The Blood Queen’s But at the start it was all about simple
shut up.” Her brother does not listen. Tribute tasks, like caring for the thorn beasts
Kvistlaf rises and turns towards you. The characters awake next morning or keeping the Wildfolk fed. When
“I give you my service, my love. And yet sore and tender. Their bodies aching, the Blood Queen came asking for
you take these outsiders into your home but their bellies full and their minds the location of the Dwarves, their
and a woman to your bed.” Kvistlaf ’s filled with good memories from the relationship soured like milk in the
voice grows evil and poisonous and his day before, except for the betrayal of sun. Undis can’t explain why the Arks
eyes turn dark. You sense that something Kvistlaf. If they chose to keep him needed them to find the Dwarves for
bad is about to happen, as Undis rises alive, they have not seen him since, as them, or why they couldn’t just do it
from her throne of ogre bones. “You he seems to be avoiding the characters. themselves. She admits it is odd, but
have my love, dear Kvistlaf ” she says. The party is quickly greeted by suspects that the Blood Queen and her
“My love as a brother and as a friend. Gudrugla warriors as they leave their people are very superstitious and even
The outsiders have done you a great quarters, and informed that the clan more afraid of the Dwarves than the
service too, they have helped protect your lord is waiting for them at the gates Gudruglas are – something she can
land. Be seated. I will hear no more of of Hveig. They can leave right away, sympathize with. After a hard winter,
your nonsense, Kvistlaf.” Undis sits or enjoy a breakfast in the great hall the clansfolk hadn’t been able to feed
down and the Gudruglas return to their first. Jotna-Gunhild and her eagle are the Arks as well as they are used to,
feasting. But Kvistlaf is not done. He eating in the hall, but they keep their and Tuva Sothi’s patience had waned
draws his sword and points it right at distance from the characters and don’t quickly. Undis tells the characters that
you, his eyes mad like those of a ravenous make contact. if it weren’t for them, she suspects
wolf. The room falls silent again. “Done At the great gates of Hveig, the Clan that the Arks would have destroyed
me a service? Mockery! These maggots Lady Undis awaits the characters. the Gudruglas and found some other
have brought me only misfortune. I She is dressed in thick and wild furs way of reaching the Dwarves. She is in
should have eaten you when I had the and heavy scale mail. Upon her head great debt to the characters.
chance.” Kvistlaf raises his sword high she wears a crown of iron topped After about three hours journey,
above him and before anyone can stop with antlers, and ‘round her neck is the characters and Undis Gudrugla
him, he hurls himself at you and strikes! wrapped a necklace of garm fangs. arrive at the stormy hills the locals
From her belt is hung a crude sword. call Thoromheid. There, the ground is
Kvistlaf has attacked the characters, At Undis’ side are two warriors, ripped up from the violent movements
and soon they are trading blows in the neither of them Jotna-Gunhild or of the thorn beasts, and there too are
great hall of the Gudruglas. The rest of Kvistlaf. Should the characters ask many skulls and bones from their
the party-goers do not intervene, and why they are not there, Undis will meals. Rising from the highland
neither does Undis or Jotna-Gunhild. explain that it doesn’t matter. Those earth are huge wooden poles ending
It is against the laws of Hveig and the two have their own issues to see to in a T shape, carved with imagery of
Gudruglas to interrupt a blood duel of for the time being. Undis informs the death and disease and chaos. There
honor. Kvistlaf is heavily drunk (-5 SV characters that the time has come for are many of these poles all across
to attacks) and he fights poorly, soon them to join her at a place known as Thoromheid. Soon, the characters can
the characters can overwhelm him Thoromheid, a hill upon the highlands see black silhouettes on the horizon
quite easily considering they should where the Arks and their thorn beasts coming down from the northern
outnumber him by quite a lot. The dwell of late. mountains. As the figures come closer,
characters can choose to keep Kvistlaf During their journey there, Undis they can discern that they are indeed
alive after they defeat him, but nobody explains their relationship with the Arks riding thorn beasts. The huge
will stop them if they kill him. It is Blood Queen Tuva Sothi and the monstrosities are soon upon them,
their right as the victors of the duel. Arks, and she speaks quite openly and the wind from their wings hits

18 | book 1. the runeblade


the characters like a tidal wave and disgusting Dwarves root and stem from all of Runewiik in a reign of chaos and
they must struggle to stay standing. Nhoordland. Finally, they stand before blood. The characters do not know
The thorn beasts land on the wooden the modest gate of Dirbozvo. The Blood this, although they might suspect it.
poles and the war-painted and wild Queen triumphantly strides forward to Undis has only recently come to learn
Arks slide down from their scaled it, placing a pale and sinewy hand on of the Blood Queen’s plans, and she is
mounts. There are not only warriors the door as she whispers something to conflicted about her loyalty. The clans
there upon the hill, but also the Blood herself. With a slow thud that echoes of Skaftafijell bear no great love for
Queen Tuva Sothi, dressed in her through the cave, dust is released from the people of Runewiik, but would the
red and white garments with chains the stone of the door as something snaps world be better if Tuva Sothi ruled
and bones. Her presence is cold and into place. The hinges are revealed, and over it? She does not know. She has
unpredictable, like the thorn beast with the sound of stone scraping across not decided yet.
she rides. Undis Gudrugla dismounts stone, the doors slowly slides open as if There is, however, one thing that
from her steed, and the troupe walk pulled by an invisible force unseen by neither Tuva Sothi nor the characters
out to meet the Arks upon the center the characters. A cold, dry, and dead suspects about the old kingdom: the
of the hill. The queen’s thorn beast wind hits them as the troupe stares second expedition from Grimgnistur.
is following them, and its unsettling into a perfectly square, gaping tunnel For as one expedition came from
presence makes it hard for the beyond the door, leading into complete the east to search for Dirbozvo in
characters to focus. Tuva Sothi and and utter darkness. the Darkwoods, another party sent
her Arks observe the characters and by the Iron Circle came the other
Undis like cattle ripe for the slaughter way, from the north. This group
as they approach them. The Ruins of D irbozvo of Dwarves managed to open the
The characters have entered the old northern entrance and make their way
“So, have you come to surrender your ruins of the ancient Buratja kingdom through the abandoned tunnels to this
kingdom, my lady?” the Blood Queen of Dirbozvo. Where Nimatetsya was part of the kingdom. They are ten in
hisses between her fang teeth. Undis Thune, and the logi furnaces burned number, strong well-armed warriors,
remains steely and unmoved by Sothi’s like the sun. But those days have long and they are led by the renowned and
remarks. “No, I come before you as a since faded. After countless wars, battle-hardened Zvorda, Rorthram
good servant, my queen. We have found earthquakes, and thousands upon Trollstooth. He wields the two-handed
the Dwarves and killed a few of them thousands of years of history, the Mitraka hammer Rauku, and wears the
too. The kingdom is yours for the taking, kingdom has fallen into ruin and is no traditional Murgla armor. It is likely
my queen.” Tuva Sothi looks at Undis longer inhabited by any Dwarves. It is that the characters will encounter them
astonished, but smugly pleased with less than a shadow of its former self, in the ruins. No doubt the Dwarves will
herself. “Good, good my lady. I am which the Dwarves of Trudvang still want vengeance for the death of their
happy, but let us not delay celebrating. speak of to this day. It is now home blood brothers whom the characters
I want to find the maggots and squash to only Goblins and tunnelhogs that slew at Wigenbona.
them before they get a chance to flee, like roam its silent halls and desecrate its The expedition to the ruined
they always do. Soon, the blade and all memory. Most tunnels and passages Dwarven kingdom of Dirbozvo and the
of Runewiik shall be mine.” Undis falls have caved in or flooded with water. quest to find the runeblade Krovabonh
silent and lowers her head for a moment The furnaces stand cold, the logis are is open, and it is up to the characters
– as if regretting what she’s done. “Yes, long dead, and the dragons have taken to decide how they will traverse the
my queen. It will be so.” flight to far off lands. ruins. They must traverse a total of
The characters have entered the 2d6 rooms before the characters reach
Under silence the troupe continues southernmost door to the kingdom, their destination. Every time the
from Thoromheid all the way to the not far from where the last Thune of characters enter a new room, roll on
western Darkwoods and the entrance Dirbozvo imprisoned the runeblade the tables below to see what happens.
of Wigenbona. There, the Arks leave Krovabonh at the closing of the When they have passed all the rooms,
behind their thorn beasts, and both Age of the Queen. It is in fact this move on to the next chapter.
Tuva Sothi and Undis Gudrugla join particular blade that the Blood Queen The table results should be adapted
the characters going down through Tuva Sothi seeks. She has heard by the GM to the situation. Traps can
the earthen tunnel and into the cave many rumors about it, and read the be discovered and/or disabled with
where the secret entrance awaits. Undis stonefylgis in Arkland that tell of a Shadow Arts skill roll. The effects
is silent all the way, but Tuva Sothi is its legend. She wishes to claim it for of some of them can be avoided with
bursting with excitement, she goes herself, bend its dark powers to her sutation rolls with SV 10, modified by
on at great length about ripping the will, and through its might overtake Dexterity.

book 1. the runeblade | 19


RUINS OF DIRBOZVO 1d6 Trap
1d6 Type of Room 1 Fall trap with spikes – 1d10 damage. Can be avoided. Triggered by pressure plate.
1 Hall 2 Arrows shooting from the walls – 1d10 (OR 10) damage. Can be avoided. Triggered
by wire.
2 Tomb
3 Sarcophagus filled with poisonous gas – 1d10 (OR 9-10) damage. Can be avoided.
3 Stairs
Triggered by opening the sarcophagus.
4 Corridor
4 Pendulum axes swinging from the roof – 1d10 (OR 8-10) damage. Can be avoided.
5 Forge Triggered by entering the room.
6 Cavern 5 Graves containing 1d10 Draugr open up – they attack. Cannot be avoided. Triggered
by entering the room.
6 Burning coals fall from the ceiling doing 1d10 damage every 1d6 action rounds. Can
1d6 Door to Room be avoided. Triggered by wire.
1-3 Locked
4-6 Unlocked
1d6 Enemy Encounter
1 1d6 Wildfolk looters (use Wildfolk Cultists’ stats).
1d6 Number of Entrances to the Room
2 A lost band of adventurers that have been driven mad by the darkness of the
1-2 1 kingdom. They attack on sight and can’t be reasoned with.
3-4 2 3 1d6 Porkinga warriors.
5-6 3 4 1d5 stray Borjornikka Dwarven Rangers from Grimgnistur.
5 An old prisoner, chained to the wall. Remarkably still alive. How could this be?
1d6 What’s in the Room? 6 he second expedition from Grimgnistur (Rorthram Trollstooth and his 10
1 Nothing Borjornikka warriors).
2 One trap (roll on the table for traps)
3 Enemy encounter (roll on the table
1d6 Monster Encounter
for enemy encounters)
1 2d6 goblins
4 Monster encounter (roll on the
table for monster encounters) 2 1d6 gray trolls
5 Treasure (roll on the table for 3 Diser
treasure) 4 Barrow Wight
6 A secret door to another room... 5 Stonehinje
6 Giant spider

The Cursed Blade attacked the kingdom with savagery in life is unimaginable, its skeleton
At last the characters stand before the and roaring molten breath of fire, and towers over the characters like a titan
huge Rokjärn gates behind which the the Dwarves were unprepared for the of old. They feel very, very small and
last Thune of Dirbozvo imprisoned the attack. Glimmyrgjarn never made it suddenly insignificant, despite their
cursed runeblade known as “Krovabonh”. to the runeblade, he was the last to be accomplishments. Could they hope to
The gates are ten meters tall and twenty slain by Krovabonh before the characters stand against a creature like this ever and
meters across, decorated with many faces, find the sword. However, before he died, live to tell the tale?
figures, and creatures. In the middle of the dragon did manage to break down Beyond the skeletal dragon awaits
the gates, two huge carvings of dragons the Rokjärn gates protecting it. As the no great monolithic hall or polished
meet each other, and their flames seal the characters arrive at the gates, they find treasure room. This is nothing more
gates shut. them broken down and scorched, with than a huge cave with unpolished
Or at least that’s what the gates once a huge skeleton of a Jarnwurm lying and raw walls of blackest stone. The
looked like. in the middle of them surrounded by a characters can see for several hundred
In the beginning of the Age of meter high piles of Buratja skeletons meters into the cave as it is well lit,
the Queen, a great Jarnwurm known and rusted weapons and armor. A truly amazingly enough, by great pillars of
as Glimmyrgjarn came to Dirbozvo awe-inspiring and disturbing sight to stone and iron within which logis were
to steal the blade Krovabonh. He behold. The might of the Jarnwurm once fettered by soot black chains. They

20 | book 1. the runeblade


book 1. the runeblade | 21
shoot up from seemingly nowhere, bone-clad axe and holds it at the ready. of blood gush forth from the dead Tuva
in rows next to a thin bridge leading Undis takes a defensive stance by the Sothi’s bruised body and overrun the
across a black chasm towards a circular edge of the black water encircling the entire island and drip into the black
underground lake in the distance. island, “I can’t let you do it, not this time, water. A dark and guttural voice speaks
Within the lake there is a small island you witch.” Tuva leaps again and takes to you in an ancient tongue you cannot
only reachable by boat. Upon the island flight from the stone tablet where the understand. Your body is filled with
there is a scarlet glow, but at this sword rests. She lands her blow against uncontrollable heat.
distance, the characters cannot make Undis but the clan lady parries her foe’s
out its source. strike. Undis loses her balance from the Make the character make a SV 12
The characters can find a small boat might of the Blood Queen’s blow and Situation Roll modified by Psyche. Those
anchored by the shore of the lake, tied by falls, now the Ark moves toward you that fail take 1d10 (OR 9-10) fear points.
great iron chains to a pillar. The boat is with death in her yellow eyes. Then continue:
small and clearly designed for Dwarves,
and small Dwarves at that. The The characters are now engaged in a The cavern quakes and you lose your
characters, Undis, and Tuva Sothi can furious duel with the Blood Queen Tuva footing as the now blood red water
barely fit into the boat – and they should Sothi of Arkland. Their battlefield, the around you is brought to a boil. Fumes
be the only ones alive at this point. As the little rock island, is small - only twenty rise from its roiling surface that scorch
characters paddle across the silent, still, meters in diameter, and their opponent the roof of the underground cavern.
and black water, they can see the source is a ferocious fighter. She will fight to Something begins to rise from the water,
of the scarlet glow waiting for them on the death. During the battle, Undis must something huge. It all happens so very
the other side of the lake upon the island. receive a mortal wound that rends her fast. From beneath the now meter high
Resting magically upon a vertical stone unconscious. sanguine waves arises a monstrous
tablet: a sword. beast, rendered entirely from fire and
Strategy black bones and sinewy molten muscles
The master craft of the Dwarves is Tuva is an incredibly aggressive fighter, bursting at the seams. A dragon-shaped
apparent and undeniable at first glance. in part due to her Thornroot addiction, logi so huge that its spiky back crushes
The Ironblood iron blade is meticulously but mostly because of her culture. She the roof of the cave and forces it to
polished and shaped, flowing upward will try to harm or kill opponents as crumble before you. You struggle to keep
like a single scarlet flame from the quickly as possible in order to even control over yourself as your hearts race
bejeweled hilt of the weapon – casting a the odds, and will dart back and forth and the blood boils in your veins like the
strong blood red glow around it. Three in order to make it more difficult to lake around you. The dragon-shaped
large runes are inscribed upon the attack her. She will prioritize attacking logi draws closer, its gargantuan jaws
right side of the blade in the language weaker and less armored opponents if only meters away. A moment of courage
of the Buratja Dwarves. Tuva Sothi possible, before engaging the greater finds you, and you draw your weapons,
reads them aloud to you in a cold voice threats. She will also make use of the ready to strike or die trying. But the
that echoes like the whisper of a ghost ‘Feint’ combat action in order to make beast bellows an earth-shattering roar
throughout the cave. She reads: “Bond, her attacks more difficult to parry. from its gawp and the sonic wave that
dragon, blood.” Around the tablet there She will only try to parry attacks if hits you shatters the steel and wood of
are more runes in futhark. Undis reads pressed by a powerful opponent. Tuva your weapons, turning them to dust.
them aloud, her voice trembling. “Here is affected by the Thornroot (page 92, You are defenseless. Now the dragon
lies Krovabonh. Forged by him who Game Master’s Guide) when fighting, is upon you and you can gaze into the
arises, Thune Nimatetsya, in the Age of and the GM can roll to decide to what absolute furnace of its gaping maw.
Dreams. Bane of kings and kingdoms.” extent by using the table on page 89 in Suddenly, something catches your eye,
Tuva Sothi smiles crookedly, and reaches the Game Master’s Guide. the sword upon the stone tablet. It calls
out to grab the hilt of the blade, “at long your name.
last.” But suddenly she is hindered by As the Blood Queen Tuva Sothi falls
the blade of Undis Gurdugla, resting lifeless to the stone floor, you hear a At this point, one of the characters
upon the trembling hand of the Blood demonic cackle echo throughout the must choose to pick up the runeblade
Queen, just inches away from the hilt subterranean mausoleum. A cackle Krovabonh or they will die from the
of the scarlet sword. Tuva Sothi looks unlike anything you’ve ever heard before. attack of the giant dragon-shaped
up at Undis, her expression unmoved. Ancient, formless, and all-powerful. logi. Whoever picks up the sword will,
“I’m impressed, my lady. Perhaps you’ll The sword turns completely blood from this moment on, be known as the
make a queen yet.” Suddenly the Ark red, and soon, to your absolute horror, “Accursed”, and their destiny will be
leaps backward and pulls out her huge inconceivable and nightmarish rivers intertwined with the sword Krovabonh.

22 | book 1. the runeblade


As you grip the bejeweled hilt of the ancient kingdom of Dirbozvo. See the towards the unconscious body of Undis
sword, you feel strong and powerful. As Appendix for more information about Gudrugla. They beg you to stop them,
if driven by a force other than your own the sword and its properties. Only one but you find yourself in shock, unable
mind, you hold it aloft above your head, Accursed can wield Krovabonh. to move. You hold the sword aloft and
striking a pose chiseled from stone. The The characters made it out alive from against your own inner will you thrust
dragon-shaped logi advances, dripping the fight of their lives, first with Tuva it down with great strength right into
with blood and death and fire, but you Sothi, and then the strange dragon- the heart of Undis. Her eyes are flung
are prepared. No, the sword is prepared. shaped logi that seemed to come from open and her broken body writhes with
You strike, and with a steely cold her blood. None of this makes any sense the impact. Like ash, her soul comes
SHWING, the runeblade slices right to them, and they are understandably gushing forth from her mouth as she lets
through the throat of the beast, and the shaken. Their psyches are unstable and rip a bone-chilling scream. She begins to
dragon evaporates as if it were made frail. Make the Accursed make a SV 6 age uncontrollably, her hair falls out, her
from nothing but mist. The water calms Psyche test, if failed take 1d10 (OR 9-10) face becomes emaciated and slender like
around you, and the cave settles down fear points. Then, continue: a corpse, and her skin begins to wrinkle
quietly into silence. You’re alive, and and fall off. The runeblade consumes
you barely understand how. A cackling, ancient, formless and the ash, and Undis falls lifeless to the
all-powerful voice calls out to you. You ground. Her body nothing but a shriveled
At this point, the Accursed has been do not understand what it is saying, but and barely recognizable husk.
struck with the curse of the serpent you know it is hungry. It needs to feed.
god Yukk, once wrought by the It needs to kill. To maim. Suddenly your This is the result of the curse of
ancient Thune Nimatetsya creating the sword arm is compelled to move, you Yukk. The runeblade Krovabonh has
infamously hard and scarlet Rokjärn. attempt to resist but you have lost all taken its first victim in the hands of its
The curse is passed down to anyone who control over yourself. With anguished new wielder. The Accursed is seemingly
wields the runeblade named Krovabonh, cries of pain, the rest of you see your helpless against this new companion, and
found in the cavernous depths of the comrade, wielding the runeblade, move the characters are unable to stop it.

book 1. the runeblade | 23


Book Two

✦ THE CURSE ✦
The player characters are now cursed by the Dwarven god Yukk to
carry the sword Krovabonh. As they leave the ruins of the kingdom of
Dirbozvo, they are immediately surrounded by the late Tuva Sothi’s
Arks and taken prisoner. All characters including the Accursed are
disarmed, and the Arks outnumber them severely.

The runeblade is stolen away from them, tongue, though, and if there is a Dwarf in and bring with them what feels like icy
and on the backs of thorn beasts they are the party, he’ll communicate with them a daggers that cut through the character’s
taken to Arkland in the far north of the lot. During such interactions he’ll often skin. The Wildfolk are dressed for the
Iron Mountains. mention a place called “Borgoverthu”, weather, but they won’t share their warm
near the limestone caves in Arkland, and furs with the characters.
asks if the Dwarven character has been Suddenly, the sound of a great horn
Prisoners of the A rks there or knows how to get there. Goshov echoes throughout the forest, and the
The journey to Arkland in the north doesn’t know much about it, but he says characters can hear the thorn beasts
is long and hard, even when traveling that he’s heard that’s where the Buratja shriek in response. The Arks grab their
on the backs of thorn beasts soaring Dwarves live. weapons and start barking at each other
through the ice wind sky. As prisoners, However painful, the characters stay and running around the encampment.
the characters are treated extremely with the Arks isn’t very lengthy. One Everything happens very quickly. From
poorly. When travelling on the thorn night, as they have made camp in the their wooden jail cell, the characters can
beasts, they are fastened by iron chains northern Darkwoods, the characters see armored men and women charging
to their rider, and when resting they have been thrown in an improvised into the fire light of the encampment
are most often tied around a big tree or wooden cell guarded by three Ark on dark horses. Their armors is icy
rock or thrown into a muddy ditch. The warriors. Goshov is out hunting for blue, their cloaks are white, and their
characters are only allowed to sleep for food with his best warriors and hunters, helmets are crested with dragons. The
two hours per night, the Arks beat or and he’s left his young daughter in characters can also see that a great white
torture them to keep them awake. command over the encampment. The frost dragon is embroidered on their
The Ark in command is a large man thorn beasts are not far, they never are, banners and etched on their shields and
named Goshov. He wears parts of a Hrim but the characters can’t see them right breastplates. They look like knights. The
Troll’s skull as a helmet, and he carries a now. Even though its low summer, the mounted newcomers quickly overwhelm
huge hunting spear woven with human characters have now travelled so far the Arks and storm the encampment.
hair. He’s an apparent cannibal, as are north in Trudvang, only hours away The Wildfolk try to hold their ground,
many of his kin, and he likes to torture from the the Great Iron Mountains, but they don’t stand a chance against the
the characters by eating human body that snows have begun to fall, and they knights and their sharp, castle-forged
parts and forcing them to watch. Goshov feel very cold most of the time. The swords and strong war steeds. The thorn
isn’t very talkative, and doesn’t even winds coming down from the mountains beasts return, and the knights turn
understand much Vrok or Rona, only a rattle the trees of the Darkwoods as if to face them. Just then, the characters
few words. He can speak the Dwarven they were shaken by an invisible giant, notice something glittering at the edge

24 | book 1. the curse


book 1. the curse | 25
of their cell. To their amazement, amidst The knights come from the land tell you a bit of it as the knights told the
the mud and the rocks and the twigs, known as Westmark, and are part of characters, as a song.
there is a sword in the cell. Krovabonh. the Avold order of dragon knights from
The characters don’t know how the the land of Bysente, just to the west Of ancient Westmark ye shall sit now and
sword got there. Last they saw it the Ark of the Sooty Mountains. The house of harken
chieftain Goshov licked its bejeweled Avold is the only house remaining of the Before the one god Gave and his people
hilt and stole it from them. They haven’t ancient dragon knights, and today they did darken
seen it for days. Now that their need is hold their ground against the northern For ere this time ‘twas a king of greatest
greatest, the sword has re-appeared to Wildfolk and Bastjurs (Jotuns, Tursirs, might
them, and the Accursed can easily wield it and Trolls) by a small stone keep near His dying wish to slay a beast – ancient
and break open their wooden prison cell. the lumber town known as Nore. and black as night
There are many weapons lying about the Here on the eastern side of the Sooty Daurglung was his name and with
encampment that the other characters Mountains, they do not travel often. Tugensgrifti he did do battle
can pick up and use for the moment to But as the knights are on an honorable The very foundations of Trudvang their
defend themselves (the Wildfolk weapons mission from their lords in the west to duel did rattle
are of normal quality). Our heroes join always fight the Arks and suppress the But in that hour did our great king fall
the fight, as there are a few thorn beasts evil of the Wildfolk, they have been No one know today where lies his ancient
and Arks left in the encampment not yet tracking the Blood Queen Tuva Sothi hall
undone by the knights. The runeblade for quite some time. Once they learned Leave behind he did sons of three
Krovabonh lights up with a scarlet that she had settled in the East, close Red, white, black of hair in sorrow
glow, and a cackling voice calls to the to Runewiik, they re-established their beneath an ashen tree
Accursed: “blood, blood, blood.” eastern watchtower on the other side of But thus, did arise the orders of knights
the Sooty Mountains to be able to follow Of Dagur, Glunga and Fodik to new
their prey – that’s where they are taking heights
The Knights of A vold the characters. In wartime, old age and bloodshed
Once the battle is at an end, the remaining The tower is called Oustoyga, or No new were born, none did wed
Arks flee the encampment like wolves “eye of the east” in the tongue of the Now remains only one to sit upon the old
into the night. The thorn beasts take to Viranns. The knights are friendly people, dragon’s throne
the moonlit icy skies and disappear. The if a little grim and stoic, and they will The Dragon Knights of Avold with lance
knights quickly surround the characters warm to the characters even more if they and shield that shone
in the forest, and prohibit them from disclose that they were indeed the ones
going anywhere. A man rides out from to slay Tuva Sothi themselves. “Gave When the knights sing the song,
the crowd and removes his dragon-clad has blessed you with heroic deeds, you the runeblade Krovabonh whispers
helm of icy blue plate and reveals a fair and should be thankful.” Wiggon says. If the poisonous words and suddenly the
young face bearing a head of silky, white characters want to start talking with the Accursed feels angry, as if the knights
hair woven into a large braid. The man is knights about the runeblade Krovabonh, have done them some great wrong or
clearly a Virann, and he introduces himself they will stop them and say “Grim words slain a brother of theirs.
as Wiggon Avold, a knight commander are not for grim places. Let us not speak
of the Dragon Knights of Avold. “Who of such things ere we reach Oustoyga.”
are you, and what is that blade that you The journey to the tower of Oustoyga Oustoyga
carry” Wiggon says, pointing at the takes no more than a day, as the As the characters start to glimpse the
Accursed and the sword Krovabonh, still characters were already relatively close. gray stone watchtower of Oustoyga
faintly glowing scarlet. If the characters During this time, they are clothed and amongst the thick Iron Oaks beneath the
are honest about their situation, they will given warm furs for the cold weather, shadows of the dark roots of the Sooty
be met with compassion by Wiggon and and are well fed. The knights do not Mountains, the sun has just begun to
his dragon knights. They will be escorted share any critical information with rise into the icy sky. The snow has begun
peacefully and with care through the these relative strangers, but they ask to fall much heavier now, and the wind
Darkwoods westward until they reach the many questions about the characters’ is even more cold and fierce this close to
eastern slopes of the Sooty Mountains. If time in Runewiik and the current state the mountains. Soon, the characters pass
the characters lie, and lie unconvincingly, of affairs between the different clans of a smaller circular wall made from logs,
the characters will be taken prisoner by the Skaftafijell. They are also happy to tell standing five meters high, and running in
knights and Krovabonh will be confiscated. the characters the legend of their order either direction as far as they can see until
The characters will be set free from their and the dragon knights of Bysente. It is the logs reach the mountainside. There’s
bonds once they come clean. a long and complicated story, but I will a guardsman at the gates, but with a swift

26 | book 1. the curse


gesture from Wiggon, the knights and the Oustoyga and withdrew their forces from they are just, and every morning and every
characters behind them are let through the the eastern side of the Sooty Mountains. It night the characters are offered a chance to
double gates of thick Iron Oak. The gates is only in recent years that the outpost has confess the truth of their involvement with
are dragged through the frostbitten mud been manned once more, and since then, the Arks in exchange for their freedom.
by strong ox-like creatures tied to iron the knights and their people have been The Viranns are not interested in keeping
chains. The spearmen at the gates watch hard at work renovating the tower and prisoners, and once the truth has been told,
the characters with suspicious eyes, some establishing its borders. Things are still however grim it might be, the knights
pointing and whispering. temporary in the tower, and it is plain to treat the characters as equals who do not
As the company stands before the stone see that the knights haven’t quite settled deserve to sleep in damp cells.
stairway carved into the mountainside that in yet. Wiggon explains that there was a The characters spend a week in
leads up to Oustoyga itself, the Darkwoods battle only ten days ago when a local clan the tower, and live with the knights,
have turned into an almost beautiful winter of woodsmen attacked. They were easily recovering after their hard imprisonment
wonderland. The knights dismount from repelled, but there was a fire in the tower, with the savage Arks. Their wounds heal,
their horses and lead them into the nearby and you can see this now that he mentions and their vigor returns. The days are filled
stables. There are a handful of smaller it, one side of the cliff is scorched. with music, sparring, eating, singing,
wooden houses here too, made for serving The commander of the order of Avold hunting, and drinking. Many knights want
folk and caretakers of the knights. The is Sir Porokild Avold, and when the order to hear the story of the characters, their
houses are old and run down, covered with was given finances and blessing to expand many exploits, and their scarlet sword
black moss and a thick layer of the whitest into the east and reinstate the old tower Krovabonh. There might be smaller raids
glittering snow. The wood is carved with of Oustoyga, he sent his firstborn son of woodsmen or Bastjurs who come to
beautiful images, like you can see in many Wiggon to oversee the new settlement attack the tower in the night, but they are
other parts of Trudvang, but not faces or and the campaign to slay Tuva Sothi and easily repelled with the combined force of
runes or monsters, but instead with fair her Arks. It is a duty that weighs heavily the knights and the characters. In addition
lines and circular patterns. This is Virann on Wiggon’s shoulders, and a task that he to the twelve knights that live and serve at
handiwork, finer and made with more doesn’t take lightly. The characters can the tower, there are also nigh on twenty
finesse than one can find in the Stormlands sense that he has a complex relationship young soldiers and warriors that are either
or Mittland. It’s the last thing you’d expect with his father. training to become knights or serving the
to see in the heart of the Darkwoods. The tower itself has no less than fifteen knights to pay a family debt or old promise.
But Oustoyga is not only a place of large floors, and a myriad of spiral staircases It is not uncommon in Bysente to send
beauty in the Darkwoods, it is also a place and passages. It is an impressive work of sons and daughters to the knights to pay
of steadfast conflict and battle. The tower masonry and Virann craftsmanship, even a debt to the local lord, or to grow up “the
itself is carved straight from the jagged in this spartan state. The characters can hard way”, as the knights themselves put it.
cliffside of the black Sooty Mountains. It wander freely in the tower, and they are During this time, the characters have
reaches several hundred meters high, and each given separate rooms to sleep in. experienced many disturbing things
around the tower it is plain to see steps They are provided the opportunity to take connected to the sword Krovabonh. The
and ledges where masons once balanced a hot bath, shave, clean, and eat and drink Accursed has been haunted by many
and hung to carve the monolithic tower their fill many times over. The characters violent and evil nightmares, disturbing
from the mountainside inch by inch. are offered new clothing and castle-forged thoughts and fancies. They feel they want
At the peak of the tower is a huge stone weapons from the armory if they want to hurt people they love, and they feel a
statue, also carved from the sooty cliff- them. That is, however, if the characters primordial fire burning in their soul – a
face that serves as the upper-most floor of have behaved themselves in the company painful one – even during moments of
Oustoyga. The statue is formed like a giant of the knights. There is a risk that the calm and peace. The other characters
warrior wearing black dragon armor and characters are treated as prisoners when have noticed the Accursed changing too,
a gargantuan dragon helmet, a thick blade they arrive if they did not disclose the they can hear their friend mumbling and
in his heroic grip. Those who know of the truth about how they ended up becoming screaming in the night, and they can feel
lore and legends of Westmark can tell that captives of the Arks – or where they got the evil coming from the sword. Anyone
its clearly the legendary king Daurglung, that strange sword from. As prisoners, who lays eyes upon it can plainly see that
who was the forebear of the dragon the characters are thrown into iron bonds Krovabonh is all together evil and a bad
knights of Bysente. The tower is a sight and cast into cells down in the cellar of omen for anyone near it. Even they have
to behold, even though it is weathered. the tower, well-kept behind lock and key. begun to hear its whispers, its threats. It’s
For the eastern watchtower of Avold is There, they drink water from the natural telling them that their friend, the Accursed,
old, and it has been overtaken by Bastjurs springs coming from the underground and is going to kill them. Kill them soon.
more than once in the history of the order. are given flat bread to eat. The knights are At some point during the characters
Fifty years ago, the knights abandoned not cruel to their prisoners, but instead stay at Oustoyga, there should be an

book 1. the curse | 27


occasion when the Accursed unwillingly them in as my guests. Our guests. Some “This sword is of Dwarven craft, that
uses Krovabonh to hurt and wound one of of you have spoken against me, you Castas much is plain to see from your story.
the other characters. Not a grave wound and you Karstbraun and you with them It seems to me as if the only ones
that brings them to death’s door, but still Woiglin. I understand your concerns, but who could understand these portents
a traumatic experience for all parties it is our duty as knights of Westmark and and happenings are the Dwarves
involved. descendants of Daurglung to help those themselves. But how to find them I
When seven nights and seven days have in need. Especially the enemies of our would not know, or indeed if they
passed, Wiggon comes to the characters enemies. So, I ask that you sit with me would suffer you to pass the threshold
during their supper, and asks to speak with now and harken to the story of our guests of their kingdoms. If I found myself in
them. He wants to discuss their sword and and that you might lend your wisdom and need of knowledge about an artifact
their future. knowledge to help them, as you would help such as this, I would go to Tvologoya,
me.” Wiggon turns to you and makes a to the deep Nifulong, and search for
welcoming gesture, “Friends, tell us what the Thuuls and the fabled Buratja
The Council of Twelve has befallen you. Now is the time for the smiths.” A whisper passes through the
Knights true tale, the whole tale, and the grim tale. room as Moromhildar speaks the word
Wiggon Avold has summoned the The tale of the sword.” Tvologoya. “Trillheim” you can hear
characters to his chambers at the top of the knights mumble under stiff lips.
Oustoyga. Wiggon’s quarters are located And so, it is up to the characters to tell Another knight speaks, Woiglin the
in the head of the gargantuan statue of the the story. Their story. How they came to fair, with ribbons in his auburn hair.
old king Daurglung, and the characters Skaftafijell in the northeast of Runewiik. “You cannot trust the Dwarves. They
must climb a great big stone staircase to How they met Undis Gudrugla and Tuva are cunning and all-together evil. Pray
reach them. There are several rooms there Sothi the Blood Queen. How they found you avoid them.” Some of the other
dedicated to the knightly lord, one to keep the secret doors of Dirbozvo, and within knights seem to agree, but Pirkast – he
his armor, one to keep his sword, and a it faced the warrior Rorthram Trollstooth who is eldest - is quick to respond to
third for him to sleep. The fourth room, in with his Mitraka hammer. How they his brother. “Can’t you see the travelers
the right eye of Daurglung, is reserved for saw the fallen dragon and the gates of have no choice? Sister Moromhildar
meetings of the knights themselves. There Rokjärn. How they found the sword speaks true, you must search for
is a giant table there carved straight from Krovabonh upon a tablet of runes, and Tvologoya.”
the stone of the mountain, polished and killed Tuva Sothi and claimed the sword.
smooth to the touch. ‘Round it are carved If the characters tell of the moment where Now, much of the council seems
twelve stone chairs, one for each knight, the Accursed slew Undis Gudrugla, the to agree, they urge the characters
and at the far end sits one for Wiggon. knights will grow grim, for they know that to search for the great and ancient
A great stone dragon watches over him, this was a wrongdoing, and the characters Dwarven kingdom of Tvologoya. But
roaring at the rest of the room. Today, should perhaps be punished for it. But in one thing remains unanswered: how to
the servants have brought more chairs the end, they see the clansfolk of Skaftafijell find Tvologoya. Most of the characters,
for the characters to sit on, but they are as Wildfolk, and do not act to apprehend and indeed, any Dwarven characters,
outsiders, and that room is meant for the the Accursed at this moment. They let this should be aware that the Dwarves hide
twelve knights. Other than the characters wrongdoing slide. During the story, the their entrances very well, and that the
and Wiggon himself, the following twelve knights will ask many questions, entrances to Tvologoya are notoriously
knights have also gathered here: Woiglin, especially about the Arks and Tuva Sothi well hidden from anyone searching
Aesethor, Karstbraun, Tommar, Jolhoin, and the Dwarves of Wigenbona. for them. Finally, after much thought,
Pirkast, Thulekas, Moromhildar, Oygon, After the characters have told their Wiggon speaks a name. Almost to
Vildas, and finally Castas. They are the story true and told it all, the 9th knight of himself.
twelve knights of the eastern expedition, Oustoyga, Moromhildar arises to speak.
and the keepers of Oustoyga. To start the She is an old and battle-hardened fighter, “Rautakappu.”
meeting, Wiggon speaks in a stern voice with many scars upon her face. She has The room falls silent, and the knights
as he watches the people gathered around unnaturally pitch-black eyes, and her stare at their commander as if he’s just
the table. black hair is woven into many elaborate suggested the impossible. They can’t believe
braids and hung with many bronze rings. their own ears.
“These outsiders come to us in great Moromhildar is shorter and slimmer than “Not he who hammers souls into iron?”
need. They are driven by demons, dark any human, and her skin is gray, some says Thulekas. “Not he who stole the
creatures or forces far worse that we do of the characters might spot that she is Stone of Sagas?” whispers Tommar. “The
not yet understand. As your commander, indeed a Barkbrule – a half Korpikalli elf. Elf-slayer” mumbles Moromhildar, the
and the son of your lord, I have taken Her voice is low, and wise. half Korpikalli.

28 | book 1. the curse


The knights are shaken by the mention of how Rautakappu, in his clothes of iron, trick you, maybe even eat you or hammer
of the name Rautakappu, a name that riding his sled pulled by mastomants, your souls into iron. At the very least,
is very familiar to any Elf among the tries to lure the Elves into the pits and he’ll want something in return for
characters. His story any Elf will know holes where the winds cannot reach. He revealing the entrance, I can promise
by heart. is said to be fond of eating Elves and you that. But I see no other option, lest
Humans, and trapping them in his giant you keep the accursed sword as your
sack. He’s a trickster and a deceiver who lot in life. It will be difficult, but with
The legend of Rautakappu likes games, riddles, and competitions, enough cunning and trickery you might
Rautakappu is the last Hrimtursir of his which he is known to be rather good at. just be able to outsmart the old Tursir,
once proud line. The land that is today In this context, any Elf can recall that the Gave be good.”
known as Northfrost and inhabited sagas of their kin mention Rautakappu
by Korpikalli Elves was conquered by as a friend of the Dwarves and an ally of This is the road the characters must
Rautakappu and his people during the long the ancient smiths and Thuuls. It is said take to find the hidden entrance to
storm. The Hrimtursirs ravaged the forests and sung that it was him who taught Tvologoya, where they might just be able
and mined the mountains bare. Soon, Rautakappu how to forge living souls to be rid of the cursed sword Krovabonh.
great parts of Northfrost were irreparably into iron, a horrible fate for those whom You should remind the Accursed that
decimated, and the Elves wept for an age. it befalls. they have been haunted by many violent
After the deceit of the Vanir during the war If there are not any Elves in the and evil nightmares, disturbing thoughts
with the dragons, the tribe of Korpikalli adventuring party, the legend of and fancies.
known as “Lauladalings”, stole or bought Rautakappu is told to them by the knight
(there are many conflicting sources on Moromhildar, who is a Barkbrule, half
this detail) one of the mysterious Stones Korpikalli Elf. However, different Elves or Towards Arkland
of Sagas from the Illmalaini Elves with the different scholars and learned characters The journey to the borders of Arkland
purpose of reinstating their old land. With might have other conflicting opinions is hard, and it goes through the
the hero Aino as their leader, and with the about the legends of Rautakappu. Let northwestern Darkwoods, a gloomy and
power of the Stone of Sagas in their grasp, the characters make a Knoweldge skill evil part of Trudvang. Upon leaving
the Elves slew the Hrimtursirs one by roll, preferably with the Lore & Legends: Oustoyga, the characters are given
one. Only Rautakappu survived, after his Elves or Dwarves specialties, and give food, water, and provisions to survive
mother hid him beneath icy waters. Aino them some different details of the tale. one month in the wild. In addition, they
and the Lauladalings razed the old castle of Who really lived at Northfrost? Was are given a horse each, loaned for an
Rautakappu’s family to ruins, and left none it the Korpikalli that stole the Stone of undisclosed amount of time. They are
alive, not even the babes suckling at their Sagas from the Illamalini, or was it the fine mares of silver, brown and white, and
mothers’ teats. Then Aino and the Elves other way around? Was it truly just one black and red. The strong horses come
called the Winds of Trudvang to them Stone of Sagas or more? Some may even from Bysente, a land in Westmark, and
to seek their aid. The Winds did come, have read or heard that Rautakappu has they have been trained by the Knights
and they were wrathful. For the Tursirs a castle of ice on the borders of Arkland, of Avold to obey their master’s word
had laid low the forests and mountains and a great horn within which it is said as law. The animals are muscular, and
that the Winds had flown through in that the fierce Farje Wind lives. obviously well-traveled in the northern
ages past, and they promised to forever When the telling is done, Wiggon wilderness and mountainous slopes
carry the magical song, the Jojk of Aino, speaks again, standing high up in his of Trudvang. The characters are also
over Trudvang so that the Tursirs could stony seat. offered the chance to buy mastomant fur
nevermore ravage the land. Only the Farje as protection from the harsh winds that
Wind, the Wind of the Great Ice Plains, “He is a trickster and a fiend, but if plague the slopes of the Iron Mountains
refused to obey the Elves’ call. As is bid there is anyone who would know the and the borders of Arkland. However,
by ancient tradition, when summoned by hidden entrance to the kingdom of they are very expensive, even at the
the horn of the Lauladalings he did come, Tvologoya and be able to help you find discounted price the knights offer.
but after listening to Aino and the Elves, the Thuuls and smiths of Nifulong, Upon bidding farewell to the
the Farje Wind named the Hrimtursirs as it is Rautakappu the Hrimtursir. He characters, Wiggon extends an invitation
their brothers and kin, and swore wrathful will not be hard to find; the Tursir to their stone keep Nore on the western
vengeance on the other winds and the roams the northern Darkwoods on the side of the Sooty Mountains. They can
Elves. borders of Arkland, with his sled pulled return the horses there once they are
Since then, Rautakappu has been a by mastomants – presumably looking through with their quest. The Knights
returning figure in the legends and sagas for something or someone. No doubt, of Avold will want to know all about it,
of the Elves of Trudvang. The sagas tell Rautakappu will try to fool you and and what became of that magical sword

book 1. the curse | 29


in the end. Wiggon leaves the characters Whatever the case, the characters mustn’t furious, and quickly regrouped his forces
at the log wall, but the Barkbrule knight reach the borders of Arkland unscathed to pursue the characters. During the
Moromhildar joins the characters for an and rested. They should be wounded, journey north, the Wildfolk and Goshov
hour or two, riding into the woods to set weary, tired, and hungry. should ambush the characters and try
them on their path. She knows the woods to kill them. Goshov will be riding a
well, almost as her own home. But at the big thorn beast, and he’ll be focused on
end of the third hour, Moromhildar stops Encounters in the Darkwoods retrieving the sword Krovabonh from
by the root of a great Stonefylgi. The 1d20 Event the characters at all costs. If Goshov is
faces of the totemic statue stare down at 1-3 Wandering trader
severely injured, he will try to escape on
the characters, almost as a warning to the back of his thorn beast.
4-6 White moose
not pass beyond this point. Moromhildar
points due northeastward, “ride against 7-9 Mastomant sighting, up to six
the direction of the running brooks and individuals Finding Rautakappu
you’ll find your way.” Thus, she leaves the 10-13 Forest Troll ambush The Hrimtursir Rautakappu is very old,
characters there alone, and for a moment 14-16 Wildfolk encampment but he carries the hunger and anger of a
the world feels very vast, wide, and wild. 17-19 Borjornikka house (the Dwarves youngling. He was born in what is today
The road goes north. Toward the will never reveal the location of known as Northfrost, around the Age of
borders of the Great Iron Mountains Tvologoya) the Queen. He’s the last remaining of a
and the homeland of the vicious 20 Lindwurm den long and proud line of giants that were
Wildfolk known as the Arks. There, destroyed long ago by the Korpikalli
they must search for the Hrimtursir tribe known as the Lauladalings and their
known as Rautakappu. The journey Weather Conditions in the leader Aino. He hates Elves, all Elves, and
northward is hard and long, and above Darkwoods he curses their names by day and dreams
all else, it is dangerous. The Darkwoods of their destruction by night. However,
1d10 Weather
are a mysterious and dark woodland Rautakappu is a great friend and ally of
mausoleum full of monsters, beasts, 1 Warming sun, cool winds the Dwarves of Tvologoya, and especially
Wildfolk, and nightmares. Few are 2 Rough wind of one Buratja Thune in Nifulong, the
strong enough to live in its shadow, and 3 Misty and cloudy lowest level of Tvologoya, also known as
there are only a few and very old paths to 4 Light rain Nifelheim to Humans and Elves. It is at
lead travelers and adventurers through that level, deep beneath the world, that
5 Heavy rain
it. Where the characters are going there the mythical Buratja Dwarves and great
are no paths, no travelers, no civilization 6 Light snows, cold winds smiths of Trudvang dwell. The Buratja
to speak of. On foot, the journey takes a 7 Heavy snows, icy winds Thune is called Jorkovan Draaghamr,
month, and on horseback, the journey 8 Hail and storm - roll for frostbite and he is of the Buratja, one of few in
takes about two and a half to three weeks. every three days Trudvang as most Thunes across the
There is plenty of game in the forest, but 9 Blizzard – roll for frostbite every different kingdoms are Borjornikka. The
everything that the characters encounter day. Almost impossible to hunt Buratja will not be ruled by any other
seems to be wilder, darker, and more 10 Farje Wind snowstorms – damage than themselves, not truly. They have
violent. Even the trees and the roots of 1d3 BP (1d6 if not wearing taught Rautakappu many secrets of craft,
sometimes seem out to entangle them mastomant fur) every 5 hours and forged him an arm ring of Mitraka
and drag them beneath the earth. outside. Roll for “Complications that turns the wearer invisible. It is not
In your session, you can choose to cut in the Wild” considering Frostbite entirely known why the Dwarves and
through this journey quickly, summarizing every day (GM guide p.30). Rautakappu are such great friends, but
Impossible to hunt. Drinking
it as a hard ordeal that wears heavily on rumor has it that he once helped fight
water freezes over. Storm comes
the characters. Or you can choose to play and goes every 8 hours
off a tribe of Elves that used to dwell in
this out day by day, night by night, and let the Great Iron Tooth close to one of the
the characters make their way through the entrances of Tvologoya. The Dwarves
forest on their own and experience it in The Arks are tracking the characters call tall those Elves the “Snow Elves”,
detail. Or something in between. Whatever throughout the forest. They have been or “Umboralfur” in Dwarvish, and they
you do, it is important that the characters following them since shortly after they are long gone from Trudvang. Perhaps
understand that the journey is not an first arrived at Oustoyga, perhaps they thanks to Rautakappu.
easy one. They should encounter plenty even tried to attack the tower once but were When the characters go to search for
of monsters and Wildfolk that attempt to driven back. After losing the characters Rautakappu, he is roaming the frosty area
stop them, capture them, or eat them even. and their sword, the chieftain Goshov was where the northern Darkwoods meet

30 | book 1. the curse


the southern slopes of the Great Iron kilometers around, and seen even farther toward the characters, but he will not
Mountains. It is there that the feared as flocks of birds and small animals escape attack them or try to hurt them. He
place called Arkland lies, where some of its trajectory. Even the maggots in the might break a tree or two and rattle
the most savage Wildfolk and Bastjur earth flee Rautakappu and his sleigh. So, their nerves, but never wound them.
dwell. He is driven by a great need and naturally, the characters won’t have any Rautakappu is invisible, as he wears his
fury, for the East Wind has been mocking difficulties in finding Rautakappu once magical arm ring, so the characters will
him for months now as it wanders they do reach the borders or Arkland. not be able to hurt him. This is a game of
westward with the season. Rautakappu silver tongues, not iron swords.
and the northern Farje Wind are looking Upon the crest of the great icy hill The characters have to convince
for the eastern wind. He hopes that maybe there comes a sound of rolling thunder, Rautakappu to help them find the secret
he can imprison it, and use it to thwart the of mountains breaking, and of forest entrance to Tvologoya. To find the fabled
Elves of Northfrost and return there one crumbling. Flocks of black ravens blot Thuuls and smiths of Nifulong, so that
day to claim his rightful land. When he’s out the sky as they flee, screeching, from they might be rid of their accursed sword.
not roaming the wilderness, Rautakappu something approaching from the north. Rautakappu is afraid of Krovabonh,
stays in his ice castle in northern Arkland, By your feet squirrels, mice, and even but also intrigued, and he’ll want to
on the borders of the Great Ice Plains. maggots rush by. Soon, even moose, deer, see it up close many times during their
The castle was in ancient times an and bear join the panicked flight. Then, conversation. He finds its scarlet steel
outpost of the Queen and her generals down from the hill comes something that fascinating and enchanting to behold.
(see the “Snowsaga” campaign for more). you can’t fully understand. A wooden Rautakappu is a trickster and a sly
It was once home to Orkhirs and other sleigh larger than any house or boat character, and he’ll not give up information
Bastjur, some among them Hrimtursirs you have ever seen comes rushing forth, easily. The characters will need to put
like Rautakappu himself. But after the tearing down the trees and churning up forth their best arguments and put forth
first defeat of the Snow Queen, the castle the earth with great violence and fury the best of their personalities. Let them
was abandoned, and in his exodus from wherever it travels. It is pulled by ten make Situation Roll with SV 10 modified
Northfrost, Rautakappu found the old beasts with long black hair and great by Charisma or Knowledge skill rolls with
fortress and made it his new home after tusks that you, upon closer inspection, the Silver Tongue specialty many times
his own fashion. It wasn’t long before recognize to be frost-clad mastomants. throughout the conversation, and follow
he found the fabled dragon horn buried They are bound by great black and Rautakappu’s character description in the
deep in the castle’s vaults and dungeons, frostbitten iron chains hung with icicles. Appendix to find a natural conversation
a horn fabled to be able to control the Suddenly, the creatures come to a violent tailor made for the characters’ tactics.
Farje Wind from the Great Ice Plains. halt, as some invisible force behind them Rautakappu wants something from the
Since then, the Farje Wind has become an pulls their iron bonds, forcing them to characters in exchange for revealing the
ally and close companion of Rautakappu. stop in their meter-deep tracks. Frost entrance to Tvologoya. He doesn’t want
The ice castle, named Saugaborgi – or and ice envelop you in a great sphere, as gold or jewels, and he can’t be bribed in
“Fortress of Sagas” by the Snow Queen, a booming voice, coming seemingly from any way. He only wants one thing from
is today not only home to Rautakappu, nowhere, speaks to you. With every word, the characters.
but also his ten mastomants, and some the fir trees around you tremble and
hundred imprisoned Elves of the tribe shake the snow off their branches. “I am “You are persistent, little ones. I’ll
Njuoratmánná. Rautakappu keeps them Rautakappu! Slayer of Elves and smith give you that. And I, Rautakappu the
in the frost dungeons far beneath the ice. of souls. Who dares stand in my way?” soul smith, am not one to make himself
When he’s out in the wild, Rautakappu impossible. I will show you Tvologoya,
is riding his gargantuan sleigh called The characters have found the old the ancient kingdom of the dwarves. I
Stormabestla. The sleigh, larger than Hrimtursir Rautakappu. He is angered will guide you to Nifulong deep beneath
any house or boat, thunders forth across and, indeed, surprised by the characters the ice and snow where the logi furnaces
the rough wilderness dragged by no less stopping him in his tracks, something burn like dragonfire. All this, and more,
than ten mighty mastomants with huge nobody has ever done before. As I will do for you. On one condition.
tusks. Even if Rautakappu is mostly Rautakappu hates Elves, he will naturally Bring me the East Wind, the one they
invisible, wearing his arm ring, when he be aggressive in his tone toward any Elf call Ainvildur. Put her in my sack and
rides about the land his sleigh certainly is in the party. If there any Dwarves he will give it back to me. Then, and only then,
not. It churns the earth and fells even the be kind to them, and even flattering. But will I show you what you seek.”
mightiest of trees before it in an inferno also, from time to time he will remind any
of primordial force and power. No power, Dwarf that his people owe him “a great Rautakappu has posed a mighty quest
not even the eastern wind, can stop debt.” Rautakappu will sometimes be to the characters. To find the spirit of
its violent advance. It can be heard for wrathful and even outright threatening the East Wind and bring her back to

book 1. the curse | 31


32 | book 1. the curse
the Hrimtursir in his sack. It is no small where they stand, and with the noise of for a moment where it stands before it
task, one perhaps lesser heroes would a mountaintop rumbling down a hill, the falls like a cut down oak to the snowy
think impossible. Rautakappu will give sleigh of Rautakappu launches and rolls forest floor, and cracks open its skull on a
them his magical cloth sack within which forth with great speed across the rocky sharp rock. Blood oozes forth, and stains
they will be able to trap the East Wind landscape until it disappears into the the white snow scarlet.
and contain its wild spirit. Rautakappu Darkwoods. It breaks down every tree There is silence for a moment. Then
points toward a large fungus on a nearby in its path like mere twigs, and soon the swift, whooshing movement, and in the
tree. It doesn’t look like a sack, but when characters can no longer see the sleigh, blink of an eye, three figures stand before
the characters touch the fungus it will only hear the sound of it. Rautakappu is the characters like gray ghosts. The
disappear and transform into a little gone, and they can hear a booming, ugly characters can swiftly recognize the three
cloth sack. It doesn’t look very magical, laughter on the icy winds. figures as Korpikalli Elves, their skin
nothing else than what you’d keep gray, their hair black and wild, and their
potatoes in at home. But Rautakappu bodies armored with fur and leathers
indeed assures them that it is magical The Woodland Hall and wooden reinforcements. In their
and hexed with spells and strong The characters must travel southward to hands they hold beautiful and delicate
dark vitner that will trap the spirit. the northeastern shores of Darkenriver short bows, silvery arrows resting on
Rautakappu laughs heartily at the idea of in the uplands of the Sooty Mountains their strings. The Elves stare down the
the characters finding the East Wind, he to find the hall of a woodland lord where characters with dark eyes and grim faces.
thinks it is impossible, but sees he’s got presumably the Gandhman named The characters must be the first to break
nothing to lose by letting them try Belgost is staying. The road is clear, the silence. Once spoken to, the Elves
Rautakappu doesn’t know where the and the characters travel swiftly upon will also speak. One of them speaks for
East Wind is, as he’s not been able to it. Somehow, the weather seems to be the group. He is tall and strongly built,
find her himself. However, he knows helping them, the wind coming down and he seems like he is the eldest. He
that she comes from the east and always from the north is blowing at their backs introduces himself as Aitolé, the second
wanders west. Last Rautakappu heard, and helping them drive their horses even as his brother Omiloinio, and the third
the East Wind was blowing furiously faster than before. There is no snow, no as his youngest son Yakkusainu. The
across the plains of Silvtronder, but he hail, and no rain that touches them. It is Korpikalli speak in very broken Rona
went there to seek her and didn’t find all blown away by a harsh northern wind, (the language of Viranns and western
anything but old kings and iron tongues. even though the landscape around the Mittlanders), but they seem friendly
The old Hrimtursir now suspects that if characters falls victim to harsh weather. enough toward the characters, they do
anyone knows where the East Wind is, They are magically untouched by this. not intend to hurt them at least.
it’s the old Gandhman (wizard) named They suspect that this is the work of the And yet, the Accursed can feel
Belgost. Belgost is a wandering vitner Farje Wind and Rautakappu. how they grow angry. The runeblade
weaver in deep contact with the Flowras, During the second week of their travels, Krovabonh is whispering to them “kill,
the nature spirits of the Eald tradition. the characters’ horses stop dead in their kill, kill.” The Accursed feels a great
Rautakappu believes that the East Wind tracks. The forest lies silent, and there is hatred towards the Elves, as if they are
is indeed a Flowra, and he many times no danger in sight, but something seems ancient enemies that must be destroyed.
calls her by the name Ainvildur and a to have scared the poor creatures, and Aitolé explains that the forests are not
daughter of Nema. Belgost is said to be they are uncontrollable. Now, suddenly, safe. A fierce wind is blowing from the
in close contact with the Wind Flowras, the silence is broken by loud growls and north and the hammers of the Buratja
Ainvildur amongst them. Rautakappu’s thundering footsteps, and the rocks of in Nifulong are churning up the earth
spies tells him that Belgost was last a nearby stony passage are flung aside and enraging the spirits. Something
seen guesting at the hall of a woodland to reveal a ravenous Ogre. The Ogre evil is afoot. After some conversation,
lord named Jarmio, in the uplands of the is large, no less than three meters tall, the characters learn that Aitolé and his
southern Sooty Mountains not far from with great hands that crush stone under family are on their way south to the hall
the tail of the Darkenriver. them, and rough fingernails stained with of a woodland lord named Jarmio who
blood. The characters can see that the dwells on the northeastern shores of
“Go now little imps. Begone from my Ogre is covered in many wounds and the Darkenriver, in the uplands of the
sight! Before I hammer your souls into arrows, almost as if it has been in battle. southern Sooty Mountains. They say
iron.” As the characters ready their arms and there will be feasting there, and song
prepare to fight the oncoming Ogre, it is and great stories. “You weary. We find
The mastomants roar and blow their killed suddenly by four arrows piercing way. Come join us, come join us.” the
trunks as the characters can hear the its skull simultaneously, with swift Elves say. There is nothing suspicious
crack of a whip, as if thunder struck swooshing sounds. The Ogre wobbles about the Elves, except for the reaction

book 1. the curse | 33


of Krovabonh, and the characters should hall at Nemanhallr often houses many Flowras of the Eald tradition. There are
join the Korpikalli, traveling southward Elves, Dwarves, sages, seers, and vitner faces, animals, winds, flowers, heroes, and
to the hall. After all, that is where weavers, and sometimes even Wildfolk. beasts in plenty in those carvings, and
Rautakappu said they would find Belgost Everyone in that hall has sworn an oath they are a beauty to behold, of masterful
the Gandhman. to not spill any blood on the farm and craft. On the inside, the hall can host
With the help of the Korpikalli, to break the oath is punishable by death. up to a hundred people on its ground
the characters find their way swiftly Everyone is welcome if they have a good level, and on the higher three additional
through the Darkwoods to the uplands heart, and there is always a warm bed levels there are rooms and beds for
of the Sooty Mountains. The Elves know and a hot meal at Nemanhallr for those near on a hundred people more. In fact,
their way around the land unlike the who have nowhere else to go. there is even a small underground floor,
characters, as if they knew the forests as The night when the characters arrive with specially designed rooms to house
well as they know their own souls. They at Nemanhallr there is a gathering Borjornikka Dwarves. In the main hall
almost dance across the landscape, and of Elves happening at the hall. They there are huge tapestries exploding
can easily keep up with the characters’ have come from the northern parts of with color and legend, as well as carved
horses. Although it doesn’t seem like they Trudvang to hold a moot and discuss pillars bearing the fabled Green Man
are running, strangely enough. They the recent movements of the Farje Wind faces, mysterious and sometimes scary
just find their way and move with ease, from the Great Ice Plains and the unrest faces surrounded by leaves. Branches
sometimes on the ground and sometimes in the Darkwoods. There are primarily and vines sprout from the Green Men’s
in the branches of the snow-clad fir Korpikalli Elves here, but a few Illmalaini nostrils and mouths, and their ears often
trees. Finally, they leave the forest and Elves as well. Aitolé and his family are bear flowers and fruit. The Green Man
journey up through the rocky hills by the there to represent their tribe, and they is a sign of ancient Mittlandian nature
southern roots of the Sooty Mountains. tell the characters that they hope the worshipping, and early representations
Here, they follow the Darkenriver as meeting will decide to move southward of the Flowras. Illuminating the hall
it climbs upward through many icy and leave the Darkwoods to its destiny. with a warm glow are many burning fires
waterfalls and roaring rapids high, high “Tame the wild, none can.” he says in hanging in iron bowls from the rafters.
above the fir trees of the Darkwoods a somber tone. Also staying at the hall There are beds of fir branches burning
below. The air up here is thin, icy, but currently is the Gandhman Belgost, who on hot rocks by the edges of the hall as
also refreshing. There’s not a cloud in has recently returned from travels in well, and when Jarmio’s servants pour
the sky, and the characters can see far the far west and is making his way back cold water on them, they pop and crackle
out across the meadows and the fields of to northeastern Majnjord and Dark- with a hiss and let forth a steam with a
Bysente down below. At last, the country Mundor that he calls his home. He’s fresh fragrance that envelops the hall like
evens out, and the ground beneath their recently met with the Flowra Ainvildur a warm blanket. Anyone who breathes in
beasts’ hooves begins to level. Onward of the East Wind, and she has told him this steamhas their natural healing (GM
the road takes them, along uplands and that dark forces seek to find her and that Guide p.59, Players Handbook p.11)
mountain passages, until they reach a she must be hidden with his help. doubled for the time they are in the hall.
large plateau covered in high grass and The farm is quite large considering its At the far end of the grand table
tall trees, a little patch of lush land high difficult location in the mountains. It has is a wooden throne upon which sits
up in the mountains by the source of the many stables and sheds for cattle to live Jarmio himself. He’s an old, fat, and
Darkenriver. Aitolé announces that they in, and there is also a big mill there, and strawberry-blond man with a red and
have arrived at the woodland hall and a well that leads to a small underground flushed face. He wears simple clothes
haven of Jarmio. spring of cool water. As the centerpiece and no jewelry, and if you didn’t know
Jarmio is a free lord that lives on a small stands a great wooden hall, looking it, you wouldn’t think for a second that
farm in the mountains that he has named almost like an old Mittlandian temple. he was lord of this hall. But there is
Nemanhallr in honor of the Flowra The hall is constructed solely from the a fire in his gut and his tongue is like
Neman, who is the spirit of freedom and thick Alfraka which is a rare and very crackling lightning, and when he speaks
winds. He’s not under any king’s rule, beautiful wood kept by the Elves of of legends and old bygone times, the
nor does he consider himself part of Trudvang. It was bestowed upon Jarmio whole room falls silent and listens with
either Westmark or Mittland, although by the Korpikalli Elves of the Darkwoods both ears. And when he sings, there are
his blood is of the latter. He often says who are said to have freighted the few who can keep from tears. A true
he is a “lord of the forest” and “servant Alfraka all the way from Soj. The hall is skald, he is. There is much food and
of the Flowras”, and considers himself covered on both the inside and outside drink there to fill the characters bellies,
autonomous and an innkeeper of nature by huge, beautiful, and ornate carvings but they find it hard to relax and join
spirits and those who have no home in telling legends and stories of the the festivities. They have a mission to
the realms of men. His great wooden creation of Trudvang and the different complete and a secret to uncover.

34 | book 1. the curse


2 2

2
1 4
2
2
2 The Farm
3 1. Wooden Hall
2. Stables and Sheds
3. Mill
4. Underground spring

For the first night the characters The Secret of B elgost soon reveal itself so that it might be
spend at Nemanhallr there is a great The old Hwitalja weaver Belgost is hindered. For now, Belgost is deep in
feast of the Elves happening. There troubled by dark thoughts and long thought.
is singing and dancing there, and travels. He has spent over a year in Since the characters arrived at
merriment in plenty. The characters Silvtronder to the far west, but recently Nemanhallr in the company of the Elf
are welcomed by Jarmio himself, who has returned to his homeland after Aitolé and his family, Belgost will not
is a happy fellow with nothing but being called by his distant sister’s son, suspect any ill-intent on their part. As
nice things to say about the characters who is a servant to the king of Dark- long as the characters play their cards
being in his hall. He introduces them Mundor in Majnjord. Upon returning well, and do not mention Rautakappu,
to his ten children and his three wives to Mittland, Belgost has encountered or any other details about their quest
and his two male lovers and bids them the second daughter of Neman, the for Krovabonh, the old weaver will not
to sit at his grand table and tell of East Wind Ainvildur. Ainvildur is think that they are the threat that he is
their many travels. He is fascinated afraid and distressed, and she has looking for against Ainvildur the East
by their stories, and has a broad told Belgost that someone is after her, Wind. If the characters engage Belgost
emotional spectrum unlike anything wishing to trap her or otherwise harm in conversation, he will seem very
the characters have ever seen. He her. She doesn’t know where or when tired and absent-minded, as if he’s not
laughs hard at their jokes, and cries they will come for her, but she knows really present in the hall. He doesn’t
dramatically at the sad parts. that she must stay hidden at all costs or eat anything, and Jarmio will often
Also, at the grand table sits a very a horrible fate shall befall the Elves of make remarks that there is not vitner
old man in robes and furs, almost half Trudvang, who they both love dearly. in the whole world that can substitute
asleep. He has a great bushy white beard Belgost is troubled by these portents, for a good boiled chicken’s head. But
and long flowing white hair. He seems as and by the secret he carries. For before Belgost doesn’t want any, he just wants
ancient as an old oak in the forest, and she went away, the East Wind told more wine from the servants.
he leans, even when sitting down, on a Belgost where she is hiding so that he Let this part of the story be as open
huge wooden staff from which are hung might protect her and keep evil spirits as possible, and let the characters
many talismans and eagle feathers. This from her. The old vitner weaver can’t direct the action. The farm lies open
is the Gandhman Belgost, and he is tired make any sense of it, and he is hoping for them to explore, and there are many
and weary. that the threat to Ainvildur will people here they can talk to. Elves from

book 1. the curse | 35


other families, the children, wives, and many days of heavy drinking, but he is learned about the land will know that
lovers of Jarmio, and many servants. still an experienced vitner weaver and a this a place of inexplicable happenings
Belgost is very careful about giving fierce combatant. He will put up a fight and dark magic. A sanctuary for the
any information away, but he can’t to remember for the characters, even if Flowra Morgu, where the old masters
help himself but speak sorrowfully they do outnumber him. After Belgost is and lords of Bysente used to perform
of the spirits of the winds and that defeated, he will try to escape, shouting sacrifices in their honor. The East
there are hard times coming upon to the sky “Ainvildur, help me!” But the Wind has hidden there because she
Trudvang. As the evening progresses, winds do not answer him, and the wizard suspects it is the last place anyone
Belgost will show his weakness for is caught in the grasp of the characters. would look for her.
alcohol, and he’ll start to drink more To get the information from him they
and more and become drunker and must intimidate him fiercely, but in the “They won’t be able to find her hiding
drunker. The Elves ask him many end the old Belgost is a weakling and a right under their nose.” Belgost
questions, and the characters get a bit coward, and he will at last give up the whispers.
of investigation done for free. Belgost information that they seek. It pains him
tells the Elves around the hall that to do so, and he wishes he was strong
dark forces are moving to ensnare enough to keep the secret entrusted to The East Wind
the spirits, but that Belgost has taken him. The Accursed is compelled to kill Torpo is located northwest of
measures to hide them and keep them Belgost for his weakness after violent Nemanhallr, higher up into the Sooty
safe. This sliver of information should whispers from Krovabonh wash over Mountains. The characters can find
be of great interest to the characters, them. The character must pass a Psyche their way up narrows passages, through
revealed unintentionally in a moment check against 12 to avoid striking him forgotten tunnels, and over jagged and
of drunken weakness by Belgost. down with the runeblade where he wild cliffs. Snow is raging all around,
If the characters should rely on stands. but the Farje Wind is protecting the
clever silver tongue’s and persuasion characters and keeping them from
and trickery to get the information succumbing to the harsh weather
from Belgost, they should convince Belgost Strategies conditions. It isn’t long before the
him that he’ll need allies in the dark Belgost’s main combat strategy is characters must leave their horses
times ahead, and that they too seek to lure his enemies into a trap and behind, as the mountainous paths and
to protect the spirits from evil forces. then unleash his spells upon them. If passages become too steep, too narrow,
Perhaps they can even give false confronted, he will try to delay the and too dangerous for any beasts to
information to Belgost concerning battle by engaging in conversation travel along. Now the ice begins to
these evil forces and convince him that while secretly vyrding in order to cling onto the rock of the landscape,
way that they are fighting on the side improve his chances. He could for and the ground becomes more slippery
of the light. The characters need to example cast ’Bind’ or ’Rust’ on the PCs´ than before. It’s hard to stand upright,
proceed slowly and cleverly, as Belgost weapons so that they can’t be drawn or and they have to grab onto the cliffside
gets drunker and drunker, and lull him are destroyed before they even know with white-knuckled grips to avoid
into a false safety that they are there what’s going on. If Belgost is aware plummeting to their deaths several
to help him and that they are his allies. that he is being followed, he will try to hundred meters below.
The only ones he can really trust to make sure that the confrontation takes This is the road to Torpo, and it’s a
face the oncoming darkness. If they do place in an advantageous environment dangerous one. Its location is no well-
this well, and the dice are in their favor, for his casting, perhaps by taking a guarded secret, but nevertheless, the
Belgost will spill his secret. high ground or somewhere that makes place gets few visitors. Not only for the
If the characters choose to take on him difficult to reach in melee. He dark rumors that surround it, but also
Belgost with violence, they cannot do primarily fights with vitner and only for the treacherous mountain road that
so at Nemanhallr. If they do, they will uses the staff as a secondary weapon, leads there. There is no real civilization
be killed by the Elves there, this much for example when forced into melee or up here, and their only companions on
they already know, and it would be very when he no longer is able to cast. their journey are long-haired mountain
foolish to go against the wise warning The East Wind Ainvildur, the goats watching the characters with
of Aitolé. They must wait for Belgost daughter of Nema, is hiding at Torpo – curious eyes. As they climb higher
to travel onwards to the east after three an ancient sacrificial and spiritual site and higher, the passages begin to
days have passed and the council of the that was raised by the ancient Bysentian be decorated with bones and skulls
Elves is concluded. Out in the wild, the lords high up in the Sooty Mountains hanging from what looks to be rope
old Hwitalja weaver will be vulnerable long before the tenant of Nid came to made from horse or even sometimes
and alone. Belgost is old and weary from Westmark. The characters who are human hair. They rattle unsettlingly in

36 | book 1. the curse


the harsh wind. Some skulls and bones wind even when she’s inside. Her eyes connection to the Dwarves she will be
have even been carved and placed into are deep forest green, and her cloth surprised, she didn’t know about this
the side of the rock, as if were they robes are light and there are many silk and thought the beautiful ones to be of
books on a shelf. Even higher up, they bands woven around her arms that their own race.
find rune stones written in ancient also dance in the wind like her hair. Ainvildur says that if the characters
Vrok, and great cairns piled on top of ‘Round her waist is a broad leather help her escape the Sooty Mountains
each other with old rags of horse skin. belt embellished with flowers. This and the grasp of Rautakappu, she will
Finally, after near on two days of is the Flowra of the East Wind, the call upon the Norgavaina. With their
climbing through the rough landscape, daughter of Nema, and she needs the knowledge of the mountains and the
the characters reach a precipice characters’ help. She wants to talk to ancient lore of Trudvang, they will
looking out across the landscape below them, to explain to them the situation be able to show the characters the
by which stands an old rickety cottage before they trap her in Rautakappu’s entrance to Tvologoya and Nifulong.
surrounded by four stone pillars sack. She’s not a fighting creature, and With successful Knowledge rolls,
dressed in skulls, twigs, and animal can do nothing to resist her fate but some characters might have heard the
skins. There is a faint light flickering plead for mercy and relief. Ainvildur fragmented legend of the Norgavaina.
from inside the cottage. This is a place tells the characters that she believes They are said to live deep, deep beneath
of ancient rites and strong spirits, and the Hrimtursir Rautakappu is looking the mountain and to be the very heart
the characters can feel a supernatural for her and her sisters to trap them of every Dwarven bloodline. They are
presence watching them. Let them roll and ensnare their power to launch an sometimes referred to as “the fairies” or
to see if they accumulate any fear points assault on the Elf tribes of Northfrost “the ones that fly on light”.
from this situation. As they approach to the east. She pleads with the Suddenly, as the characters are deep
the cottage, they can hear a voice that characters to spare her and to let her in conversation with Ainvildur, the
booms like thunder on the Farje Wind, escape the Sooty Mountains and flee silence is broken by a fearsome howl and
Rautakappu’s voice. into the east. It is an unnatural fate, a man shouting just outside the cottage.
she says, as the East Wind is destined He yells the name of the Accursed. The
“Flee alfur! Flee vindur vinur!” to always wander west. But now, characters instantly recognize the voice
Rautakappu and her brother the Farje as belonging to Kvistlaf of Skaftafijell
The door to the cottage is not locked Wind have forced Ainvildur to go (alternatively Jotna-Gunhild if Kvistlaf
and the characters have no trouble against her nature and flee east. She was killed earlier).
opening it. Inside it is dark and cold begs the characters to let her go, she
and quiet. There is a thick cloud of dust doesn’t have any means of fighting or “Queen slayers! Come out. Come out and
hanging in the air. As if nobody has been resisting Rautakappu. face me. We have the house surrounded.
here for a very long time, neglecting the When she learns about the There’s no escape. Come out!”
cottage. In the center of the room there characters’ fate and why they need
is a table upon which stands a single wax Ratakappu’s help, she falls silent and As the characters look out the
candle, glowing faintly and illuminating sorrowful. Ainvildur admits that there windows of the cottage, they can
little. By the candle sits a figure on a is nothing she can do for them; she see that a great crowd has gathered
chair, she speaks in a soft, frail, and has no power over Dwarven gods, or outside. Wildfolk, up to twenty men
slightly scared voice to the characters. indeed, any knowledge of the crafting of and women strong, carrying sharp
Rokjärn or the curse that the Accursed axes and spears and burning torches
“Who is it that comes in the night? Is it character carries. However, she does that glow in the cold night. They wear
you, Belgost?” pose an alternative course of action to skulls and tusks and fanged jaws on
the characters. The East Wind says their heads, and are clad in black scale
The figure is indeed the East that she is close friends with an old plate, chainmail, and wild mastomant
Wind Ainvildur. She’s been hiding and ancient tribe of creatures known as furs, covered head to toe in tattoos
in this cottage high up in the Sooty Norgavaina – the beautiful. Any Dwarf and scarification. Now the Farje Wind
Mountains for little over a month, and will immediately recognize the name has stopped protecting the characters,
she’s afraid and alone. She was waiting “Norgavaina” as Dwarven , and that and the snow has begun to fall upon
for Belgost to come escort her to her the beautiful that Ainvildur speaks of the precipice of the Sooty Mountains
next hiding place, but he never came. are in fact the mythical mothers of the upon which the cottage stands. There
Instead, it is the characters that arrive Dwarves. Any non-Dwarves would need is a thorn beast there too, and most
there. Ainvildur appears as a beautiful to perform a succesfull Knowledge skill important of all, standing in the front
young woman, with wild and bushy roll modified by -8. If the characters of the crowd, is Kvistlaf. The old ranger
auburn hair that seems to dance in the inform Ainvildur of the Norgavaina’s is dressed in Wildfolk furs, his hair and

book 1. the curse | 37


beard long and wild, and upon his head it will change the course of the story “Bahahaha! I have found you,
he bears a crown of antlers. In his grip from this point on. The next part of the Rautakappu has you now! Now there is
he carries a big axe decorated with adventure is split into two sections, or no escape from me, nobody can hear you
skulls and bones. If he survived their tracks, depending on what decision the scream in my sack.”
previous encounter, Goshov is there characters made.
too. If Kvistlaf was killed at Hveig in Even the most dark-minded
the first act of the adventure, then his characters can’t help but feel somewhat
place will be taken by Jotna-Gunhild in Track one – Returning guilty for handing over the East Wind
this encounter. She is there to avenge to R autakappu Ainvildur to the cruel Rautakappu.
the death of her brother. The East Wind Ainvildur can They can’t be sure what terrible fate
do nothing to help herself, as will befall her now, but surely, she will
“The free people of Nhoordland have the characters trap her within never be free to wander the lands of
made me a king! As befits a man such Rautakappu’s sack. She weeps and Trudvang again. As Rautakappu puts
as myself. My first act will be to tear pleads, but it is over. Soon the sack is away Ainvildur in his giant sleigh, the
open your guts and feed your innards to sealed, and the characters have done characters can feel how the wind from
the hounds – queen slayers. Come out!” right by their deal with the Hrimtursir. the north grows fiercer than ever. It
Kvistlaf roars. As they leave the precipice, the seems to blow with less resistance and
bloody scene with the Wildfolk and the characters suspect that this sudden
The Wildfolk are furious, hungry and the rickety cottage behind, they hear change is connected to Ainvildur’s
thirsty for the characters’ blood. They a booming and ugly laughter on the kidnapping. The East Wind blows no
must fight to defend the cottage and the Farje Wind. Rautakappu’s laughter. more upon Trudvang.
East Wind as the Wildfolk and Kvistlaf Upon descending from the Sooty Rautakappu is so enamored with
will try to slay her. Should they succeed, Mountains and returning to the his prisoner, that the characters must
then the characters will never be able to Darkwoods the characters are met remind him of his part of the deal.
find the entrance to Tvologoya and be by Rautakappu, thundering across To show them the secret entrance to
rid of the sword Krovabonh. And so, a the forest like an avalanche driven Tvologoya and Nifulong. Although
battle begins, a furious battle. As they by a thunderstorm. The characters they cannot see him, the characters can
are fighting, the Farje Wind whips up a can feel Ainvildur squirming and sense Rautakappu’s smirk.
snowstorm that rages with a vengeance. kicking in her sack, her muttered
Ainvildur is doing her best to fight off cries are desperate. As the Tursir “Yes, indeed. Come little ones, take up
the storm, but her brother is stronger. arrives, his Hrim body has plunged seats on my Stormabestla and I will
She cries to the wind, “Stop brother! the landscape into the heart of winter, show you the gate to the realm of the
You are not evil.” but the Flowra of the and suddenly the characters are very, Dvergur. We ride with thunder; we ride
East Wind receives no answer. very cold as heavy snows rage around with storm, and we ride with ice!”
Kvistlaf is meant to die during them and frost grips the vegetation.
the battle, as he falls his last words Even though the characters can’t Before the characters can do anything
are “Undis…” It seems as if Kvistlaf see the Hrimtursir, they can feel to hinder it, they are plucked by invisible
loved her until the end, and hated the him breathing heavily. With every giant fingers and lifted like children into
characters for killing her. Soon after flair of his great nostrils, the trees the sky high above the fir trees. Is this
Kvistlaf dies, the eagle called Mogi around them shake and shed their the moment when Rautakappu betrays
will appear to the characters, remove a layers of snow. Rautakappu laughs, them? Will he smite them to the ground
talisman from his neck, and then swiftly he cackles like a madman, as the or pierce them bloody on the tops of
fly away. characters present the sack containing the trees? Nothing of the sort happens.
Now that the battle is over, the Ainvildur. It’s a horrible laugh, and Instead, Rautakappu lifts them gently to
storm settles across the Sooty the characters are very disturbed by lie on warm furs and pillows inside his
Mountains, and the characters must it. “Kill, kill, kill now!” whispers the great sleigh. To the characters, it is like
decide what will become of Ainvildur, wicked runeblade Krovabonh to the being on a gargantuan longship, larger
the spirit of the East Wind. Will the accursed as an invisible giant hand than any sleigh that the Stormlanders
characters trust her promise and reaches out to grab the sack with the of the east use on their raids, and bigger
help her escape the Sooty Mountains East Wind inside. The characters can than any trade ship that sails upon the
in exchange for a meeting with the feel the biting cold and decaying smell lakes of Westmark. As the mastomants
Norgavaina? Or will they capture her of Rautakappu’s fingers as they wrap blow their trunks into the winter sky
in the sack of Rautakappu and return themselves around the kicking East and Rautakappu cracks his black whip
her to him? Whatever they choose, Wind and lift her high in the cold air. like Stormi’s lightning, the sleigh

38 | book 1. the curse


launches at the speed of light. The Staring down the landscape, the as much as you can going forward in
characters must hold on with white- characters can indeed see a narrow the adventure. Even though it may
knuckled grips to stay standing, but passage up ahead where only one man not be called out specifically in the
some of them lose their footing and can walk abreast, leading downward text of the adventure, think about how
slide back and forth like ragdolls across into a small mountainous valley. Rautakappu’s presence can be felt from
the floor of the sleigh. Ainvildur howls Rautakappu grunts affirmingly, and this point on. How do the characters
in fear as the sleigh takes off, and that with the crack of his whip and the know that he is hunting them? Perhaps
gut-wrenching sound is as chilling bellowing of mastomant trunks, he he sends Trolls and Goblins and other
and bone-biting as the breath of frost disappears again like a furious avalanche assassins after them to kill them? Will
dragons. The Farje Wind drives them shooting across the winter landscape, he try to ambush them and trap them
on northward through the Darkwoods leaving the characters alone once again in his great sack? Will he send the
at an unimaginable speed. Onward, to find their way. Farje Wind after them to make their
onward across the borders of Arkland, travels harder? Even though he might
high up into the Iron Mountains. As not physically harm them (unless that’s
if driven by masters from Blotheim, Track Two – Meeting something that is appropriate in the
the mastomants pull the sleigh beyond the N orgavaina story), the characters should always feel
icy uplands, across frozen lakes, and When the characters tell Ainvildur his intimidating presence. Just hearing
through winding mountain passages. that they’re not going to put her in his angry voice on the wind may be
They navigate with the speed of crazed Rautakappu’s sack, but that they’re enough.
warg beasts, and the sure-footedness of going to help her flee, she is ecstatic The Farje Wind is relentless and
mountain goats. Surely, some wicked with joy. Her hair and her silk ribbons the snowstorm that he has brought
spell rests over the mastomants and burst with wind even though it is still is devastating. Ainvildur grabs the
the sleigh called Stormabestla. For the around them and she laughs and dances characters by the hand and shows them
characters have never seen or heard in the moonlight. But suddenly the a path through the mountains. All
of such fast mastomants before. All delightful scene is interrupted by a crack the while they can hear the howling
in all, the journey takes no more than of lightning and the sudden arrival of a screams from Rautakappu and the
five days, which is astonishingly fast. fierce snowstorm. Ainvildur shivers and crack of his whip as they flee. The
Rautakappu only stops to sleep every falls to her knees, holding her hands up Hrimtursir is chasing them on his big
other night, and when he does, he does to the sky as the Farje Wind arrives. sleigh throughout the mountains, but as
so with an eye open so that none can “Brother! Oh Brother!” she yells at the they are carried by the magical winds
sneak up on him and kill him. The giant sky. Another crack of lightning and a of Ainvildur, they seem to be able to
has had unfortunate experiences of such foul and ugly voice can be heard on the outrun him. Ever so often they can
attempts. The mastomants are given wind. It is Rautakappu’s voice, and he is glimpse a giant frostbitten, bearded, and
milk to drink from gargantuan wooden mighty angry. horned face beyond the storm clouds, or
bowls. a huge black sword swinging in the air
At last, as night falls on the fifth day, “Fools! Snakes, maggots, backstabbers and crushing down meters behind them
the sleigh makes a halt by the imposing and traitors! I know what you have into the mountainside. Rautakappu is
roots of the Great Iron Tooth shooting done. Rautakappu sees your betrayal. I coming to kill the characters and he is
upward into the sky and disappearing will seek you in the mountains, I will not wearing his arm ring of invisibility
above in the icy and windswept clouds. seek you in the fields, and I will seek you anymore. “Stand still so I can kill you!”
Rautakappu lifts the characters off the upon the sea. Hear me now! You will not he screams just as his gargantuan sword
sleigh and speaks to them, for if they be safe anywhere. I will hammer your misses the characters and Ainvildur.
jumped off themselves, they would souls into iron and send your shriveled The characters are not meant to fight
break every bone in their body. This husks to Helgardh to rot as playthings Rautakappu now, not unless they want
time, Rautakappu is almost whispering, for Nifelfang. This I swear! Or I am to die. Facing him in the snowstorm of
as if he doesn’t want someone nearby to not he who is clad in iron!” the Farje Wind high up in the mountains
hear them. would be suicide, and an impossible
Rautakappu is furious. Not since the battle for them to win.
“Down through the passage, follow time of his clan’s defeat at the hands
it downward, find a hole in the stone. of the Korpikalli Elves has he felt this “Just a little bit further!” Ainvildur
Go through. Down, down, down - find betrayed and fooled. He will never yells from up ahead. You can barely
black Nifulong. Rautakappu will not forget the characters faces, and he will see her now through the snowstorm but
follow, too small for Rautakappu. I never stop hunting them. As the game her magical winds carrying you and
leave you here, little things.” master, you should try to use this fact the warmth emitting from her hair

book 1. the curse | 39


tells you that she is nearby. Although of the characters recognize. Dwarves thick wooden arm rings decorated with
Rautakappu is close behind, you feel safe in the party can see that these runes long black feathers. You can’t quite be
in her hands, you know that she will are like ancient Futhark, but they are sure if this is some trick of the eye, but
carry you to safety. That certainty only even older and more foreign. They can it seems to you as if the flickering light
wains momentarily as the Hrimtursir’s only understand fragments of words, of Ainvildur’s vitner flame is glittering
hundred-meter-long broadsword comes if even that. “We’re getting close, the and reflecting in spots on the creature’s
crashing down beside you and smites the Norgavaina are not far now.” Ainvildur delicate, white skin, as if it was covered
mountainside into gravel. The sound is says as they observe the runes. in frost or entirely made from it.
ear-splitting. You soon realize that you The rune carvings get more and
yourself aren’t even running anymore. more elaborate the deeper down they This is a Norgavaina that the
As you look down at your feet, you see go, and after walking ever downwards characters and Ainvildur have
them kicking and moving, but in truth it for almost two hours, suddenly, encountered in the cave of the Sooty
is the winds of Ainvildur that move you Ainvildur stops in her tracks and stands Mountains, a female Dwarf. It speaks
along at lightning-speed. still for a moment, hesitating. Then, an ancient version of Futhark that is
after a beat of silence, the characters extremely rare in this day and age, and
Finally, Ainvildur turns a sharp right can hear scraping footsteps against the has not been spoken by the Dwarves
into a cave, just as a bolt of lightning gravel in the cave up ahead. Ainvildur since the Age of Dreams. Meeting the
hits the mountainside. With a crack, a gestures to the characters to stay Norgavaina is a very special experience
boom, and an earth-shattering quake, back, and she begins to slowly stride for all the characters, but especially for
huge stone blocks fall from hundreds forward. She whispers a word into any Dwarf in the party. For them, this
of meters up in the air, and land with the darkness that the characters don’t is their first time meeting a female of
a deafening sound just meters away understand, a strange word, a magical their own kind. The first time seeing
from the characters. The way back is word, spoken almost like a whistle or a a glimpse of what their mother maybe
sealed, and now the furious screams song. Then, from beyond the darkness looked like. Emotion overwhelms them.
of Rautuakappu are muffled and faded. a voice answers her. Ethereal, beautiful, Ainvildur speaks with the
The cave is pitch black and silent, only and warm, singing and whistling. As Norgavaina for a moment, she seems to
water dripping slightly from the roof of Ainvildur’s vitner flame moves farther be arguing with it. But after a while of
the mountain breaks the silence in an out, this figure begins to reveal itself, conversation, they share a handshake,
agitating rhythm. Ainvildur says that and soon the characters can see it in its and Ainvildur returns to the characters.
she has taken the characters to where full glory. The pale figure watches the characters
she last met the Norgavaina, they closely as Ainvildur speaks to them,
should not be far. If the characters have The figure that reveals itself in the inspecting every inch of their being
torches with them, they should light faint light of Ainvildur’s vitner flame with its huge, gloomy, and droopy eyes.
them, otherwise Ainvildur will light a is white. That is the first thing that
small fire with vitner in her palm that comes to mind. White delicate skin, “This is Eien-Sullimo, and she’s one of
illuminates an area three meters in white long thin hair, white long the Norgavaina. A proud, noble, and
diameter. fingernails, and huge pale eyes like ancient folk. She knows these mountains
The cave is small, and it leads those of a subterranean fish. The well, and she has agreed to guide you
forward into passages and tunnels that figure is short, just a head taller than a through the passages and subterranean
take the characters farther down into Borjornikka Dwarf, but its proportions landscape all the way to the roots of the
the murky mountain. The cave is very are very strange. Its arms are very long Great Iron Mountains to the north and
humid, and the floor is covered in gravel compared to its legs and torso, and the entrance to Nifulong and Tvologoya.
and fungus, and even vines in places. its hands are even larger as too is its I shall not go with you, for I must leave
From time to time, Fairies flit past the head. However strange, there is still a you here now. Rautakappu still hunts
characters in colorful rays of light as grace and reverence to the posture of me, and I cannot risk him finding the
they progress deeper into the cave, but the figure, and it doesn’t remind you of beautiful ones here. So, I must go, I must
they soon disappear into small cracks either Dwarves, Humans, or Trolls. If go swiftly. Thank you for everything
and crevices as swiftly as they appeared, you were to liken it to any creature, you you have done, I can never repay you,
and the characters have no ability to would liken it to an Elf. Elf-like are its although this is a small token of my
converse with them or catch them. Soon clothes, also. Thin and long robes of silk, gratitude.” Ainvildur removes one of
after their first encounter with fairies, embroidered with patterns and runes the silk ribbons woven around her arm
the walls of the cave begin to be covered like those that decorate the walls. ‘Round and hands it to you. “This may not look
in strange and ancient carvings and its neck the figure wears a necklace of like much to the world, but it holds the
runes. Runes from a language that none prayer beads of bone, and it wears two powers of the East Wind. My power.

40 | book 1. the curse


Hold it aloft wherever my winds blow, journey northward should be relatively Great Ice Plains. Eien-Sullimo seems to
and it shall guide you to the place where uneventful, except for perhaps a few be unmoved by the cold, even though
your heart desires to go.” battles with small packs of Goblins, she wears thin clothing. She shows no
tunnelhogs, and Trolls. Eien-Sullimo signs of frostbite or weariness from
With those words Ainvildur turns is no great fighter, and she will turn the weather. Now, in bright daylight,
away from the characters and soon invisible whenever enemies arrive and the characters can get a better look at
disappears into the shadows and run away to hide. the Norgavaina, and they can see that
darkness of the underground passage During the journey through the her white skin is like frost. There is a
leading back to where they came from. underground, the Accursed should strange icy quality to it, and when the
After a moment, just as the echoing have many violent and terrible dreams, sun hits it the right way, it glitters just
sound of Ainvildur’s footsteps has and many disturbing thoughts about like frost and fresh snow does. It is a
faded away, a strong and unexpectedly hurting their friends. The urge begins strange sight indeed.
warm gust of wind hits the characters, to grow stronger now, and the Accursed They travel above ground for no
carrying a faint whisper: “Thank you.” is afraid that soon, they won’t be able to more than three days. At every turn,
Suddenly, they are brought back to resist them. The characters need to be the violent and strong Farje Wind
reality by a light whistle from Eien- constantly reminded of the cursed sword coming down from the north tries to
Sullimo, standing waiting behind them. Krovabonh that they carry, and the need hinder them with harsh weather and
She points ahead at the tunnel leading that drives them on their quest. Consider biting cold. A blizzard traps them in
forward. Then she turns around and playing out a scene where the Accursed a cave for a whole day before they can
starts walking into the darkness, the suddenly turns aggressive against the move on, another day they are caught
characters had better keep up. Norgavaina under the influence of the in a small avalanche and just barely
The road with Eien-Sullimo is dark, violent whispers of Krovabonh. The manage to make it out with their lives.
long, and quiet. The Norgavaina moves beautiful one runs away, scared, and the At long last, upon the blood-red dawn
swiftly through the vast and cavernous characters must spend a day looking of the fourth day, they reach the roots
underworld, as if she had lived there her for her before they find her hiding. of the mountain that Eien-Sullimo has
whole life. She even has more knowledge There should be at least three scenes been looking for. There, she shows them
and grace traversing the caves than any dedicated to the curse of Krovabonh a passage, a narrow passage where only
Dwarf in the party. She doesn’t speak while the characters are traveling. Of one man can walk abreast, that leads
to the characters, they soon begin to course, the Accused’s struggle with downward into a small mountainous
suspect that she doesn’t even understand their curse and the whispers of the valley.
their language. They certainly don’t runeblade are constant, however, three
understand her language, even if Elves in prominent scenes should suffice to get
the party can understand a word or two this idea across to the characters. Try to A Secret Gate
here or there if they really concentrate personalize these scenes and encounters The mountainous valley that the
and try to think about the grammar of to best fit the interpersonal relationships characters find themselves in is small.
the word and the history of language. and struggles of the player characters for It’s almost as if they’re standing
But this is not enough to have any sort maximum effect. amidst a snow-clad glade in a forest
of meaningful, or even informative, Finally, after thirty long days and of stone. Getting down here wasn’t
conversation. nights in darkness, the characters hard, but it took a long time of slowly
The journey beneath the mountains ascend from the underground into the shuffling through narrow passages and
takes about a month all in all. Light is world above. The snowclad mountain descending jagged cliffsides with rope.
not a problem, as the Norgavaina emits landscape of northern Arkland is almost But now they are here and relieved. If
it, and many tunnels have luminescent blinding to the characters, and it takes the characters arrived here with the
crystals. There is plenty of water to several minutes for their eyes to adjust Norgavaina Eien-Sullimo, the journey
drink in the subterranean world, quiet to it. At first, they feel nauseous and was easier because she showed them
and murky lakes along the way, and disoriented from the light. Standing by secret tunnels and passages that no
Eien-Sullimo spends most of her time the mouth of the cave, gazing upon the Man or Elf or even Dwarf in the party
catching fish and harvesting fungus landscape, Eien-Sullimo speaks, almost could have spotted with their eyes.
for the characters to eat. There are no singing, one word that any Dwarf will The snowy valley is in fact a frozen
feasts here underneath the mountains instantly understand the meaning of: lake covered in thick layers of snow.
for the characters, but there is enough “Ginnungagap.” The Norgavaina leads Should the characters for some reason
for them to survive on. The mushrooms the characters onward across the snowy begin to dig down, they will eventually
are full of nutrition although they are uplands to the foothills of the Great Iron reach the layer of ice about four meters
eaten raw and taste uninteresting. The Mountains that border Arkland and the beneath the glittering snow. There

book 1. the curse | 41


are many old bones and skulls frozen mountain and point straight ahead into Mogi attack a Player Character directly,
into the lake, would-be conquerors the darkness. “Tvologoya” she says. or use the eagle to disturb a character,
of Tvologoya, that met their demise At this point the story diverges again. giving them -4 on their combat actions,
in a watery grave. At the end of the What happens next is based on when the and Jotna-Gunhild +4 on her attacks
valley, cut into the smooth rockface of characters killed Kvistlaf. against the character. The Player
the mountain, is a gaping hole leading Characters can stop this annoyance by
forward into utter darkness. The Kvistlaf was killed at Torpo, killing Mogi.
hole is perfectly square, two by two Jotna-Gunhild is alive. While fighting Jotna-Gunhild, the
meters, surrounded by runic carvings If the characters killed Kvistlaf at Torpo blade Krovabonh is whipped up into
of futhark. Any Dwarf can read them and Jotna-Gunhild is still alive, the a fury, and the Accursed can feel its
(or anyone with the Read and Writing: following happens. spirit hissing and spitting “kill, kill, kill
Futhark specialty), and they say: The characters can hear a sudden her now!” The sword has an increased
whoosh and feel a sharp wind pass by chance to trigger the ability Bloodthirst
Here I looked upon the children of their faces and ruffle their hair. There’s a for the duration of this encounter. The
Borjorn, when Tvolog slew Semjalinkka swift, blurry shadow and then, without ability triggers on an 8 or higher on the
and the Sons of Soot would spill their warning, the Norgavaina is pierced damage die instead of the normal 10.
own blood – I saw the standing stones through the shoulder by a black arrow In addition, at the start of every new
in Ginnungagap. Fire come of molten and is thrown backward. The blood action round, the Accursed must pass
mountain and ancient ritual, old oozing forth from her wound colors the a Psyche check of 14. Should they fail
meaning and tradition. I heard the white snow dark crimson. Before the the check, the character instantly enters
chords of the Skaald and he sung me a characters can react, a second arrow Bloodthirst.
song of doom and fire and battle and hits Eien-Sullimo in the leg as she is on You can find information about
blood. I traveled far and wide, and the ground, and finally, a third right in Bloodthirst in the appendix.
sought the children of Borjorn. Spear, her throat. She gurgles blood, looking
axe, murgla, and hatchet, I saw a siege helplessly at the characters with fear in Kvistlaf died at Hveig
that lasted for a hundred years. For here her beautiful, pale eyes. Life fades from If Kvistlaf died in the first act of the
there was a King of Soot and Stone, her quickly, and the Norgavaina dies. adventure, during his outburst at Hveig,
there was a battle of fire and blood. The characters can do nothing. the following happens.
And so, stood the standing stones in The characters can hear the screech The characters can feel how the
Ginnungagap and lay a crown on the of a large bird, and as they look up, icy wind suddenly takes on a new
mountain. Chains that bind brothers of they see the eagle called Mogi fly strength as they’re about to descend
blood. Chains unbroken, chains unbent. through the gray sky. Then a shadowy into the mountain. It blows with a
Mountain will hold, Trilheim will figure emerges from behind the rocks newfound fury and anger, and soon
persist, the Dwarves will remain. Realm above the gate, carrying a large bow. the mountainous valley is caught in a
of a million hammer strikes. World of The figure is dressed all in black, and furious blizzard that has materialized in
fire and darkness. Friends come, foes it’s got an arrow pointed straight at a matter of seconds. The characters can
despair. the characters. Now they can see who see no more than three meters ahead,
it is, hiding behind the dark hood: and they lose sight of the Norgavaina.
There is a door to the gaping dark Jotna-Gunhild, sister of Kvistlaf from The blizzard is thunderously loud, and
hole, but it is open and hung on golden Skaftafijell. Around her neck she wears they can barely hear their own thoughts.
hinges. The door is made from the same the glass talisman that Kvistlaf bore Suddenly, a figure begins to fade into
stone as the mountain, but decorated when he died at Torpo. vision from beyond the blizzard. It is
with golden images and faces. Just short, it stumbles, and moves randomly
above the door is carved the image of a “I have come to slay you.” Jotna- to and fro. Now they see, it is Eien-
great hammer into the smooth rockface. Gunhild says in a cold voice. Then, Sullimo! But there is something wrong,
This is one of the secret entrances to without moving a muscle in her calm there is dread and horror in her face.
the Dwarven realm of Tvologoya and face, she lets loose her black arrow. They can see more and more clearly
the black Nifulong beyond. and now it is apparent, the Norgavaina
During their fight with Jotna- is bleeding. She has a great wound in
Gunhild, her eagle Mogi will try to her stomach as if she has been pierced
With the Norgavaina attack the characters several times. by a spear, crimson blood flows forth
If the characters arrived at the gate Mogi counts as a skilled combat trained defiling the pure white snow below
of Tvologoya with Eien-Sullimo, she animal (GM guide p.86-87). Each round, her. She mumbles something under her
will walk up to the gaping maw of the Jotna-Gunhild can either choose to have breath that the characters cannot hear,

42 | book 1. the curse


and then her eyes roll back in her head Rautakappu’s Champions The Journey to
as she falls face forward into the snow. If the characters arrived at the hidden Tvologoya
Dead. gate of Tvologoya as the friends The characters have all grown up on
For a moment, there is only and helpers of Rautakappu, then the stories and legends of Tvologoya, no
emptiness and snow. No attacker. Then following will take place. matter if they are Humans, Dwarves,
there is a faint whisper on the wind, the As the characters are about to enter or Elves. To the Humans, it is known
characters can’t make it out. A shadow the mountain, a thick mist assails the as Trilheim, and there are many
begins to take form somewhere out mountainous valley. This is no natural songs and telling’s across Westmark,
there in the storm. Now they hear the mist; the characters can sense that. It Mittland, and the Stormlands about
words. is a strange and ghastly mist, and any the millions and millions of passages,
Dimwalker amongst them will know that vaults, archaic cities, and monolithic
“Where is my sister? Where is this is the mist of Dimhall – the world halls of that kingdom that is eldest
Ainvildur?” of the dead. The mist grows thicker and upon Trudvang, and indeed, most
more intense, and the air slowly turns mythical and mysterious. So, perhaps
It happens so fast, from nowhere the more and more thin and rid of oxygen, as it is a disappointment to many of
shadow in the storm grows to huge if it wasn’t intended for breathing. Then, the characters to find only stone,
proportions and begins to move fast out of the thick mist appears a figure that and darkness, and cold. Nothing
towards them. With an icy and ear horrifies the characters. but stone and narrow empty rough
deafening shriek, a huge monstrosity passages for hours and hours, leading
lunges at the characters from beyond the She appears before you as a skeletal ever downward into blackness. The
blizzard. Scales, fangs, fur and tail – a character. Clad in torn robes, rusted characters begin to wonder if they have
huge Hrimwurm moves to attack! armor, and broken swords, her bone- been fooled, perhaps Tvologoya doesn’t
The hrimwurm is in fact a physical white face tells of death and famine exist? Perhaps the Dwarven kingdoms
manifestation of the Flowra of the and disease. In one hand she holds three are just lies? This looks nothing like the
Farje Wind, the brother of Ainvildur. spears, one tipped with iron, one with legends told them.
The characters cannot kill the dragon, bronze, and one with shadow. In her And so it should continue for a long
but they can cause it to flee. When the left hand she holds seven skulls by their time. Weeks, maybe even months, of
Farje hrimwurm has become severely soot-black and tangled up hair. “I am constant traveling in darkness and
wounded (lost more than 100 BP) Morgu” she says. “and I have come to cold passages and tunnels, leading the
it will whip the blizzard around the collect my niece. Where is she? Where is characters downward to more stone
characters into a fury with its wings. Ainvildur?” and more dark passages, leading to even
The reinvigorated storm causes the more stone and even darker passages.
characters to stumble to the ground and This is Morgu, the Flowra of war There are no Dwarves here, or at least
lose their footing if they cannot pass and death (see the figure on Player’s they do not choose to show themselves
an Agility skill roll. The storm grows Handbook p.188), and as she says, she has to the characters. In fact, the tunnels
more and more intense, and now they come to collect her niece Ainvildur. She and passages leading down to Tvologya
can’t see anything but furious snow has gotten word from the other daughters are almost completely devoid of any life
whipping past them, tearing at their of Neman that she was captured by the except for insects and bats. There is no
skin like daggers. But then, just as fast characters. Morgu is willing to have a civilization here, no tribes of Wildfolk
as it arrived, the blizzard settles and the conversation with the characters and or Bastjurs. Well, perhaps a lost Troll
hrimwurm has disappeared. she does not attack them. She wants the or family of Goblins here or there, or
While fighting the Farje hrimwurm, characters to tell her where Ainvildur even perhaps the feared tunnelhog, but
the blade Krovabonh has an increased has gone, and who took her. If they do, no organized society. Only darkness.
chance to trigger the ability Bloodthirst she will disappear with the mist that For food and drink, the characters
for the duration of the encounter. The she summoned, but if they do not, then must rely on finding natural sources of
ability triggers on an 8 or higher on the Morgu will curse the characters. She cool water running from cracks in the
damage die instead of the normal 10. curses them with the fate to suffer painful stone, or found in murky and spooky
In addition, at the start of every new and mournful deaths when the time is underground lakes. There are plenty of
action round the Accursed must pass right. The characters each suddenly feel fungus and mushrooms growing in the
a Psyche check of 14. Should they fail a sharp pain in the palm of their left hand. caves, and with successful Wilderness
the check, the character instantly enters There, where there was nothing before, is skill rolls, the characters should be able
Bloodthirst. now an open and bleeding wound, a mark to find enough to survive on. However, it
You can find information about of the Flowra of death. Then, Morgu is no lavish existence, and this time they
Bloodthirst in the appendix. disappears silently with the mist. have no Norgavaina to show them the

book 1. the curse | 43


best mushrooms and most refreshing Finally, after a dark and long journey, “I am Komsko of Pwundur’s blood. You
springs of water. The constant and the characters reach civilization inside trespass on Borjornikka lands. Who are
unrelenting darkness should begin to the depths of the mountains. The you? Why do you come?”
take its toll on the characters after a mountain opens to a huge cave that
week. They are accustomed to seeing continues for as far as the eye can If the characters treat the Dwarf
the sun at least every now and then, see in all directions into complete with respect, tell their names and their
and this compact and non-relenting darkness. In front of the characters, bloodline, the Dwarf will ask them to
abyssal darkness is unlike anything there is a narrow stone bridge where follow him farther across the bridge. If
the characters have ever experienced, two Dwarves can walk abreast but no they show him the runeblade Krovabonh,
not even when they traveled under more. The bridge is thin, and seems to he will be even more intrigued with the
the Mountains before. For every week be carved directly from the mountain. characters, and gently insist that they
the characters spend in the passages There stand two large stonefylgis by follow him. Even if the characters don’t
leading down to Tvologoya, they must either side of the end of the bridge, mention Krovabonh, the Dwarf will
pass a Psyche check of 12 to avoid and they are carved with watchful notice its hilt, and instantly recognize
obtaining a modifier of -1 to all their and bearded faces, staring back at the it as at least Dwarven craft, and a rare
SV’s. Should the characters fail a lot characters with dead stone eyes. The artifact. However, if they are rude to the
of Wilderness skill rolls, they should bridge continues for six meters ahead Dwarf, he will turn around and leave
also have to pass a SV 14 situation roll until it disappears into darkness, there without a word, and the characters must
modified by Constitution because of is no light source in sight, and if they find another way to enter Tvologoya, or
hunger. Should they fail this check, they peer over the edge of the precipice give up their mission.
obtain an additional modifier of -1 to all of the mountain, they can only see The Dwarf known as Komsko leads
their SV’s until they are sufficiently fed more darkness below. It is an ocean of the characters onward across the
again. All in all, the journey to the first shadow, and the bridge is the only way bridge, onward into darkness. More
signs of civilization should take no less to cross it. and more darkness for two more hours,
than two months, but probably more. Walking across the bridge should until they finally start to see faint
It is recommended that you do not be very harrowing for anybody that lights in the distance. Warm fire lights.
play out this period scene by scene, but is not a Dwarf. The bridge is so thin As they get closer, the lights become
instead use a “montage approach” where and so smooth, that if the characters more and more clear, until they finally
you as the Game Master summarize the were to lose their footing for just a see that they are indeed signal fires
journey together with the players, and split second, they would fall to their burning from carved braziers of stone,
highlight a number of extra significant assumed doom thousands of meters shooting straight up from the darkness
events and encounters. below. They continue to cross the below them. The braziers illuminate
bridge for what seems like hours, what the bridge is leading to, a huge
and soon they have darkness in front gate.
Encounters on the Way to of them and darkness behind them. The gate of the Dwarves is unlike any
Tvologoya Nothing else. After three hours of the characters have ever seen. Carved
1d20 Event steady march across the bridge, they from solid stone, and reaching up into
1-3 Underground lake.
hear something from beyond the the roof of the cave for a hundred meters,
darkness, the rattling of metal on it is decorated with thousands and
4-6 Abandoned Dwarven bridge,
metal. Then, footsteps, and finally a thousands of images describing scenes
half destroyed and littered with
skeletons and rusted armor.
voice. The voice speaks in Futhark and people from the mythology of the
Ancient battlefield of the as a figure appears from the other Dwarves. There is Borjorn the maker,
Borjornikka-Buratja wars. side of the darkness, a Borjornikka Yukk the serpent, and the beautiful
7-9 Tunnelhog family, up to five Dwarf dressed in scale mail armor, Gutka of fire. There, too, is carved the
individuals. black as soot that flows like a robe legend of Tvologoya, the first Thune
all the way down to his bare, hairy, Tvolog and his slaying of the Buratja
10-13 Abandoned mining shaft - old
chains, tools, and apparatuses. and soot-covered feet. In his hand he king. There is the hundred-year long
carries a great spear, across his arms conflict between the Borjornikka and
14-16 Huge chasm - must climb up and
are tattooed many runes and, on his the Buratja and the final uniting under
down old abandoned stairs to pass
below. face, he wears a dreadful mask of iron one kingdom. Around the gate has
with a long nose and heavy eyebrows. been carved many lines and patterns to
17-19 Gargantuan statue that transforms
If none of the characters answer the accentuate the shape of the gate to make
into a Stonehinje.
Dwarf in futhark, he will switch to it appear larger than it really is. All in
20 Hibernating Hrim Troll. Vrok, with a thick accent. all, it is a breath-taking sight.

44 | book 1. the curse


book 1. the curse | 45
By the end of the bridge, where the and corridors and up stairs and down of the tunnel. At the mention of the
narrow passage meets the gate, there is stairs. The mountain here is not as word “Krovabonh”, the Dwarves that
a huge iron horn resting upon a mound raw and rough, the walls are polished, they meet show terror upon their rough
of carved rock. The horn is etched and there are most often carvings faces.
with scales to resemble a giant serpent. decorating both the ceiling and the After reaching the end of the tunnel,
The Dwarf Komsko ascends the stairs walls. There are many high pillars the characters are led by Komsko up
encircling the mound up towards the here too, and statues standing as silent a set of stairs and through a large
horn, and kindly asks the characters to watchers in the quiet, dark hallways. underground circular keep. The
stay put. He grabs ahold of the horn, There is still very little light down characters can see that the round walls
and with a breath from his iron lungs, here, however, and the characters often of the keep stretch for thirty meters up
he blows three strong signals that echo find it hard seeing where they put their into the jagged rock roof, and that there
like the roar of a dragon throughout feet and they stumble on more than one are many slits in it for bowmen to fire
the underground chasm. There is a occasion. This area of the mountain arrows from. Here, it is lighter, as steel
moment of silence, but then fires light is filled with life and movement, and and stone braziers are situated both
up in consecutive rhythm on either there are many Borjornikka Dwarves inside and outside the keep illuminating
side of the gate, and illuminate the here that the characters pass by in the fortification with a warm and
area around them. Then, a horn blow their hundreds, rushing back and forth dancing fire glow. The characters do not
answers Komsko from somewhere else into tunnels and passages away from stay there for any length of time, and
in the chasm, and with the sound of the path that Komsko is leading them only experience a fraction of its interior,
mountains being dragged across iron, on. They observe the characters with as Komsko is quick to lead them onward.
the gates slide upward as if pulled by fear, as if they were ghosts, but quickly The outer parts of the keep that they do
invisible chains. avert their gaze as if afraid to look any pass through have a low stone ceiling,
Out from the other side of the gate of them directly in the eye. Most of the several heavy stone pillars, and rough
comes marching a squadron of fifty Dwarves are carrying something, sacks, floors that make up many chambers and
heavily armored Borjornikka Dwarves tools, weapons, armor, and lockboxes rounded rooms. The walls are covered
carrying masks, shields, and long and chains. They are not armored, in armor stands and chains carrying
spears. With a loud grunt, they take a but instead show their upper bodies artifacts of war of immaculate craft.
stance, shield up and spear out towards and feet and faces naked, only covered The air is filled with sweat, smoke, and
the characters. Then, they can hear a by their long-woven beards and thick dust. There are many warriors there too,
voice shouting from the other side of pants made from tunnelhog leather. If grinding their blades on stones larger
the gate in Futhark. the characters ask Komsko where he is than themselves, and fitting armor and
taking them, he will say “To the Thuuls, trading war stories, some even sharing
“Who comes before the gate of Yetzin?” to see about your sword.” a drink of the famous Krustall mead
the voice cries. The Dwarf Komsko After passing away from the tunnel from heavy and meter long wooden
steps forth and shouts back to the voice. network surrounding the gate, Komsko barrels. They observe the characters
“Komsko of Pwundur’s blood comes leads the characters along a huge with mistrust and raised eyebrows.
before the gate of Yetzin, bringing an straight tunnel that passes onward for Perhaps there is even a Zvorda or two
artifact of old.” just under an hour. The tunnel is solid in the keep, perhaps the first many of
black stone, and it is polished smooth. the characters have ever seen. Komsko
After a moment of silence, another Here there are many defensive moats shepherds the characters downward to
horn blow is heard from beyond the and crevices carved into the floor and an underground passage that leads them
gate, and with yet another grunt the walls of the tunnel, the characters can onward for another hour underneath the
squadron of Borjornikka warriors only guess that they are used to defend large keep. This passage too is fortified
shift formation to allow Komsko and the city from would-be attackers. There and protected by sliding walls of stone
the characters to pass. They pass the to defend are also great sliding doors of every 80 meters. At the end of it, just by
warriors and onward through the iron and stone every 80 meters along the entrance to Yetzin, there is a huge
gate. There stand many Dwarves also the tunnel. They stand open now, but lift made from thick wood and iron. The
dressed in armor and masks, watching each are guarded by a smaller gate lift is operated by no less than ten strong
them as they pass by, whispering and house where a warrior and two smiths Zvorda workers, who pull on huge black
pointing. Let any Dwarf make a SV 15 are positioned. At every gate house, chains that are hung around the roof of
situation roll modified by Perception to Komsko must speak to the Dwarves and the lift and ascend upward into darkness.
hear what they are saying. “The sword, explain their venture. The characters As Komsko leads the characters onto
look.” Komsko leads the characters must state their full name and bloodline the lift they roar and smash their hands
onward through passages and long halls before they can pass to the next stretch together, as if preparing for a great

46 | book 1. the curse


struggle, and begin to pull on the chains uppermost level of Tvologoya. Carved and watery eyes. The old Dwarf bows
as the lift is launched upward. The lift originally from one huge monolithic before the characters and again repeats
goes up, up, up, and up through a narrow black rock, it is said that the work to his name and bloodline. The characters
shaft that is no more than 5 meters by 5 build the city took thousand Human should do the same.
meters large, just inches shy of the lift’s years. Thousands and thousands of
own size. The lift stops with a sudden Borjornikka masons have labored “I take you to grand temple now, to
thud, and the characters must struggle throughout the generations to craft meet Uggin of Guashov’s blood. Eigle
to stay standing. Komsko however is the single most impressive piece of Thuul, great rune smith. Know the
unmoved. They pass along another architecture that the characters have answer, he will. Bring your sword,
narrow passage and then to a diamond ever seen. It is not only because of its bring Krovabonh the accursed.” Again,
shaped room with polished stone walls deep connection to Thuuldom that Komsko points at the great temple in
leading upward to a roof from which Yetzin is called the Temple City, but the middle of the city, rising hundreds
many lockboxes are hung, both large also for the hundreds of actual Dwarven of meters above everything else, so high
and small, from thin silver chains. In the temples that make up the city proper. that its tallest tower almost scrapes the
middle of the room there is a hole in the Here the characters can see towers jagged black roof of the hollow cave.
floor, it too is diamond shaped, leading upon towers, and archaic structures The old Dwarf nods affirmingly, and
downward into darkness. Komsko leads encircled by gargantuan staircases and starts walking.
the characters around the hole along one outdoor passages, and circled streets
of two side passages to the other side leading up and down and around the Komsko leads the characters through
of the room, where a narrow staircase temples. Houses with rounded roofs Yetzin, up through winding staircases,
awaits, leading up to a small locked stacked upon other houses in artistic circular streets, and over bridges
door, not unlike the one the characters and planned out fashion to form almost shooting across gaping black chasms
encountered when they first entered a pattern of dragon scales crawling up towards the grand temple. The grand
the mountain. Beside the door there is around the rounded temples and towers. temple is the most impressive structure
a small, round hole. No larger than a All carved from the same piece of black in the whole city, sporting no less than
coin. Komsko knocks three times at the rock and all around, where the towers fifty round stone towers placed along
door, and mumbles something in the end and there are no walkways, utter and around the temple, and another
small hole. After some waiting and a lot and total darkness descending for as hundred houses in proximity for the
of noise from the other side, the door is far as the naked eye can see. It is an Thuuls to dwell in. The houses are
flung open, revealing a perfectly round awe-inspiring sight, and any Dwarf in carved directly from black stone, like
tunnel, 3 m in diameter, leading forward the party will have heard legends about everything else in Yetzin, and they are
into orange light. Komsko nods, “Yetzin, the temple city of Yetzin for all their square or circular in shape, holding
this way.” he says. lives. To finally be here should be an quite a few rooms and furniture,
The characters should be reminded emotional moment for them, especially also carved directly from stone. The
that this intricate network of tunnels, for any Thuul. main gate of the grand temple is like
lifts, doors, gatehouses, walls, and secret As the characters enter the city with humongous portal rising five hundred
codes is no light defensive structure. Komsko, he turns to them and points to meters from the floor up through the
This is Dwarven defensive engineering the grand temple in the middle of the temple. It is sprung directly from the
and art unlike anything they have city, standing hundreds of meters higher stone of the temple’s main structure,
ever experienced before. Here in these than any other building in Yetzin. and around it is carved many straight
narrow halls, a lone warrior in full lines repeating the shape of the portal
Murgla armor could take on armies, as “You in Borjornikka land now. In outward, and directly above the portal
the enemy could only advance no more Yetzin, holy city. Show respect – or you is hung a huge statue of Borjorn the
than two attackers at a time. It is an will be dead.” Maker, clasping two snakes in each
impressive construction. strong hand.
After the characters promising they As the characters pass across the
will show respect, Komsko removes his grand stone bridge leading to the
The Thuuls of Y etzin iron mask for the first time to greet the grand temple, the only way to get
The characters have arrived to Yetzin, characters. His beard is long and black, there, they are greeted by a crowd of
or “the Temple City” as it is also and his face is tired and old. Komsko has Borjornikka waiting for them. The
referred to by the Dwarves. It is one of been around for a long time, no less than crowd is very large and from the
the most sacred places to their kind in a hundred Human years old. The age characters rough estimation, they can
all of Trudvang. Yetzin is located in a can not only be seen upon his weathered see that at least two hundred Dwarves
huge hollowed out cave deep inside the face, but also in his gray, deep, tiny, have gathered here to see them with

book 1. the curse | 47


their own eyes. Word has traveled speak to each other in hushed voices, central platform in the hall, circular in
quickly through Yetzin that foreigners pointing and looking at the characters. shape, and its floor carved with many
are coming, carrying nothing less than Then, after a while, Komsko waves the runic symbols and shapes each forming
the cursed sword Krovabonh. Amongst characters over. He speaks to them, and entangling around each other. In the
the Dwarves, the sword is also known the other Dwarf eyeing them with a center of the platform lies a huge tablet
as “Bite of Yukk” or “Shadow of Yukk”, suspicious gaze. made from polished obsidian, the fire light
and as the characters pass by the from the braziers dances against its glass-
Dwarves, they can hear many of them “The Eigle Thuuls have agreed to meet like surface. On the northern end of the
whispering the different names. Most you. Follow, and show respect in their platform stand three grand stone thrones,
of the Borjornikka seem to be Thuuls, presence.” each with a small stone staircase leading
wearing serious faces, with many up to it so that it hovers several meters
tattooed magical runes upon their Komsko leaves the characters behind, above anyone standing on the main
muscular and heavy-set bodies. The following them with his grey, watery platform. The thrones are Dwarven sized,
Dwarves watch the characters with eyes as they follow the other Dwarf but their backsides are enormous, shooting
dead serious eyes, as if this moment has into the darkness of the temple. The up several meters above the thrones like
a very dark and ominous meaning that path through the grand temple of totem poles carved with many symbols
they respect. As they approach, the Yetzin is dark, and it’s hard to make and faces from Dwarven mythology.
crowd parts like a split sea to make way out the fashion of its interior. After a On either side of each throne is a statue,
for Komsko at the helm of the troupe, while of adjusting to the darkness after one of Borjorn the Maker and one of a
leading the way for the characters up the brazier lit exterior, they can notice hammer. On the throne stationed to the
towards the great temple. polished pillars of black rock, and large right sits a small Buratja Dwarf covered
Just meters away from the gate of statues against the walls of what seems in iron jewelry, and with hair and beard
the grand temple, the characters can to be a grand corridor leading onward tangled and dirty that obstructs their
notice that the crowd of Borjornikka through darkness. The hallway is long, face. It is resting huge, rough hands in its
seems to be getting thicker and thicker, empty, and quiet. Only the footsteps bearded lap. On the throne to the left sits
as if this place is the epicenter of the of the characters that echo against the a huge Zvorda Dwarf dressed head to toe
attention. At the mouth of the portal massive stone breaks the silence. It is in full Mitraka Murgla armor and mask,
there have gathered five tight rows a foreboding walk, and it seems to last shining like a star in the fire light. In the
of drummers carrying bodhran-style forever; the characters can’t fully know middle, and most impressive, throne sits a
percussion instruments that they where this new guide is leading them. Borjornikka Dwarf. He wears no clothing
pound furiously in an aggressive, Finally, they reach a set of large double at all, but lets his long and braided beard
fast-paced rhythm. The musicians doors of stone, polished and reaching obstruct his private parts. Every inch of
begin to stomp their feet as Komsko ten meters high above them. A set of five his body is a masterpiece work of runic
suddenly stops in his tracks, as if guards stand outside the doors, but they tattoos and scarification, even his throat,
commanded by the drummers to do so. part as they see the troupe approaching, hands, and face are covered. He bears a
The drummers start to chant and yell and then turn to slowly push the doors formidable mustache that is woven with
in Futhark, and soon the crowd joins open. They are heavy, and the sound they many golden rings, and on his head, he
them, pounding their heavy feet on the make when they open makes the walls wears a Mitraka band.
stone underneath in rhythm. Then, around the characters tremble. The characters are led across the
suddenly, as if orchestrated by the Beyond the double doors they are met bridge to stand by the obsidian tablet on
same master, the Dwarves stop, and the by fire light coming from many stone the platform. The Dwarf who led them
city falls silent. There is silence for a braziers standing in the great halls of there leaves them behind and returns to
moment, what’s going to happen? The the Eigle Thuuls. The word Eigle means the double doors that close behind them
drummers part, revealing the darkness “grand” in Futhark, and the hall of the now. The guards line the other side of
behind them, leading into the grand grand Thuuls certainly lives up to the the bridge, spears and shields ready, and
temple. Out from the darkness comes expectations. The hall is in fact a huge the characters understand that whatever
a figure, a Dwarf, dressed like Komsko and round cave with rough, raw, and happens next, there is no escaping this
in a shirt of scale mail all the way down unpolished walls of black rock that reach hall with violence. The Borjornikka on
to their bare feet. Face covered in an hundreds of meters upward into darkness. the middle throne rises and speaks, his
iron mask, and arms covered in runic Leading from the double doors is a narrow voice echoes like a roaring thunderstorm
tattoos. Komsko walks up to meet the bridge of stone where two Dwarves can in the hallowed hall.
Dwarf, and they exchange a strange walk abreast. On either side of the bridge
handshake only recognizable to another stand huge burning braziers of stone on “Who stands before the Eigle Thuuls of
Borjornikka from Yetzin. The two small platforms. The bridge leads to a Yetzin? Why have you come?”

48 | book 1. the curse


The characters are expected to at this very moment your fate is being Krovabonh. Then, and only then, will
tell their story to the Eigle Thuuls of decided. The Buratja seems to drone the curse be lifted from the runeblade.
Yetzin, to tell it true, and to tell all of off for an eternity, physically present, This is your fate, your mighty Kuttjatti.
it. If the characters want to lie to the but spiritually somewhere else. Then, Do you accept it?”
Thuuls, they must use the Silvertongue as if ripped from an intense trance, the
specialty of the Knowledge skill. Should Buratja looks up at you in reverence, its This is the quest posed to the
they fail with this, the Dwarves will soot black eyes twitching. “They not die. characters. To fight a serpent god, a
throw them into prison cells and starve They Kuttjatti, what the soul shall be. mighty ask, and a task only heroes can
them until they tell the truth. Once they Mountain has spoken.” complete. In the world of sagas, the
have told the Thuuls how they came characters accept their Kuttjatti, and
upon the sword Krovabonh, the dreams The Eigle Thuuls of Yetzin have do as the Eigle Thuuls of Yetzin have
they have been having, and how they determined the fate of Krovabonh prophesied.
came to find the Dwarves of Tvologoya, after the vision of the Buratja Thuul.
the Zvorda Dwarf will rise to speak. The Dwarves call this fate “Kuttjatti”,
He is angry, furious in fact, waving his or “what the soul shall be”, and it is Bifhrust
great big Troll arms as he shouts. something that they respect immensely, The characters are following the Buratja
their whole culture and religion is built grand Thuul named Pryyndur down
“Thieves they are! Nothing more. We around it. Although the characters have through the passage that the Dwarves
should throw them in the logi furnaces committed a crime punishable by death call “Bifhrust” – or “Bifrost” in Human
or break their bones on black chains. To (desecrating a Dwarven kingdom) languages. They are heading towards the
steal from the halls of our dead brothers, the Eigle Thuuls have determined lowest levels of Tvologoya, to the misty
it is an unforgivable crime!” The that their fate is intertwined with the and dark kingdom of the Buratja Dwarves
Buratja Thuul leans in and whispers fate, the Kuttjatti, of the runeblade called “Nifulong”, or “Niflheim” – “the
something to the Borjornikka Dwarf Krovabonh, and therefore they cannot world of mist” by the Humans. There
quietly. The Thuul nods and rises again be killed. From now on, the characters they must help the Buratja Dwarves craft
to speak. “My brother Burrzu is right are treated as being chosen by the swords of Mitraka that will enable the
to be angry. You have committed a Mountain, chosen by Borjorn himself, heroes to do battle with the serpent god
crime punishable by death. Present the to carry this sword. However, the Yukk and lift his curse from Krovabonh.
blade, we shall let the mountain decide Dwarves to recognize that Krovabonh The Bifhrust is the main way of
what happens next.” As you lay the is a cursed sword that they fear greatly navigating across the three different
accursed runeblade upon the polished just like the characters. After this has levels of the vast realm of Tvologoya.
tablet of obsidian, Krovabonh whispers been conveyed to the characters, the It is essentially a descending gateway
to you in panic, “No! Murderers, liars, Borjornikka Thuul will speak to them consisting of a huge network of bridges,
backstabbers. Kill, kill them all, kill in a serious tone, the weight of his passages, and tunnels leading you
them now!” You must resist a primal words apparent. farther and farther into darkness for
impulse to clutch the blade in your hands an un-assessable distance. In fact, no
and slay every last Dwarf in this room, “It is true that the blade Krovabonh is Dwarf or Human as ever been able to
but you manage to restrain your mind. cursed, and cursed by none other than measure how far down the Bifhrust
As the scarlet blade lies resting upon the cunning serpent Yukk.” As the leads. It’s as much a structure and a
the black obsidian, the Buratja Thuul Thuul speaks the name, every Dwarf gateway as it is a mythology and a
arises from its throne and descents the in the hall shivers and hisses with fear. legend, a story to tell your children
stairs onto the platform. It stands for “It is your fate to carry this sword, your and your grandchildren about the size
a moment observing the sword with Kuttjatti. However, it is not the fate of of Tvologoya and the kingdoms of the
its black, small eyes almost entirely the sword to be cursed. We will help you, Dwarves. To pass through this network
obscured by its giant sooty hair. The if you are willing to help yourselves. without a guide that knows the way is
Dwarf is only a few centimeters taller Brother Pryyndur shall guide you impossible without losing your way
than the tablet as it stands just next to across the Bifhrust down into Nifulong. and veering into side passages and
it, its hands hovering above the scarlet There, by the furnace of Logorij, swords trick tunnels that would trap unwary
sword. The hands begin to tremble as the shall be forged in the name of Borjorn, travelers or intruders in caves and
Dwarf starts to mumble quietly words swords of Mitraka. For ere you shall be deep chasms that nobody, not even the
and phrases that you can’t understand. rid of the curse of Yukk, you must face Dwarves, could ever hope to find their
However, you sense that there is a weight him yourself, and with the consecrated way back from. In such places, far away
to the language and the words, you swords of Mitraka you must banish from the eyes of gods and men, nobody
understand that they have meaning and the snake god from the harborage of knows what awaits you.

book 1. the curse | 49


This is the road the characters must and rugged walls of stone, and crooked Thuul Pryyndur grabs ahold of a pair
take. Even though they are guided by passages circling forth through the of great black Rokjärn chains that are
the great Thuul Pryyndur, a master lava-draped warrens of intricate swung around a totemic pole shooting
of stone and runes and gods, it is a tunnels and smithies. Here, the center up from the lava just by the edge of the
dangerous road that takes no less than a of attention are the monolithic logi bridge. The Dwarf unrolls the chains
month of constant travel and descending furnaces and the smoldering fires and and wraps them around his forearms.
into deeper darkness. The first level never-resting anvils of the Buratja The pain must be excruciating due
of Bifhrust is dominated by stairs, the Dwarves. Every moment of every to the temperature of the chains, but
second by bridges, and the last one by waking hour, the sound is echoing the Buratja Dwarf doesn’t even make
narrow passages and tight, winding throughout the passages, the sounds a face. Using unimaginable strength
tunnels. In Vrok, the word Muspelheim, of white-hot steel being submerged for its small body, the Buratja Thuul
which is the homeland of the Dwarves, into hissing water, and the sound of a pulls a huge Rokjärn anchor from
roughly translates to “world of fire” or million hammer strikes upon a million the smoldering magma, and tosses it
“land of heat”. But, the first few weeks bars of steel and Mitraka. The Buratja onto the bridge. At the moment of the
of traveling through Tvologoya and Dwarves call these places cities, but anchor’s release, something seems to
the Bifhrust, the characters won’t truly the characters can’t liken them to any click at the top of the lavafall several
understand the meaning of this name. city they have ever experienced before. meters above the characters. The sound
Up here is a kingdom of cold, dark, and To them, it is incomprehensible that of a great weight smashing onto a hard
polished stone. Carved staircases that their guide Pryyndur finds his way, but surface, and then, as if someone turned
lead ever downward through hallowed somehow, he does. off the tap, the lavafall stops flowing
and quiet halls, rooms and temples of and reveals a gaping rock maw beyond,
archaic statues and somber faces carved leading onward into darkness.
into monolithic blocks of smooth and Encounters in Lower Bifhrust Pryyndur leads the characters
freezing stone. 1d20 Event onward through narrow passages
1-3 Spies from an enemy clan of
and winding tunnels, downward, ever
Dwarves. downward, until they reach a place
Encounters in Upper Bifhrust where the stone surrounding them
4-6 Buratja Dwarves transporting
1d20 Event Wildfolk slaves.
suddenly seems different. Not polished
1-3 Mining operation.
or smooth, but somewhat treated.
7-9 Lava fall.
Instead of carvings on the walls, the
4-6 Zvorda Dwarves carrying huge 10-13 Jarnwurm eggs. characters can here see great fossils
boulders from a mining site.
14-16 Sleeping adult Muspeljotun. of animals and insects unknown or
7-9 Wildfolk spy. extinct, dating back from a prehistoric
17-19 Attacking Logi.
10-13 Mitraka excavation. time even perhaps before the Age of
20 Young Muspeljotun.
14-16 Underground lake crossed by Dreams. At the end of the tunnel,
riding a great boat. the characters can see a hot glowing
17-19 Attacking Trolls When the characters arrive in orange light in the distance, and a wall
20 Zvordorkûm fighting a
Nifulong, they stand before the gate of of heat growing ever more intense the
Muspeljotun in a ruined chamber. the Buratja forge city of Logakilj. closer they get to the light-source. As
they approach the glow, they can see
a hole at the end of the tunnel. Not
However, as the characters descend A Buratja Sword is a natural hole, but more of a strange
further, the heat begins to hit them like Forged doorway, carved from the stone into
a never-relenting wall. Rivers of lava, The gates of Logakilj are no ordinary a circular shape, and inlaid with iron
endless falls of magma, and cracked raw gates made from stone or iron or wood. and gold and worked and shaped into
stone barely containing its smoldering The forge city of the Buratja Dwarves faces and symbols of hammers and
interior. All draped in clouds of fumes is protected by a gigantic lava fall, strong hands. As the characters enter
and black smoke from the burning logi cascading downward from the roof through the hole, they are met by an
furnaces of the Buratja Dwarves. The of a black cave for a hundred meters, awe-inspiring sight.
hallowed halls of the Borjornikka in until it plunges into a great river of The cave is no smaller than five
Tvolograd are long, long gone. There slow-moving magma. A bridge of black hundred meters in diameter, carved
are no polished surfaces here, no stone leads out from a small precipice directly from the jagged black rock
statues, no carved faces and no somber across the magma river and towards of Nifulong. Everywhere, there are
thrones or towers. Only rough, raw, the lavafall. At the gate, the great mountains of coal pieces as large as

50 | book 1. the curse


Zvorda fists, and chains thick as giant “Sons of soot stand ready! For I come incomprehensible rate, and the Dwarves
snakes in circled stacks here and there. to you with a mighty destiny – the must satiate its hunger as best they can.
Vaults and exhaust pipes cross every destiny of Krovabonh the accursed and Now, after six days have passed, the
inch of the cave walls and ceiling, the bane of Yukk. We shall forge swords, great Thuul draws closer as he tunes in
as if they were the metallic skeleton swords for heroes. Swords of might and to the senses of the furnace, observing
in the belly of some otherworldly swords of Mitraka. These swords will as the Mitraka slowly descends to the
gargantuan beast. They hiss and shout be the bane of gods. Stand ready, open bottom of the furnace that the Dwarves
and spit steam and smoke and embers, every chamber and vent of Logorij and commonly refer to as the “muspelbohn”
releasing heat and cold and soot-black prepare the fuel. For we shall labor until or “the cradle of fire.” During this time,
smoke. There are anvils and kegs of our backs are bent and our bones broken. the other Buratja Dwarves gather close
water and beds of smoldering stone Stand ready, stand ready! This is the to watch their master with reverence,
and great molds, large as giants, filled moment. This is the time. Brothers, sons droning in low throat-singing like a
with pools of molten steel flowing from of soot and stone and fire and flame!” quaking choir to imbue their Thuul with
great iron caskets suspended from the the sacred qualities that he requires in
pipe-covered ceiling by chains like As if controlled by one mind, one heart, his work. For this, the Thuul has his
monstrous metallic snakes. There are and one will, the Buratja Dwarves all runic tattoos completely exposed, as
hundreds of Buratja Dwarves here, all begin to move in unison. As if practicing the pain of embers from the furnace
at work, rushing to and fro in the cave an elaborate dance or combat maneuver, landing on his bare skin allows him to
carrying tools and fuel for their next they move to their posts and do the job gauge the position of the Mitraka in the
project. But as the centerpiece, and the that has been assigned to them by their furnace. Then, after approximately five
truly awe-inspiring sight, stands the master since the day that they were born. hours of singing and feeling, the Thuul
monolithic furnace that every Dwarf For any other than a master Buratja gazes inside the furnace to see the color
has heard legends about, and perhaps smith, the process is hard to follow, and of the Mitraka as it has settled into the
even some Humans and Elves. It is even harder to make sense of. Muspelbohn. Only then can he know if
said that the Borjornolinka (“he who To the Buratja Dwarves, the forging the metal has rested and gone through
is of equal to Borjorn”) called Tukorov of Mitraka into weapons so pure and the necessary chemical processes to
labored day and night for three sharp that they could cut through bone become material worthy of his master
hundred years to make the furnace. It and flesh like they were butter, is a sacred craft swords. As the temperature rises
stands one hundred meters high and ritual. It is not just a craft, it is a religion. in the furnaces, and further impurities
twenty-two meters in circumference. It Firstly, the great Thuul Pryyndur sink to the bottom of the chambers, the
has eighteen chambers and twenty-four searches the passages and tunnels and Dwarves can no longer approach to
air-inlets, and around the waist of the lava-draped chasms of Nifulong for furnace too close or risk their hair and
furnace are carved many huge runes of days until he finds the precise Mitraka beards spontaneously combusting. They
bonding to trap any logi inside it. But vein that has revealed its destiny, its must use their sharp ears to guide them,
inside that furnace resides no normal Kuttjatti, as being fit for the swords and listen to the bellowing and hissing
logi. Legend says that Tukorov tricked that the characters shall wield in the sounds of the furnace that expands
the prehistoric logi named Logorij into battle against Yukk. The characters are outward through the air-inlets.
the furnace, and that the smith himself very lucky that this search only takes Then, as the feeding and the listening
had to sacrifice his life in order to trap it a few days, as the odds of finding the and the tuning ends, the time has come to
inside. Inside, the Dwarf and the giant right Mitraka source are very slim. Not extract the material from the furnace. The
logi melded together into one spirit, only must the source be the right one Buratja do not break down the furnace like
one soul, to power the furnace for all according to the Dwarf ’s religious beliefs, many Humans must do to extract their
eternity. Ever since, for all ages of time but it must also be of such a kind that its material, but instead they raise each other
until this moment, this furnace, which purity levels are correct so that the final up on great lifts pulled by huge snake-
was named after the logi Logorij, has swords don’t become too brittle. Then, like chains, high up above the hundred-
been the most significant and important the Dwarves load the eighteen chambers meter-high furnace. After lifting the lid
furnace in all of Trudvang. And it is of the Logorij furnace with charcoal and of the furnace, shaped like a giant bearded
within this furnace that the destinies of carbon in combination with Mitraka head, they use very long spades and tools
the characters shall be decided. ground into a sand-like substance for consecrated with strengthening runes by
As the great Thuul Pryyndur enters no less than six days straight. It is a the Thuuls to shift the Mitraka out from
the forge, he calls to his pupils with mighty work, and the Buratja Dwarves the bed of the furnace. By the chambers
a sudden ferocity in his tone that the neither sleep not eat for the duration of of Logorij, their brothers await with huge
characters have not heard from a Buratja this loading. The furnace is like a great hammers that they use to separate the
Dwarf before. He speaks in Futhark. beast, devouring the materials at an charcoal and carbon from the Mitraka that

book 1. the curse | 51


have formed like a black scab around the Mitraka sword a special pattern inside it the efficiency of the blades to be optimal.
pure metal inside. The Mitraka falls onto that the Buratja call “Yukkainvornsko”, Besides, the Buratja won’t allow them to
a bed of round iron poles, that are then which roughly translates to “the tail escape their forge because they suspect
surrounded by strong chains and pulled of Yukk” in Vrok. This name has come that in the end, the characters might not
away from the heat of the furnace by no less about due to the snake like character that be strong-minded enough to go through
than twenty strong Zvorda, out toward the pattern has. Then, the Dwarves heat with their destiny. This is something
huge vents releasing icy air sourced from up the mighty Logorij furnace once more, they cannot allow, so they keep them
the peaks of the Iron Mountains thousands and all light in the forge is completely there, perhaps against their will. At the
and thousands of kilometers above. The snuffed out so that the Thuul might end of the forging, when the swords are
winds of the mountains cool down the correctly see the color of the Mitraka completed, the characters are presented
Mitraka and, after a day of waiting and during the hardening process to know with their weapons by the Buratja. After
cooling, the Buratja can begin to actually when it is exactly the right temperature. tuning in the essence of each character’s
extract the purest Mitraka and begin to The sword is placed into the furnace, held soul, Pryyndur gives every sword its own
work the blades. by great Rokjärn tongs by the Thuul. unique name (let the players decide the
At that point begins a moment of Legend says that only when the Mitraka name of their own swords). Once they are
prayer and quiet dedicated to the god has achieved the color of the eyes of named, the Buratja Dwarves will whisper
Borjorn, the maker. The Buratja stand Gutka, the daughter of Borjorn, has the the names of the swords, so that they echo
before the huge piece of Mitraka that sword reached the correct temperature. like hushed growls throughout the forge.
they have wrought together and mumble. At this moment, the sword, still white- During the forging process, the
To the untrained ear, it may sound like hot, is brought onto a sacred anvil that runeblade Krovabonh will start to
nothing short of a dark cacophony. But the Dwarves call “Thuulvarok” or “the whisper to the Accursed. This time the
in truth, it is a sacred moment for the fist of the rune smith.” Upon this anvil sword doesn’t urge them to kill or to
Buratja in which they exchange words the sword is imbued with any runes that maim directly, but seeks a different route
with the god Borjorn, sharing their may power the Mitraka blade and grant of influence. It tells the character that
thoughts and desires for this piece of it magical properties. These particular the Dwarves are going to betray them.
Mitraka. They ask for the Kuttjatti, the Mitraka swords made for the characters That the Dwarves are going to kill them.
destiny, to be fulfilled, and for Borjorn are only imbued with one rune by the That the Dwarves are evil. All the while
to let this be the greatest work they Eigle Thuul Pryyndur. This rune is of the long forging process of the Mitraka
have ever made together. Then, after the extraordinary quality and imbued with swords is taking place, Krovabonh
moment of holiness, the shaping of the immense mystical power. It will allow the tries to turn the Accursed against their
swords may begin. characters to carry the swords into the friends and against the Dwarves who are
The shaping itself, heating up the spiritual realm of the serpent god Yukk, helping them. Regularly, the Accursed
Mitraka and through immaculate craft and there actually harm him. After the should have to roll a situation roll with
and patience bashing the sword into the rune has been pounded into the Mitraka SV 10 modified by Psyche (because of
correct form, can take several weeks by the Thuul, the sword is then quenched little exposure to sunlight, low morale
if not months. It takes several smiths in ice cool water and polished into an and probably low food and water intake
hitting the blade at the correct points at exquisite finish with a sanctified small in Muspelheim). Should the character
the correct moment in correct rhythm for stone dipped in water. fail, you should play out a scene where
the sword to be just right, as its designer For the duration of this whole process the Accursed somehow tries to interfere
intended. Once the blade itself has the the characters are not allowed to leave with the forging process, or even tries
correct shape, the Dwarves cover the the forge of the Buratja Dwarves. The to openly attack the Dwarves. Should
Mitraka in a special slag and clay that is Dwarves want them to stay there and this happen, this character will be cast
left behind by dying logis, which is used witness the forging of their weapons, it is into iron chains and separated from
to insulate the blade for the hardening essential for their souls to be linked with Krovabonh. However, this doesn’t stop
process to come. This also gives the the sword in this spiritual process for the manipulating whispers.

FORGED ITEMS
One-handed heavy weapon WA IM PV/BV Weight Damage Quality
Mitraka Stakk Swerd 3 -3 9/90 1.2kg 1d10 (OR 8-10) Master: +1 SV to use this sword, +2 CP is
locked to the sword
Plate armor PV/BV Heft MM Weight Quality
Zvordorkûm-maki styled armors 13/130 1 0m 5.6 kg Special: The PV is 24 against normal fire
and 20 against magical fire.

52 | book 1. the curse


The Curse is B roken between Tvolograd and Nifulong, for Beyond the dark tunnel, the characters
Finally, when the swords of Mitraka it is there, in the mists of the steam find a cold, damp, and misty landscape. It
are forged and the work of the from the forges of the Buratja down seems as if this place, Nidavellir, perhaps
Thuul is done, the great work of the below, that they fear the road leads was once the most fuming and boiling
characters begins. Now is the time, to where Yukk lives. In the kingdom hot core of the Great Iron Tooth. But
now is the moment, and the final of darkness and loneliness and pain long ago, some dark force cooled it,
battle is at hand. They must brave that the Dwarves call “Nidavellir”. and hardened the smelting lava into the
the unknown spiritual realm of the It is a land of vast and unending landscape that the characters encounter
Dwarves, and with only their hearts searching, of longing, and of struggle. here today. Wherever they look, the
and wills to guide them, they must Unlike Ginnungagap, Nidavellir is not characters see strange and black rock
do battle with the serpent god Yukk formless or shapeless. Instead, it’s a formations, tunnels, chasms, cliffs and
and emerge victorious. Then, and only place of endless tunnels and fog from passages, all eroded and gnawed away,
then, may they be free of the curse of which nobody can ever return. That as if someone had thrown burning acid
Krovabonh. is the place where even the Dwarves on them. Like warped teeth and twisted
The characters are fitted from who have lived under the mountain for bones, pillars of rock wrap ‘round
head to toe in Dwarven iron armor, all of their life start losing their way. the distorted titanic landscape. All is
consecrated by protective runes that Some Dwarves believe that it was in wrapped in a green, sickly mist.
ward off evil spirits and magic. The Nidavellir that the Norgavaina – the The characters have found Nidavellir,
armor is Dwarven in craft, but specially beautiful – were first lost, and that the forgotten land abandoned by the
designed by the Buratja Dwarves is why they have all gone from the Dwarves before the Age of Dreams.
of Logakilj to fit Humans, Elves, kingdoms of Muspelheim. But above It is said to be the home of the snake
Half-Trolls, or whatever race the all else, Nidavellir is known to be god Yukk. To find their opponent, the
characters might be. They characters the kingdom of Yukk. For it is there characters need to try to follow the
are chosen by the Eigle Thuuls to that he lures unwary Dwarves to green mist, it will lead them like a trail
do this work of battle, and thus the follow him into the winding and cold of ghastly breadcrumbs towards his lair.
Dwarves are spiritually obliged to do tunnels and passages, promising the This may prove easier said than done,
their best to help the characters. An way to some lost treasure, artifact, or as the mist often shifts and transforms.
honor like this, to have a specially knowledge. But the snake only leads Finding their way through Nidavellir
fitted and designed piece of Dwarven them astray, promising a way out, should be confusing and difficult, and the
armor, is unheard of, and almost never but only trapping them deeper in his characters should have to spend several
bestowed upon anyone outside of the realm, never to return. days there in loneliness and darkness.
Dwarven community. The armor is Eventually, as all other accompanying Not beset by any Bastjur, but by their
designed in the form of the dress worn Dwarves fade away from their journey, own dwindling psyches.
by the fearsome Zvordorkûm, the elite only the great Thuul Pryyndur dares
warriors of the Dwarves, into battle lead the characters on their path toward
against dragons and Bastjurs in the Nidavellir. Until, by the mouth of a great Yukk’s Lair
deepest chasms of Muspelheim. The and dark and mist-draped tunnel, even he The characters find themselves following
armor is extremely beautiful, fabled to stops. He whispers to the characters in a a narrow cave passage downward into a
be able to withstand even the fires of low voice, as if he’s afraid that unwanted dark and gloomy chamber. Here, every
a Logi. ears are listening. inch of the black rock has been carved
The Dwarves lead the characters with images of death. Skulls, tormented
away from the great forge, far away “In there” he says, and points into the faces, and writhing bodies clad in
from the furnace city of Logakilj, up vast and misty darkness of the tunnel expressions of horror and pain drape this
again through the Bifhrust to where ahead, “there is Nidavellir. Kingdom chamber. There are actual skulls here
the mountain is cold, silent, and dark. of Yukk. I not go. Pryyndur waits here. too, white Dwarven skulls stacked upon
For while the god Borjorn lives by the Too dark, Ginnunga. I pray, I pray for each other forming meter-high mounds.
anvil and the sparks that fly when the Borjorn to show strength.” The Dwarf The characters have entered the lair of
hammer hits the iron, and his daughter makes a gesture towards you, as if the snake-god Yukk, the serpent and the
Gutka lives in the roaring fires of the bestowing a blessing upon your bodies. deceiver of Dwarven mythology. Once
furnace, the serpent, the deceiver As you turn away from the old Thuul to the characters step into the chamber,
and the trickster god Yukk, lives in face the misty and cold darkness of the the green mists disperse, and the
the shadow and in the darkness. The tunnel beyond, you suddenly feel unseen characters can now see clearer than they
Dwarves are afraid to travel too far eyes watching you. Yellow, snakelike have previously been able to in the dark
into the darkness of the tunnels in eyes. underground of Nidavellir.

book 1. the curse | 53


The first sign the characters notice from the shadows. If they remain where to torment you. I can set you free of this
of Yukk is a faint hissing noise echoing they are, he will present himself as a pale curse, but like everything else in life,
throughout the dreadful chamber. Then, and sickly little Dwarf with long white such a gift comes at a price.”
a slimy slither that brings chills to their hair and beard, and blind, red eyes. His
skin. Finally, a whisper. A whisper that image does not seem threatening to the At this point, Yukk tries to strike a
seems to be coming from everywhere and characters, or indeed very dangerous at deal with the characters. To free them
nowhere at the same time. It is a hoarse, all. of the curse of the Ironblood blade,
cunning, and rattling voice that speaks the snake-god wants the characters to
to them. Seducing, yet unsettlingly vile “Why have you come?” the snake-god commit an act in his name to torment
at the same. At first, Yukk speaks in continues. “I do not get many visitors. the Dwarves. Yukk wants them to kill
Futhark, but if the characters do not Not since the Age of Dreams have I one of the Eigle Thuuls. The characters
understand him, he will switch to Vrok. spoken to another in the flesh. You carry are not meant to accept this offer from
something with you, a heavy load upon Yukk, as it would completely derail the
“Who did they send?” he says. “The your mind. Please, tell me what troubles campaign and not be in line with the fact
kings of old? The sages of tomorrow? you.” that characters in Trudvang are meant
No, only the heroes of today. Come to be heroes. However, should you wish,
closer, come closer. My eyes are old, and When the characters tell Yukk about you can play out this plotline of the
I cannot see you so well. Please, step into Krovabonh and their curse, he lets forth adventure after your own design.
the light.” an angry hissing noise that generates When the characters decline, Yukk
1d5 fear points. will transform into a huge, monstrous
Suddenly, the eyes of a skeletal statue white snake, and attack the characters
light up with a green flame at the far “So, the sword yet remains in Trudvang. and try to kill them where they stand.
end of the chamber. It casts a gloomy Very good. I thought it lost or destroyed What ensues is a fierce battle with
and sickly light across the southern end long ago. What is less to my liking is the image of the snake-god. Only the
of the room. If the characters enter the that it has fallen into your hands, for Mitraka swords forged by the Buratja
pool of light, Yukk will continue to speak I made it to torment the Dwarves, not Dwarves can damage the white snake.

54 | book 1. the curse


Book Three

✦ BLOOD, FIRE AND DEATH ✦


The characters have managed to heroically defeat the snake god Yukk
in the dark realm of Nidavellir. With the god of lies and deceit now
banished from Trudvang, if only for a limited time-period, the characters
can now finally, with the help of the Dwarves of Tvologoya, be rid of the
curse of runes and no longer be tied to the runeblade Krovabonh.

The Cursed Rune to pry the magical runes from its blade Suddenly, the silence is broken by a hellish
When the characters emerge from the using mighty pinchers and hammers, the shriek. All the Dwarves in Nifulong clasp
dark and misty tunnel that connects sword lies silent and still. their ears and writhe their sooty bodies in
Nidavellir and Nifulong, they are met by One by one, the runes are removed, and pain. The Accursed feels terror overcome
a great gathering of the Buratja Dwarves. by the magical chanting and whispering them. Then, the demonic cackling laughter
At first, they are hard to make out, dark of the great Thuul Pryyndur, their magic of a maniac echoes throughout the caves of
and jagged like the rocks they are, but fades from Trudvang and turns to nothing the Dwarves, and the very firmament of the
soon they all gather together in a low and more than floating embers that the rune mountain trembles like thunder. The molten
foreboding throat-song for the characters. priest catches in his sooty hand and stows iron in the forge suddenly shifts in hue
Their many voices make the pebbles away behind his ears. There, their mighty and turns into purest and reddest blood –
dance. There is also the Thuul Prynduur, glow fades into nothingness. The jewels smoking from the heat. Then, a thunderous
who emerges from the darkness carrying and precious stones inlaid upon the hilt voice echoes throughout the kingdom for all
necklaces of brightest silver for the of the sword are also removed, and given Dwarves to hear.
characters. He hangs them around their to messengers to carry away to other
necks, and mumbles something that the parts of Tvologoya where the Dwarves “Do you think you could deceive me? Do
characters cannot hear. After a moment count their treasures in great vaults and you think you could defeat me? Fools!
of silence, Prynduur speaks to them. chambers, unknown to Man or Elves. Thieves! Craven! I am the shadow of
Lastly, the naked Rokjärn blade is carried your world. The destroyer of reality. The
“Snake has gone. Kutjatti is fulfilled. with great respect across the smithy, and great snake that will eat the universe!
Now, runes must die.” laid in the middle of the greatest furnace Flee now, as best you can – worms! Flee,
in all of Nifulong. There, with the sword flee, flee for your miserable little lives!”
The characters follow the Buratja resting upon the molten bed, the Dwarves
Dwarves back to the forges where the whip the furnace into such a raging storm From the blood sizzling in the forge
Mitraka blades were forged. There, of heat that not even the sword forged bed erupts a huge shadow that envelops
under ceremonious and mystical by dragon’s blood can withstand it. the entire room. For a moment, nobody
circumstances, the Dwarves attempt to Finally, after many hours of chanting and can see anything, and the entire world
unmake the Ironblood sword Krovabonh. working the air vents of the furnace, the is engulfed in utter darkness. Then, two
The powers of Yukk are no longer there sword melts away, and is gone from the scarlet eyes appear in the far darkness, and
to protect the sword, and the Accursed realm of Trudvang. It is done. After all, they gaze like intense, molten rubies upon
can no longer hear the sword whisper the characters are free. the characters. A moment of silence, a low
to them. Even as the Dwarves begin For a moment. growl, and then a huge explosion erupts

book 3. blood, fire and death | 55


from the center of the forge. The room is Before Prynduur can specify the chambers are spartan in quality, and a bare,
covered in an inferno of fire and smoke, location and character of these friends to cold stone floor will have to do for the
and the characters and all the Dwarves the west, he is slain by Glimmyrgjarn’s characters to rest upon.
are flung back by a huge heatwave. The fire. If the characters remain here, or try Although free of Krovabonh, the
sound is deafening, and nobody in that to fight the dragon, they will be killed. characters’ dreams are bothered by
sooty forge can protect themselves from The characters must follow the map of visions of Glimmyrgjarn slaughtering the
its totality. The fire scalds the characters the secret western passages and seek the Dwarves of Tvologoya. The characters
and burns their armor and hair – many friends of the Dwarves in the west that can know in their hearts that they themselves
of the Dwarves who are not protected aid them in liberating Tvologoya from the have brought this doom upon the Dwarves,
by armor catch fire and burn to death. fires of Glimmyrgjarn. Time is short, for and that they must be the ones to set it
Those who do not burn are crushed under although Tvologoya is indeed massive, the right.
falling rocks and crumbling furnaces, as dragon’s fire will devour it all in time. After four days (or was it five? It’s hard
the explosion shakes the very foundations to tell in the darkness) the characters reach
of the mountain. Nifulong is falling apart, the top of the stairs. There is a narrow
and the perpetrator is soon revealed from The Flight of H eroes passage leading forward to a gate of smooth
a shroud of soot and fire. Standing amidst With the roaring fires of Glimmyrgjarn stone. The door can be pushed open with
the wreckage of the forge is a giant, still burning hot behind them, the some strength, and soon the characters
burning dragon. Its body so gargantuan characters take flight into the western can breathe fresh air again. The light of the
that the mountain all around is giving tunnels and underground passages of sun is blinding at first to the characters,
way to it pushing up against the roof Nifulong. They are guided by a stone and the icy winds of the foothills of the
of the cave. The characters recognize tablet given to them by the Eigle Thuul Sooty Mountains rip at their skin. Being
the dragon from Dirbozvo, where they Prynduur that leads them along narrow submerged for so long in the darkness
claimed Krovabonh for the first time, and passages, through dark chasms, and across of Tvologoya has made the characters
a beast presented itself. This is that same quiet subterranean rivers. somewhat wary of the sunlight, and for
beast given flesh. For hours the cries of the Dwarves a moment they can sympathize with the
By destroying the runeblade echo throughout the caves, and for days Dwarves and their fear of Ginnnungaap.
Krovabonh, the characters have let loose they can feel the rumblings of the ongoing As the characters step out into the world,
into the world the final curse of Yukk battle with the dragon of fire and blood. the stone door closes behind them, and
– the spirit of fire and blood known as This is a struggle of special magnificence, is sealed shut. When the characters look
Glimmyrgjarn. Glimmyrgjarn appears as the Dwarves are especially trained and back, it is impossible to tell where the door
as a giant Dragon-shaped Logi made equipped to do battle with dragons when is located. Its hue and shape has completely
from fire and blood and shadow. It is the properly prepared. However, when unable melded with the cliffside.
primordial avatar of the dragons’ hatred to prepare thoroughly, such a dragon could A blue sky and a stone road lead the
against the Dwarves of Trudvang, and wipe out entire kingdoms. And this is no way down through the foothills to the
it is the ultimate apocalypse designed ordinary dragon. This is a spirit of fire and world below. The characters can see far,
by Yukk to end them once and for all. blood. and down below the foothills they spot
Now, Glimmyrgjarn has been released The characters are alone down here in a small town and a large stone tower. At
upon Trudvang, and the kingdom of the darkness. All animals and creatures first, they cannot make out what banners
Tvologoya is sure to fall unless the of the underground have fled the sounds blow in the wind from the battlements
characters can stop the creature. of Glimmyrgjarn, and they find that the of the town, but as they draw closer and
The Dwarf Prynduur is there, and he passages are eerily empty. The path is closer, the characters begin to see that
grabs the characters. The old Thuul is not blocked by any locked doors or sealed the banners carry the dragon crest of the
dying from many burns, and he speaks passages, the only secret of this route Dragon Knights of Avold.
swiftly to the characters. He commands is its entrance. Following the map, the These must be the friends that Prynduur
them to run. The Dwarf hands the characters find a hidden door behind a spoke of.
characters a stone upon which a map is decommissioned forge. Speaking the three Soon, the characters are not far away
carved. He says that it shows the way runes etched on the back of the stone, the from the gates of the town, made from
out via a secret passage. It will lead the door opens, and reveals a staircase leading strong oak and reinforced with black
characters to the western slopes of the upwards into darkness. The staircase iron bands. The walls and gates are also
mountains. continues upwards for days. When the decorated with many carved figures
characters need to rest, they can do so depicting dragon knights with lance and
“Long ago, friends to the west. Shining in small carved chambers that reveal shield. Upon the battlements there stand
armor, lance, and shield. Call for aid. themselves off to the side of the stairs bowmen clad in blue cloth and chainmail,
Save us.” every two to five hours of climbing. The and the frost dragon banners of Avold

56 | book 3. blood, fire and death


dance in the wind. The bowmen spy the there used to be a great stone keep here, and be recognized a warrior worthy of
characters approaching from quite far but throughout the years of fighting with their honorable creed. The people here
away, as about three hundred meters of the Trolls and the dragons, the keep was are wary of the characters, for they look
flat grassland separate the last foothills ruined and burned down. Nothing but a grim after such a long time spent in the
of the Sooty Mountains and the northern single a single tower remains of the once kingdom of the Dwarves. Their clothes
gate of the town. As the bowmen spot the great keep. However, even such a ruin smell of sulphur, and their skin is covered
characters, bells can be heard throughout is a formidable sight to behold, and the in soot. However, in the presence of
the valley. Not long after, the gates are knights use it well as lodging and training Moromhildar and her knights, none dare
opened, and out through them ride a grounds for new recruits. openly defy them.
company of armored figures atop mighty The surrounding town is of typical Once inside the ruin proper, a couple of
steeds. As they approach, the characters Westmark fashion. Multiple story houses stable boys attend to the knights horses,
recognize their armor. These are Dragon made from strong oak and Alfraka wood, and offer to watch the character’s heavy
Knights of Avold. held by pillars and mighty beams and satchels and equipment for them. After
At first, the characters cannot tell decorated with chimneys of cobblestone all, it is not proper Westmark custom
who the knights are as their helmets and roofs of scale patterns. The roofs to stroll around carrying large sacks
obscure their faces. The one in the front are painted in such colors so that when and traveling gear. The characters need
is particularly slender, and as the knight the sun shines upon them they glisten not worry, nothing will be stolen from
removes their helmet, the characters, to and gleam as if they were they clad in them, as Moromhildar makes sure that
their relief, recognize the dark-eyed face gemstones. their belongings are sealed in her private
of Moromhildar. She greets them with a This is no trade town, and visitors chambers. With those details taken care
smile on her ashen face. rarely pass through here, although the of, the characters are quickly shown up
town keeps a modest ale-house for the the tower, there will be time for rest later.
“I did not think to ever see you again, locals. Here, the people are decent and The characters are brought into a
honored friends. We saw smoke rise from keep their wits about them. In the day, modest hall in the highest chamber of the
the mountains to the north and so we people are busy in the forest, working tower. There is a large fire burning in a
feared the worst. Tell me, why have you what little oak remains, or searching the pit of coal in the middle of the room, each
come all this way? Where is the sword?” mountains for deposits of ore that could side flanked by mighty stone pillars from
restore the profitable mining operations which the banner of Avold is hung. There
When she learns about the ill news of yore. For in the time of the stone keep, are many bookshelves here, and swords
from Tvologoya, Moromhildar’s face when the Knights of Avold were still great and shields and spears hung from the walls
grows dark. She is quite obviously struck in numbers, the town of Nore was known for display. Mighty weapons, decorated
by the news. Moromhildar insists that the for its plentiful mines to the north. But with gold and silver and brilliant stones.
open field is no place to discuss matters since the mines ran dry, the miners moved The fire plays tricks with the stones, and
like this. The characters are welcome on, and the townsfolk that remained were to the characters they seem almost hexed
guests of the Knights of Avold, and they left without much of a purpose. These by some sorcerer’s spell. From the ceiling
should meet with her lord, the father of days, the only significant trade the exists are hung mighty chandeliers of black
Wiggon, to discuss these matters and is with the Dwarves of Tvologoya. When iron, carrying wax candles that drip down
to decide what happens next. Besides, the Dwarves can be bothered, they like to into the burning coal pits below, causing a
the characters could use rest in a proper trade with a man known as Od the Rich venomous, hissing sound. On the far side
feather bed. and his son, Odnur Odson. The two make of the room, there are two large windows
If the characters look behind them to a rather loathsome pair, that keep their covered in unnumbered layers of dust that
the mountains of the north, they can see riches and golden trinkets close about dim the sunlight that has to struggle to
gargantuan pillars of smoke rise from them, and rarely do they share their riches be let through. Right in between the two
the peaks. A reminder of Glimmyrgjarn with the rest of the townsfolk. windows stands a simple throne carved
raging below the surface. As the characters arrive in Nore, it from the stone of the tower, and upon
is just past midday, and the streets of it rests an old and gray man wearing a
the town are mostly vacant, as folk are bronze crown and long blue robes. Next
Friends in the W est busy at their trade. Moromhildar and to the old man stands a familiar man,
The characters have arrived in the her knights lead the characters toward Wiggon Avold. He is deep in conversation
northernmost town of Bysente, known the old scorched ruin of the House of with the old man when the characters and
as Nore. It is the high seat of the fabled Avold, and the stone tower. The ruin is Moromhildar enter the room. Wiggon is
Dragon Knights of Avold, and the proud mostly occupied by knights in training, glad but surprised to see the characters
men and women that live and work in and the odd spearman or shield bearer again, and he greets them in a stern
the city around them. Once upon a time, that hopes to gain favor with the knights embrace.

book 3. blood, fire and death | 57


“We’ve seen the smoke rising from the fight. Whatever the outcome of this battle of the Dwarves. The lower levels are
mountains. We thought you’d be lost. What in Tvologoya may be, it will surely be burning, Nifulong has fallen, Yetzin is
happened? What of the sword?” contained there. We have nothing to fear draped in shadow. The end is near.
The old man on the throne rises slowly, from this new threat.” The Dwarves hold their own upon
his back bent like a crow’s beak. He looks Now Moromhildar is almost disgusted. the last bridge of the south-eastern
at you with dim eyes, and now you can see She lets go of the hilt of her sword as if she gate, but the dragon breaks through and
that the old man is in fact blind. He points doesn’t have the strength to rest her hand drives the Dwarves out into the world
a bony finger from the other side of the fire, there anymore. beyond. In the mountains, amidst the
and his old face smiles at you. “And we are supposed to be the dragon ice and snow, a battle is fought that will
“So, these are the carriers of the sword? slayers? Knights of Avold? No matter be known in Dwarven legends as the
The ones who deal with giants and winds? what your quarrel is with the Dwarves it “Uzungi-Brinaun” – the “Great Shame”.
My son has told me a lot about you, and is our sworn duty to slay this beast.” For in a raging snowstorm high up in
I must say I am fascinated to finally have Wiggon gives her a stern look. the mountains, the Dwarves face the full
you here in my ruin. Come closer, the lot “It is not our fight.” might of Glimmyrgjarn as they attempt to
of you. What is this smoke rising from the Moromhildar turns to face her lord. drive him from their kingdom. Thousands
kingdoms to the north? What fire burns in “A lord should know better. Shame on of Dwarves die, and avalanches and
the heart of the mountains?” you, Wiggon Avold.” tornadoes of fire and lava are caused by
With those words, Moromhildar exits the raw fury of the dragon. Earthquakes
The old man is indeed Porokild Avold, the room. Leaving a tense atmosphere in shake the foundations of Trudvang, and
and he is knight lord and banneret keeper her wake. the gates of the Dwarves crumble to dust.
of the house of Avold. The knights are The kingdom is lost, and, unlike what
bound to his service. He is also the father For a moment, the room is silent after any Dwarf before them has done, the
of Wiggon. Moromhildar exits. Then, Wiggon turns bloodlines of the western gates flee their
Once the characters have told their to the characters. He tries to apologize kingdom for Ginnnungaap. The Dwarves
story, told it all and told it true, both and explain the situation. The Knights of flee down the foothills and through the
Wiggon and Porokild are left in deep, Avold are few in number, and they cannot mountain passes to escape the fire and
troubled silence. Moromhildar clasps afford to lose their best men and women death of Glimmyrgjarn. Some die from
the hilt of her sword, ready to act. For in a fight they do not even know for sure the cold winds, others from avalanches,
a moment, Wiggon paces back and forth that they have to take part in. He urges and others still from the sorrow of leaving
across the room, stopping every so often the characters to leave the Dwarves to their kingdom behind. It is a great exile, a
to look out the north facing window their fate, the sword no longer curses shameful exile. The Dwarves are led into
of the chamber, to the pillars of smoke them. this exile by the Borjornikka Eigle Thuul
rising over the mountains. Finally, the Porokild Avold offers to let the known as Uggin of Guashov’s blood. The
old Porokild speaks. characters stay in his ruin as long as they characters have met him before in Yetzin,
like. To sleep in feather beds and eat from when Uggin spelled the doom of the blade
“It seems to me, if I’m not understanding his table until they are full and drunk and Krovabonh with his fellow Eigle Thuuls
the tale wrong, as if this dragon is only well rested. The characters are shown and sent them on their way into Nifulong
after the Dwarves. No? Why should we their quarters deep in the ruin, where to be free of their curse. One could say
offer up our lives for them? What have they the old stone keep yet has roof and walls that the characters are in his debt for
done for us? Nothing. They hide in their to offer cover from the wind and cold. being alive today. Uggin is ashamed of
mines and in their caves and shun us. Only Furniture and candles have been brought leaving Tvologoya behind, but he must
when there’s promise of gold and noble to make the ruin livable, some might even take responsibility for his people in dire
stones do they slither out from their holes.” call it slightly cozy. The characters go to moments such as these. He does not
Moromhildar is shocked by her liege sleep with troubled minds that night, the know how the other parts of the kingdom
lord’s statement. Dragon Knights of Avold will be of no have fared; they may be all that remains
“But, my lord...” help to them it seems. of their people. They must preserve the
Moromhildar begins to speak but she bloodlines. Above all else, the Mountain
is soon interrupted by the raised finger of and the bloodlines.
Wiggon, who has his back turned towards The Fires of T vologoya The characters awake with the sound
you. He slowly turns and looks deep into That night, as the characters sleep, a great of bells ringing in the night, and they
the fire. battle is fought by the south-western gate are quickly called upon by the knights.
“Father is right. The Dwarves are of of Tvologoya. Glimmyrgjarn is attacking Their presence is requested by the gate.
low cunning, and they cannot be trusted. from deep within the mountain and has As they rush to the battlements to see
Besides, we are too few to fight this uprooted the old tunnels and passages what is happening, they can see great

58 | book 3. blood, fire and death


fires burning up in the mountains. The dragon, an abomination, a demon of fire and monstrosity pushed us away from the gates
flames rise several hundred meters high, blood! Open your gates to us, and we shall be and then sent us running. It killed everyone,
and the glow lights the fire blood orange. forever in your debt, master knight.” even the youngest of our brothers. Even
Stranger still, they can see lanterns, and Wiggon contemplates what to do next those who were no threat. Even...even those
a caravan of people approaching the for a moment. His brow wrinkled and his who ran. It seemed to me like this beast was
gates from the foothills. Now, as they hands resting on the hilt of his sword. out to eradicate us, one by one. To squash
draw closer, the characters can see that “How can I trust that you’ll not turn us us. There was an anger there, a fury that
it is in fact a caravan of Dwarves. Soon, all into maggots once I open these gates for you do not see in most animals. No, this
Wiggon is there with them at the gates. you? How do we know that this isn’t some one’s thirst for blood cannot be satiated. It
The Dwarves have left their homes? This Dwarwen trick?” will destroy us all in the end.”
is unheard of. Everyone is in awe of what “You don’t” Uggin says. “But why The room is in shock. Porokild hangs his
they are seeing, but as the Dwarves draw would I lie to you? Look around. Our head, Wiggon looks like a gray ghost. But
closer to the gates, Wiggon does not warriors are dead. We have no fight left. We then, out from the darkness, Moromhildar
dare open his gates for them. The knight are tired, we are old, and we are finished. steps into the fire light.
commands his bowmen to draw their Open the gates, or don’t. Whatever you do, “Then, we must kill it. Kill it dead.”
arrows and await his command. As the our lives are in your hands.” The Dwarves shrug their heads.
Dwarves spot the arrows being aimed at Wiggon is silent for a moment, then he “Kill it?” Uggin says. “You cannot
them from the battlements, they stop in comes to his senses. kill this thing. It is not of flesh and bones.
their tracks. The Farje Wind blows from “Open the gates!” he cries. It is of fire and blood. It is a curse by the
the north, as an old Dwarf step forward snake god Yukk – a final doom upon the
from the crowd. His armor is burned and As the gates open, the caravan of Dwarves of Trudvang.”
his beard is singed short, still slightly Dwarves are led under the escort of “I’ll show it my steel and then we’ll see.”
smoldering. His face is covered in many knights to the ruin of Nore. The majority Moromhildar growls from behind gritted
tattoos and on his head he wears a band of of the Dwarves are led into the catacombs teeth.
Mitraka that shines with starlight in the below the ruins, where they can feel Uggin puts aside his mug of ale and
darkness. most at home, for the Dwarves prefer gives Moromhildar a well-meaning look.
the comfort of the underground over the “I know your anger, child. But that is
“I am Uggin of Guashov’s blood. I come fleeting nothingness of Ginnungangap. just the problem. Steel is no use here, nor
in peace, we come in peace.” The Dwarf, Uggin and a handful of warriors still is Mitraka. Only Vitner. Only Vitner so
whom you recognize as one of the Eigle alive are led up into the highest chamber powerful that this world has never seen its
Thuuls of Yetzin, turns to gesture toward of the stone tower, where tables and seats like will do the trick here. For this shadow
the crowd of miserable looking kinsmen are prepared along with food and drink cannot be slain, it must be banished.”
behind him. There are young ones there too, for the Dwarves. There, in the night, the The room falls silent. The situation is
and what looks like workers and craftsmen. Dwarves tell their story to the knights more dire than any of them could have ever
Very few of them wear armor, or look and to their liege lord Porokild Avold. suspected. Not only is this dragon immensely
anything like warriors to you. The characters are there to listen too. powerful, but no mortal weapons can kill
“We were attacked and with shame It is a harrowing story of blood, fire, it. It would seem as if this, finally, is the
driven from our home. Even now, the beast and death. It is clear to the characters impossible task that cannot be overcome.
that slew my kin rages in the mountains to and others listening that the state of The one fight the characters cannot win. As
the north. And he may come this way soon, Tvologoya is very much difficult to know far as they can see, it is over.
as my people lay in ashes.” right now. The kingdom is in chaos,
Hearing that a fire-breathing dragon enveloped by fire, and communications But then, Porokild rises – his eyes
may not be far away, the bowmen on the are cut off. No messengers have arrived clearer than ever before. The old man
battlements next to you grow tense with to inform Uggin and his people of limps to the fire burning before his
fear. Wiggon gives you a look of comfort, anything. He has not heard from the throne. He draws his sword and holds it
and turns his attention to Uggin below. other Eigle Thuuls. As far as they know, inside the fire, staring at it intensely as if
“I am sorry for your plight, Dwarf. these Dwarves are the only ones that are he can see something in the burning iron
What is it you seek here in Bysente?” left of the kingdom of Tvologoya. that the rest cannot. Then, a realization
Uggin looks around, as if seeking for comes to him, and he speaks.
something he has failed to see before. “But what of the dragon? Will it stay
“Is it not obvious, master knight? Shelter, there? Will it remain in the kingdom?” “Then, it would seem to me as if we
food...help. It is not like my people to ask for Porokild asks. need someone who possesses powers that
help, but we have nowhere to go. Our home “I do not think so” Uggin says as he we could never muster. To banish the
burns in the fires of a dragon. Not any munches away on a leg of lamb. “The dragon, the dragon that came from the

book 3. blood, fire and death | 59


sword, we must put it back into a sword. take them at least one month, perhaps Whenever the troupe can, they must
We must hammer it into iron. We need longer depending on the weather stop to let Uggin rest and recover his
Rautakappu.” conditions. They travel through harsh strength. For every mile they put behind
terrain, driven by great need. them, the Dwarf grows weaker.
Depending on the previous actions The characters are given food rations Throughout the journey you should
of the characters, this statement can be and water to survive up to two months remind the characters of the threat of
more or less distressing. Did they betray in the wild. They are also given warm Glimmyrgjarn, which is constantly
Rautkappu, or did they deliver the East blankets, 15 meters of rope, and climbing looming. Up in the mountains they can
Wind Ainvildur to him? Are they his equipment. Shovels, hatchets, and other see his fire raging, and from time to
friends or are they his foes? No matter tools are also supplied by the people of time they pass plots of land that have
the case, Rautkappu is not a name spoken Nore. Just before they depart, Wiggon been completely decimated by his fire.
lightly in any room upon Trudvang, and also presents the characters with a cloth Even some old Wildfolk fortresses and
a cold breeze passes through the room map of Trudvang as the Viranns know homesteads have been attacked and razed
as Porokild speaks of the giant. But, after it. On it he points out the best way to the ground. Once in a while, they should
prolonged conversation, the characters that the knights have found to enter suffer earthquakes and smaller avalanches
realize that they have no choice but to Arkland. From the northern slopes of as a result of the dragon’s violent battles
make contact with Rautakappu. No one the Sooty Mountains, he says there is an with the Dwarves. Sometimes, the ground
else can help them, or at least, no one else icy ravine passage that will hopefully let might even crack open and spew forth lava.
that they can think of. The Vanir have left the characters pass unseen by the thorn
Trudvang, the Dwarves of Tvologoya are beasts of the Arks all the way to the edge ENCOUNTERS ON THE WAY TO
unaccounted for but possibly wiped out, of the world where the Great Ice Plains lie. ARKLAND
and the one true god Gave is yet to descend There, in a hidden valley, the characters 1d20 Event
upon their realm. All other options are should be able to locate Joklagard. It will 1-3 A lost traveler.
impossible. This is what they must do. be no easy task, as legend claims that the
4-6 Snow moose family.
Uggin is familiar with Rautkappu and home of the giant is warded by spells of
his many interactions with the Dwarves secrecy that make it particularly hard to 7-9 Mastomant sighting, up to six
of Tvologoya. From him, the characters find. Finally, the characters are gifted individuals.
learn that Rautakappu lives in an icy keep, horses to travel on by the knights. 10-13 Forest Troll ambush.
the infamous Joklagard, where Arkland Their long journey leads them due 14-16 Wildfolk encampment.
borders the Great Ice Plains – the end of northward of Nore for a week’s travel 17-19 Thorn beast riders.
the world. According to legend, it is there by horse, until they leave the shadows of
20 Hrim Troll.
that Rautakappu keeps his magical horn the Sooty Mountains behind them. From
that calls upon the Farje Wind, and it is the slopes of the mountains, the trek WEATHER CONDITIONS ON THE
there he holds many Elves of the tribe continues into icy tundra, through what WAY TO ARKLAND
of Njuoratmánná captive. Only there, the Viranns that occupy the borderlands 1d10 Weather
down in his dark ice smithy, does the old of the western Darkwoods call The Scar. 1 Warming sun, cool winds.
Hrimtursir hold the anvil of souls that An icy and snowy strip that runs like
2 Rough wind.
the Dwarves of Nifulong once clad in the a frozen wound due southward of the
runes that would let the old giant hammer Great Ice Plains, through Arkland and 3 Misty and cloudy
souls into iron and entrap them within its then into the Darkwoods. The weather 4 Light rain
bonds. Joklagard can roughly be translated is harsh, and the icy winds troublesome, 5 Heavy rain
to mean “the frozen court” in Vrok. but Moromhildar is quick to mention 6 Light snows, cold winds.
It is a long road, and a dangerous road that they should thank all the stars in the
7 Heavy snows, icy winds.
to Joklagard. But the characters will not night sky that they don’t have to travel
go alone, Moromildhar and the Dwarf through the Troll-infested Darkwoods. 8 Hail and storm - roll for frostbite
Uggin will travel with them. At least out here in the highlands, one every three days.
can see an enemy coming. Even if they 9 Blizzard – roll for frostbite every
are as elusive as the Farje Wind. day. Almost impossible to hunt.
Journey to the E nd The one who struggles the most with 10 Farje Wind snowstorms – 1d3 (1d6
As the characters depart from Nore the journey is Uggin, the Eigle Thuul. if not wearing mastomant fur) every
and bid farewell to the Dragon Knights He’s not used to being above ground for 5 hours outside. Roll for frostbite
of Avold, they are well equipped and prolonged periods of time, and the sheer every day. Impossible to hunt.
Drinking water freezes over. Storm
prepared for the long journey ahead. stress of traversing such wild country
comes and goes every 8 hours.
Traveling to the edge of Arkland will takes him out of play more than once.

60 | book 3. blood, fire and death


TheCTavoerns root The Great Ice Plains

ves
* Ca
The Limestone
Grapinir * ella
S k a l l*g r i n * *K a r d k
l *S k a l p e t o p p
T o r n* f a l

ines
p *
* Torngal T h e m i t r a k a *M Thang
Huve * kejp

k w o o d

s
D a r ARKLAND.

0 200 400 km
In your session you can chose to cut the Wildfolk. Joklagard lies in the north As the characters arrive at Huve, there
through this journey quickly, summarizing of Arkland, in the area that borders the is a meeting happening of two local clans
it as a hard ordeal that wears heavily on Great Ice Plains, a day or two’s march that are making sacrifice to the dark gods
the characters. Or, you can choose to play from where the characters enter Arkland. of Haminges, to ask for a good raid in the
this out day by day, night by night, and let Moromhildar says that they must not lands of the south. They have gathered
the characters make their way through the be seen by anyone while they are here. many Bastjurs in chains here, and even
forest on their own and experience it in Should the savage Arks learn of their some Human prisoners from Westmark,
detail. Or something in between. Whatever presence, they will be vastly outnumbered, ready to be slaughtered on the icy stone
you do, it is important that the characters and surely be captured, killed, or worse. tablets in the name of demons and chaos
understand that the journey is not an On their journey north, the troupe stays serpents. The characters must attempt to
easy one. They should encounter plenty on the western side of Arkland, as the sneak past the cultists gathered, followers
of monsters and Wildfolk that attempt to eastern parts of the land is very densely of the giant god Vigan, to avoid becoming
stop them, capture them, or eat them even. populated, with many settlements and offerings themselves. Sneaking past the
Whatever the case, the characters mustn’t fortresses of the Wildfolk. The most cultists is not an easy thing, and most
reach the borders of Arkland unscathed critical part of the journey is when they likely the characters will fail at this task,
and rested. They should be wounded, must pass the infamous Huve. since they are in a very open and exposed
weary, tired, and hungry. Huve is really in practice just a gathering environment, tired and weary, and leading
of very large rocks. There is no keep here, their horses and gear along in the waist
there are no towers and no battlements. high snow. All the characters must sneak
Arkland Nor is the place owned by any chief or held past. If they fail the skill roll, they will
At long last, the characters arrive at the by any warlord. It is simply a gathering draw the attention of the Wildfolk cultists,
borders of Arkland, where the Darkwoods place for all the Arks, and an important and an intense chase will ensue.
pass into the nameless mountain chain one at that. It has become a place where the
that borders the Great Ice Plains and Wildfolk can meet to share spoils of raids The Chase
the realm of Trudvang. This is a harsh and battles. It is a place where business is If spotted by the cultists, they will
and unforgiving landscape. The forests settled among the savages, where deals are take up the chase for the characters on
are dark and full of unspeakable horrors. struck, and where rituals are conducted. sleighs dragged by ravenous wolves. The
The snow lies thick, the mountains are Sacrifices are also common at Huve. This distance is measured in abstract “distance
black and icy, and nigh on impassable. is the only place where the characters can units”. Depending on how poorly the
Moromhildar says she has only been find passage northeast that will lead them characters failed their sneak attempt, the
here a few times before, but that it was further along to Joklagard, otherwise they chase will start with a distance unit of 4-6
enough to make her wish to never come would have to pass by heavily protected units. The characters must increase the
back again. But she can remember where fortresses and lookout points further east. distance to 10 units, slay their enemies,
they need to go to find the mountain pass Such an expedition would surely end in the or destroy their sleighs to move on. At
that will lead them away from the eyes of death of the characters. the beginning of each combat round, a

book 3. blood, fire and death | 61


transport roll is performed by every rider the first nomad people of Trudvang that
(the characters) and every sleigh driver would let them pass from the Great Ice
(the cultists). A failed roll means that Plains into Arkland before it was given
something is dropped (an item), or that the that vile name. Now, the characters must
he combatants receive negative modfiers use it to pass the other way – to find their
to their rolls, while Vitner Weavers may way north to Joklagard.
be disturbed (Player’s Handbook p. 82). The passage itself is a narrow ravine that
Should one of the groups rolls succeed has been cut into the icy mountainside by
and the other group fails, the distance the masons of old. Rumor has it that it was
increases or decreases (depending on built by a thousand men and women that
who was successful). Everyone that does labored for generations. Although this may
not possess at least the level 7 of the be the case, it’s nothing the characters can
Agility skill or +2 of the Dexterity trait see with their naked eye. For so massive are
will receive –5 to all combat related rolls the mountains of Arkland, that not even a
during the chase. When a transport roll is hundred years of work has put more than a
failed, roll on the table below. primitive scar through it. Here, two grown
men can walk abreast, but no more. It is a
FAILED TRANSPORT ROLL TABLE tight passageway that leads due northward
1d20 Result in a straight line. Here, the characters are
1-5 1d6 food rations fall from the
trapped like fish in a barrel. Moromhildar
horse. does not like it, but it is plain to see that
this is their best option. It is the option
6-10 The charactersmust suceed a SV
10 Situation Roll modified by Dex
where they will remain unseen by the Arks.
or receive an additional negative However, should they be caught by some
modifier of –2 (weavers of Vitner stroke of damning luck, their escape will be
pass a Psyche roll to see if they are impossible. And so, with trembling hearts
interrupted). and wavering courage, the characters step
11-15 All enemies receive +3 to hit the into the passage one by one. They cannot
characters. take their horses with them.
16-19 One of the characters drops a What the characters do not know is that
significant item that is precious the Farje Wind has been spying on them
to them (the character decides ever since they arrive in Arkland. The eyes
themselves what the item is). The of the flowra of the icy winds have been
game master must agree that it is upon them, and he has been sending many
significant. messages back to his master Rautakappu,
20 The rider falls off the horse and whose Goblin slaves are following the the arm ring which makes him invisible. If
the horse is shot down. They must characters behind cracks and crevices in that’s the case, look to the Appendix for a
pass a roll for Dexterity against 7 to mountain as they enter the icy passage. character description of Rautakappu.
avoid taking 1d10 (OR 10) damage.
Depending on their standing with the ice The old giant says that he has been
giant, their encounter with him will be waiting for them for quite some time. But
Uggin is riding with one of the very different. he cannot understand why the characters
characters, and if the cultists can catch up seek him in such a remote place. When the
with the characters, they will snatch him. If characters tell him about their quest, and
he is snatched, the characters will be forced Friends of Rautakappu their search for someone who can help
to give up the chase and face the cultists in The old Hrimtursir is waiting for the them defeat Glymmirgjarn, Rautakappu
battle to rescue Uggin. There are 8 cultists characters by the edge of the passage. will act most mysteriously, and avoid
in total riding on the four sleighs. As they are about to gaze upon the vast giving a definite answer on whether or
As the chase comes to an end, the nothingness of the fabled Great Ice Plains, not he can help the characters. He tells
characters should be approaching the he blocks their way forward. Even though the characters that he wants to discuss
westernmost mountains of Arkland. The the characters know that they ended serious matters like this in his grand hall
same mountains where, on the map, you things well with the giant, they should be in Joklagard.
can see that the infamous Skalgrin rests. intimidated and nervous in his presence. He
Here, the troupe must go through a secret is still a formidable giant, and this may be “Consider yourselves my honored guests,
icy ravine that was carved long ago by the first time they have seen him without please.”

62 | book 3. blood, fire and death


The only way the characters are getting make resistance futile. They will arrive that the characters were approaching, he
to Joklagard peacefully is by agreeing as prisoners in Joklagard. started to suspect that they were up to no
to Rautakappu’s terms of cooperation. good. As he’s seen them slay Wildfolk and
He wants to transport the characters in “I have you now, little maggots! Trolls and other Bastjurs on their way, he
his magical sack as he wants to keep the Hammer your souls into iron, I will. is certain that they are not to be trusted
location and entrance to Joklagard a secret. Churn your bones into paste and stuff and must be destroyed. But Rautakappu
The characters must agree, or suffer your flesh into sausage, I shall. Serve up is a lonely fellow, and he mostly converses
becoming foes of Rautakappu (see below). a feast for my Goblins, yes most hungry with enslaved Elves, the Farje Wind, or his
are they. We’ll savor every last moment Goblin slaves at Joklagard. So, before he
of your death. By iron, by fire, and by hammers their souls into iron, Rautakappu
Foes of Rautakappu ice it will be.” intends to play with the characters, and
If the characters did not turn over the enjoy their presence for a while. He will
East Wind Ainvildur to Rautakappu, challenge them to games and competitions,
he will meet them with hostility. The Blood on I ce and the characters must use their wits
Hrimtursir will ambush them in the Whether or not the characters have helped to outsmart the old Hrimtursir, and
night, and while laughing like a madman, the giant Rautakappu in the past or not will ultimately win their freedom from him.
he will entrap them in his giant magic not change the outcome of the following The following part of this chapter is
sack. The Farje Wind will blow up a chapter. Rautakappu is a trickster and a written assuming that the characters
blizzard to confuse the characters and fiend, and from the moment he learned are friends of Rautakappu. Should they

book 3. blood, fire and death | 63


instead be foes, you as a Game Master can reclaimed his childhood home, and drove The two lovers enjoyed one marvelous
skip the niceties and make Rautakappu the Elves away into far off lands. With a winter together, during which their
treat the characters as prisoners from the molten spear of fire and the crackling whip affection for each other grew and
very beginning, as they are trapped in his of a thousand masters, he drove his enemies blossomed like frost on a highland flower.
magical sack. For the foes of Rautakappu, from Trudvang so that they fell into icy Rautakappu showed her all the beautiful
the action begins again in the chapter graves and came to rue the day that they nature of his kingdom, and she sang
called “Prisoners”. crossed paths with the giant who is clad in to him and gave him comfort in times
What happens to Moromhildar and iron. But that was long ago, and it has been of darkness and doubt. They had each
Uggin at Joklagard is up to the Game many years since any battle was fought at other, and nothing else in the whole wide
Master to decide, as it is not written down Joklagard. The Arks have grown to respect world. Until, one day, Misja became with
here in detail. Uggin is old and frail, and and fear Rautakappu, and he is mostly left child. However, to the great despair of
Moromhildar is well traveled and can to his own up on the northern borderlands. Rautakappu, Misja would not survive
handle herself in battle. What fate befalls Rautakappu has grown more and giving birth, and the child was born into
them should no doubt be largely driven by more suspicious as of late, and wary of this world without a mother. Rautakappu
the actions of the characters. his enemies. He keeps his borders well was beside himself with grief, and for a
protected, and it is not uncommon for him whole year he disappeared from the face
to send Goblin spies as far as the western of the world, leaving the child in the care
Joklagard Darkwoods to gather information about of his Goblin slaves.
North of the mountains upon which the comings and goings of strange folk. When Rautakappu returned from his
Skalgrin lies, about four days straight march When at Joklagard, the old Hrimtursir year of exile, he named the child Elsa –
or two days by sleigh, lies a great lake called almost always wears his arm ring of the bearer of light in his tongue – and he
“Storm’s Eye”. That lake never freezes invisibility to avoid being seen by spies or vowed that from this day to his last, he
over no matter how cold it gets, because other ill-doers. His only company in the would spend his every waking moment
of the ferocious currents and underwater old fortress are his Goblin slaves, the Farje protecting the child and honoring his love
whirlwinds that plague the waters of the Wind, and a handful of Korpikalli prisoners to Misja by raising the child to a future
lake. Any ice that settles due to the cold is that have been doomed to an eternal life of strength and prosperity. To protect
quickly torn asunder by the currents, and in his icy stockades. It is not uncommon the child, Rautakappu built an entirely
left to float as giant blocks along the lake. for Rautakappu to spend a great deal of new section of catacombs and tunnels
In the middle of that lake, upon a single time talking to his prisoners, as he finds below his icy tower, within which he built
solitary island, rests the farm of the giant: his existence up in the cold north more a sealed chamber for Elsa. There, no one
Joklagard. In ancient times, long before the and more lonely with every year that could find the child, and they would be
battles of old that would lead to the exodus passes. Really, the old giant would like safe from harm.
of the Hrimtursirs, Joklagard was built in nothing more than to make new friends. In the end, the child “Elsa” will be
the far north of Trudvang. It stands now as Although he has grown much too wary the key to Rautakappu’s redemption and
it did long ago, a formidable and frostbitten and ill-tempered to truly trust anyone. the saving of Trudvang from the fires of
fortress on the slopes of the uttermost Glimmyrgjarn. The characters just don’t
northern mountains, overlooking the first The Child of Winter know it yet.
miles of the Great Ice Plains that expand What nobody knows about Rautakappu is
ever onward into cold and unyielding that he is in fact a father. It is a well-kept
nothingness. By the account of Rautakappu secret, as unbelievable as it might sound. Places and Encounters at
and others of his ilk, it took nigh on twenty For two winters ago, there came a woman Joklagard
years to build the fortress from blocks of frost and snow from the wastes of the Joklagard is a formidable fort made
of stone and ice carved directly from the Great Ice Plains to the north. She was fair, mostly from strong black wood reinforced
nearby mountains. The giants build tall, and she was wild, and before the moon had with iron, standing upon solid stone
and they built big. Long ago it was home set upon the icicle-clad peaks, Rautakappu foundations that have been melded
to many Tursirs and family members of had fallen in love with her. The lady together with black ice and giant’s magic.
Rautakappu. But, after the slaying of the was named Misja, and she was dying. It was once a ruin after the war with the
Elves, the fortress stood empty for many Her tribe had been hunted by Wildfolk, Lauladalings, and Rautakappu is still hard
years until Rautakappu had grown strong and she had suffered many wounds in at work rebuilding it to its former glory.
enough to reclaim it from those who stole many battles. Rautakappu took her in Once upon a time, it was a giant keep made
it from him. With the help of an army and nursed her back to health for many from ice and snow and held together by
of Goblin slaves he had recruited in the months. She slept in the highest chamber archaic magics. However, since the savage
Darkwoods and the deep chasms of the of his ice tower, and little by little Misja’s battles with the Elves, only a single tower
Great Iron Mountains, the old Hrimtursir strength returned to her. remains in the center of Joklagard, where

64 | book 3. blood, fire and death


JOKLARGARD
1: The tower of ice
2: The Stockade
3: Carriage House
4: Yard
5: Goblin Housing
6. Graveyard
7: Smithy

Rautakappu now has his high seat. The are up to the players. Use the places and
Treasures at Joklagard
old giant has built a formidable stone and encounters listed below as a framework to
wood fort around the ice tower, made up guide the story, and feel free to expand or Rautakappu is clad in many rings of
of many buildings and houses for animals, shorten wherever it feels appropriate to bronze, silver, and iron. The metal in
slaves, and other ill-doings. Surrounding the session at hand. The most important these have a total value of 200 silver
it all is a great ringed wall of wood and story bits are called out. coins, but a skilled craftsman can earn a
stone that has a single gatehouse, facing When the characters are exploring lot more from it if forged into something
south. Joklagard is only reachable by a Joklagard, you should roll on the table that a buyer is willing to pay for.
great ice bridge that stretches across below to see where Rautakappu is located. In his master bedroom, Rautakappu
the Storm’s Eye lake to the southern keeps the Alfarka famous sword
gatehouse. Using a magical password RAUTAKAPPUS’ LOCATION “Eveningstar” that was carried by the
that only Rautakappu knows, the bridge 1d10 Rautakappu is... Elven hero Johiho.
can be lowered into the cold water of the 1 wandering about the yard.
lake to protect the fort from intruders. It ✦ Eveningstar: Legendary Elven
2 in the kitchen.
is nigh on impossible to reach the fort by Arming Sword in Alfark Wood. WA 3,
boat across the lake, as anything less than 3 tending to his sleigh. IM -2, PV/BV 9/90, Dmg 1d10 (OR
an immense ship would be torn asunder 4 eating in the dining hall. 9-10), value 1900 sc, weight 0.7 kg, +3
by the strong currents, and smashed upon 5 torturing the Elves in the stockades. CP locked to this sword.
the drifting blocks of ice. Suffice it to 6 sleeping – snoring loudly.
say that nobody enters, or indeed leaves, Tossed away like trash in the basement,
7 paying his respects at the
Joklagard without the will of Rautakappu. the characters can find a suit of Alfarka
graveyard.
Consider the following part, up until wood armor that also once belonged to
“Souls and iron”, as an open story. There 8 visiting Elsa. Johiho (PV/BV: 4/40, Heft: 2).
are pre-designed sections that should 9 out and about with his sleigh. He
occur during the characters’ stay at will return shortly.
Joklagard. But how the characters get 10 out on a longer trip. The 1. The Tower of Ice
there, and what events happen before and characters can explore for 1d6 In the center of Joklagard stands
after to lead into those story sections, hours before he returns. the only remaining structure of the

book 3. blood, fire and death | 65


once great fortress that was part of ✦ Basement: The basement is a ✦ Bedrooms: There are quite a few
Rautakappu’s family legacy. The great collection of frosty chambers and bedrooms on every floor of the tower.
tower of ice. The tower rises like a rooms. Some are for freezing meat The beds are giant sized and made
single spire, unshapen and unformed that is hung from giant chains and from solid ice. They are an eerie
- like a lonesome glacier – up toward hooks, while others are for storage of reminder that this once great tower
the night sky. Once upon a time, it was firewood and other things that comes used to be populated by more giants
reinforced with many smaller structures in handy around the farm such as tools than just Rautakappu.
and towers, but during the war with the and weapons. This is also where most ✦ MasterBedroom: On the ninth floor of
Elves, they all crumbled and were razed of the Goblins sleep, and there are 2d6 the tower, Rautakappu has his master
into dust. Now there is only the one Goblins currently in the basement and bedroom. This is where he sleeps on a
tower, a marvelous reminder of times 1d6 of them are awake. bed made for two giants, when he’s not
long gone and the fading power of the ✦ Roof: Up on the roof of the tower out and about wandering the corridors
Hrimtursirs. Now, the tower is the high there is a great platform in the center of the tower or seeing to business out
seat of Rautakappu, and the place where of which stands a large horn mounted in the wilds of Nhoordland. Aside from
he spends most of his time when he is at upon the skull of a giant. The horn is the large bed, the master bedroom
Joklagard. He sleeps, eats, and practices white as marble, and has been inlaid is where Rautakappu keeps his most
his sorcery here. with gold and shaped into the form of a precious valuables. The things he
The tower’s exterior and interior are great serpent. This is the magical horn trusts no one but himself with. In a
both completely made from ice, cold that in the time of the Long Storm large lockbox, the characters can find
and solid. It can only be melted by the was crafted by Aino, the king of the a great rusty key that will unlock the
most powerful dragon fire, as it has been Lauladalings, to call upon the winds of door to the secret catacombs. To unlock
reinforced and made to stand strong by Trudvang to spread his Jojk. Blowing it one must either have the key, which
the giant’s sorcery. Inside, it is a maze into the horn requires the character Rautakappu carries around his neck on
of cold and dark corridors, towering to pass a Situation roll against SV 11 a silver chain at all times, or one must
stairwells, empty rooms, and formidable modified by Psyche. If the character pick the lock with a successful Shadow
pillars. A haunted feeling lays over the fails, they take 1d10 (OR 9-10) frost Arts skill roll, preferably with the
whole tower, as it is for the most part damage and suffer 1d10 (OR 8-10) fear Locks & Traps specialty, +2 (because
completely empty and abandoned. Here, points. If they succeed, the character of the size of the lock).
the cobwebs grow thick and large, and has managed to summon the Farje ✦ Kitchen: The kitchen of Joklagard is a
the wind blows chillingly and loudly Wind to them. By the laws of nature, rather primitive construction which is
through broken crystal windows. The when summoned by the great horn of mostly operated by Goblins. They cook
lower floors are somewhat populated king Aino of the Elves, the Farje Wind different types of meat that Rautakappu
by Goblins, but the higher floors must sit in silence and harken to the returns with from his hunts over large
are completely empty, except for old characters without harming them. For open fires, and generally mess about
Rautakappu, aimlessly wandering from so it is decided. A character description with pots and pans and the odd pinch
time to time. Needless to say, everything for the Farje Wind can be found in the of spice. When the characters discover
is made for a giant and thus is incredibly Appendix. the kitchen, it is hard to tell if a fight is
large for a Human. To climb the stairs, ✦ Dining hall: The dining hall of the going on, or if the Goblins are cooking.
one must use climbing gear, and to walk tower is perhaps the grandest room in For the Goblins, its really all the same.
from one end of a floor to the other can all of Joklagard. In ancient times the Enemies: 2d6 goblins. Treasure: pots
take up to ninety minutes. In total, there Tursirs used to hold feasts of great and pans worth approximately 2d6
are ten floors in the gargantuan tower. magnificence here. Over fifty giants copper pieces if one can carry them all.
Below is a description of some of the would then meet here to sing, drink, The odd rare mastomant meat.
most important locations. eat, and wrestle. You can only imagine ✦ The Secret Catacombs: Below the
the size of such a room. Nowadays basement of the frozen tower lies the
✦ Throne Room: The throne room of there’s only Rautakappu and his secret tunnels and catacombs that were
Rautakappu is a quiet and eerie place. Goblins left to dine here, and most of built by Rautakappu to protect the
A single hall of ice lit by braziers the room has been neglected over the child of winter, Elsa. Elsa is the child
of blue magical fire hung from the years which has caused great spiders of Rautakappu and his lover Misja,
rafters. There is no life here, no to form nests in the dark corners and since the death of her mother,
cheering. Only Rautakappu sitting where no one goes. However, in the she has been protected in these secret
deep in thought on his throne of ice, place of honor at the far end of the catacombs to keep her from harm. Elsa
and his Goblin slaves watching him room, there is always a clean table and wanders freely in these catacombs,
quietly in fear. a warm fire burning. which are half her playground and half

66 | book 3. blood, fire and death


prison. A winding network of snowy 3. Carriage House Hrimtursir fortress, these used to be
tunnels and icy ramps and stairs make This is the place where Rautakappu rooms and chambers. But since the
up a maze of sorts that is very hard to keeps his giant sleigh that he uses to battles with the Elves and the ruin of
navigate. If the characters come here plough across the vast wilderness of Rautakappu and his clan, they have
without a map (which can only be Nhoordland like an avalanche from fallen prey to nature – to the cold and
obtained from Rautakappu) it will be Helgardh. The carriage house is the wind. So, now they are only fit for
very hard for them to find their way to not only large enough to house the Goblin slaves to sleep in - ruins of old.
Elsa. To find the way to Elsa without gargantuan sleigh, but also to fit pens In truth, the Goblins hate Rautakappu,
a map, the character successful skill where his mastomants live when they’re but they also fear him immensely. The
rolls for Silver Tongue specialty of the not busy out in the yard or dragging the Goblins can help the characters if they
Knowledge skill (given that they can giant’s sleigh. The mastomants are not are convinced by good roleplaying and
speak Bastjumal). When encountered, hostile creatures, but years of torture successful skill rolls for Silver Tongue
Elsa is not hostile. She is most likely and servitude have made them sensitive specialty of the Knowledge skill (given that
sleeping in her nursery room. to touch and new impressions. They they can speak Bastjumal). The characters
will become nervous in the presence get +2 on the skill roll for Silver Tongue,
2. The Stockade of the characters. When not out in the considering the Goblins low intellect. The
There is a big, relatively newly built, yard, the mastomants are chained down Goblins will not take any great risks or enter
stone building that is attached to by icy chains. a battle with Rautakappu. The characters
the northwestern parts of the tower There are also 1d6 Goblins at all times themselves have to come up with how the
of ice. This is the stockade built by in the stable to guard the mastomants. Goblins can help them. An example might
Rautakappu to house the imprisoned be to distract him during games, to pull a
Elves of the Lauladaling tribe. On the 4. Yard chain around his legs or – if the characters
outside, the building is of dark gray Most of Joklagard is a huge open yard get really good die results – poke out the
stone, but on the inside, the walls are where Rautakappu’s mastomants run giant’s eyes when he’s sleeping.
packed with ice, and a quiet and gentle free to play and exercise. There is also
mist that dances from roof to floor a healthy number of Goblins roaming 6. Graveyard
along the walls. around the yard when they are not There is a small and delicate place on
The cells in the stockade are made sleeping. During the day, there’s at the east part of the yard of Joklagard,
from bars of black iron reinforced with least 3d6 Goblins patrolling in the close to the wall. Here is a mound
ice and magic. One who carries the yard, tending to the mastomants, or under which is buried Rautakappu’s old
key can open them, or the locks can be otherwise getting up to no good. love Misja. There is no sign or stone
picked with a Shadow Arts skill roll(+2 Getting across the yard unseen is to mark her out. Just a mound of snow,
because of the size of the lock). There not an easy task as it is fairly open. ice, and stone upon which a white
are about twenty cells that house around However, there are a few trees and willow tree grows.
sixty severely weak and malnourished pieces of the old fortress ruin left
Lauladaling Elves. If they are that the characters can use to conceal 7. Smithy
transported without their reindeer, they themselves from the Goblins. Unless In the center of the yard at Joklagard
will wither in strength and die. There is the characters interact with the there is a great big black hole that leads
an Elf there named Raskapa who offers mastomants in some way, they will not down into darkness. To get down, one
the characters help and advice if they mind the characters even if they see has to scale huge but slippery steps of
want it. The others will speak with the them. stone and ice that descend in a spiral
characters, but they are very weak, and It is not uncommon for Rautakappu into the darkness below. Once one finds
their hearts are frail from sadness. to stroll about the yard or sit quietly themselves in the darkness proper,
There is a pen at the far back of the under a tree to smoke his big pipe made they will be transported to a distant
stockades housing some 100 reindeer from the horn of a mastomant. dimension by converging mists.
that are crowded together in far too Only when the characters have been
small a space for them. The gate to the 5. Goblin Housing given the Rune of Souls by Rautakappu
pen can also be picked like the other The Goblins that are set to guard can they make this journey. Otherwise,
lock, or opened with the key. Rautakappu the closest sleep in the they will simply find themselves left
The key to the cells and pen is kept basement of his tower. However, in the dark bottom of the pit without
by an Ogre called Boroballar. He most of the slaves sleep in dirty and anything happening.
keeps watch outside the stockade, but neglected ruins that are spread out The place that the characters find
sometimes comes in to give out water across the open yard. Once upon a themselves in is known as “Hwalia” by
and minimal food. time, when Joklagard was a proud the Hrimtursirs, and it is their ancestral

book 3. blood, fire and death | 67


hunting grounds where they draw their A Warm Welcome? As the characters are dragged
magical strength and shamanistic powers When the characters arrive at away from the dining hall, they hear
from. It is a place in-between Trudvang Joklagard, the scheming Rautakappu Rautakappu screaming at them – furious.
and the realms beyond. A sort of mist- takes them to the great dining hall of
land, not that different from a place like his ice tower. There, his Gblins serve “Is this how you repay me? Rot you will
Helgardh. up a large feast of old bones, dark ale, – rot for all eternity! Perhaps I’ll come
Here, the characters can find the and bloody meats. The Goblins don’t visit you later. Perhaps I’ll make toys
mystical smithy of Rautakappu, where he step into the light from the warm out of you yet!”
keeps the tools that he uses to hammer braziers, but prefer to observe the
souls into iron. The smithy itself is characters and their master from the The characters are led away in chains
round, and located on an open, snowy, and shadows. from the dining hall. To the tune of the
desolate field obscured by white mists. A Rautakappu will ask the characters howls and dark singing of the Goblins,
single blue flame is alight in the smithy, many questions about their comings they are pushed along down to the
and when the characters enter, it expands and goings. He wants them to tell stockade and cast into cells with the
and jumps into various braziers and him about their journey through Laualadaling Elves.
ovens placed around the smithy, and the Tvologoya, and what happened with
place comes alive with heat and magical that magic sword of theirs. Rautakappu
firelight. A hammer covered in runes will will keep up a façade, and play the part Prisoners
present itself, and the characters will feel of welcoming host very well. He gives The characters are prisoners in the
strong and knowledgeable when they pick the characters compliments, and many icy stockade of Joklagard. With them
it up. Anyone who carries the hammer can times he asks if they want any more in their cell they have about ten
temporarily add 2d6 to their Care skill food or if he can ask his servants to Korpikalli Elves of the ancient tribe
value when using the Handicraft discipline bring them something else. Perceptive of the Lauladalings. Since the Age of
and the Hard materials specialty. When characters can sense that there is Dreams, the Lauladalings have been
they drop the hammer, the skill points go something wrong, as the Goblin slaves mortal enemies of the Hrimtursirs, and
away. watching from the shadows seem Rautakappu is a well-known character
At the smithy, the characters can on edge – despite Rautakappu’s best from their many legends. If you wish,
craft a soul-forged weapon. To create a attempts, the mood is not relaxed. the Lauladalings can tell stories of
soul-forged weapon, they must pass a If the characters tell Rautakappu Rautakappu, and perhaps remind them
Care skill roll with the Hard Materials about their current mission, to defeat of his legend, but told instead from the
Specialty, but they can also add the the dragon Glimmyrgjarn and banish perspective of the Elves.
Invoke discipline of Faith, if they have it.: him from Trudvang, the old giant will Among the Lauladalings is a young
shift to a more hostile tone. Elf named Raskapa. He tells the
✦ Specialty: Hard Materials characters how he and his family came
✦ Discipline: Invoke. “So, that is why you have come...I see. to be imprisoned by Rautakappu.
You seek to lead a dragon to my home? A year ago, the Elves rode north
Also, the characters must be in To fry me? To cook me? To turn my ice to face Rautakappu, a hundred strong
possession of a soul that they can offer tower into slush?” upon their reindeer they came to
up to be forged into the weapon. They storm Joklagard and lay low the
cannot use their own souls, lest they’d die. The old giant stands up in his fortress. A hundred strong may
If the characters fail on their rolls, they chair and slams his fist on the table. sound like a small number, but don’t
still manage to make a soul-forged weapon. A shockwave of frosty ice knocks the forget that the ancient Lauladalings
However, such a weapon will be flawed. characters back in their chairs. The possess the forgotten magic of the
This flaw will come into play later in the Goblin slaves give out a wicked cry, winds of Trudvang, and gifts of
story (see the chapter Souls and iron). and swarm the characters from out weaponsmithing and armor craft that
The weapon made is meant to be of the shadows. They start clawing at were taught to them by the Vanir
used to trap Glimmyrgjarn, and not to the characters, tearing their hair and gods themselves. The Elves had come
be used in combat, therefore it does not their clothes as a mad horde. Soon, the on this day to battle Rautakappu
have any statistics. It will do minimal characters are overpowered, and have because rumors had reached them
damage in combat (1d5 maximum). their weapons taken away from them. that the old giant had chosen an heir
The soul-forged weapon that the The characters can try to resist, but will to his frosty kingdom. The Elves
characters create is laid with many runes eventually be overwhelmed by the sheer believed it unlikely that Rautakappu
– not unlike the once infamous Krovabonh number of Goblins. If they refuse to be had borne a child, so they believed
– to trap the souls of the slain. imprisoned, they must die. that he had allied himself with some

68 | book 3. blood, fire and death


other powerful giant and named them with a large crowd of Goblins assembled much larger than an ogre, but indeed
his heir. So, it was the duty of the to observe the fun. The characters can smaller than a fully grown giant. He
Lauladalings, as old tradition wills it, see the Goblins trading bronze coins – wears black armor, carries a crooked
to protect the interests of their tribe it looks like they are placing bets and saber, and a round buckler. The
and lay low Rautakappu before he and pointing at the different characters. characters can join in force to battle
his new heir grew in power. But when Fylke. If they manage to defeat him, they
the Lauladalings arrived, they found ✦ First Challenge: BoardGames win the challenge. If they die, well...
no heir – only a furious Rautakappu Once the characters have completed
stronger than ever before, with the The first challenge that Rautakappu all of Rautakappu’s challenges, or when
Farje Wind to support him. After days offers up will be one of board games. they fail a challenge, move on to the
of battle, the Elves were defeated, It’s a strange game that the characters next chapter.
and those who had not been struck do not recognize, but Rautakappu is fair
down in the fighting were thrown enough to explain the rules to them.
into frosty chains and cast into the Only one character can participate in the The Giant and the Dragon
stockade to rot. board game match.
The Elves cannot help the characters 3 rolls are made by the characters and And so, from the mountains to the north,
in any concrete way, unfortunately. Rautakappu in the in the Entertainment there comes a great world-ending howl. As
They can only give the characters skill (all Gambling specialties my be the very foundations of the world shake and
information about Rautakappu and applied). The character can choose begin to be torn asunder, snowstorms and
Joklagard, as they know it from their between 3 different strategies to apply hurricanes brood on the horizon – drawing
stories. The only way out of the cell is to their move that give different rewards ever closer. The Goblins flee in terror in
to either pick the lock with a Shadow and skill modifiers. whatever direction – killing each other in
arts skill roll (+2 because of its size) or their panic as they claw at the walls for
to sway the prison guard - Boroballar ✦ Safe move: +3 on the skill roll, one escape. Even the mighty Rautakappu is
- that has the keys. Boroballar is not point for a successful roll. taken aback by what he sees. And what he
very smart, and can be tricked if the ✦ Normal move: +/-0 on the skill roll, sees is fire. Immense fire. Unlike anything
characters are clever enough. His big two points for a successful roll. there has ever been or ever will be since.
weakness is that he loves all things ✦ Risky move: -3 on the skill roll, three Fire that tears up the mountains and the
shiny, and especially adores anything points for a successful roll. forests and the sky like an infernal tidal
made from gold. Boroballar always wave of death. The sun is eclipsed by
keeps the keys to the cells tied around The one who has the most points burning clouds, and the world falls dark.
his neck. after 3 rolls wins the challenge. If the And in that terror, he comes – a black
character and Rautakappu are equal, shadow soaring through the smoking
Rautakappu’s Games the character will perform one final roll air on wings large enough to whip up
When two days have passed in the that decides the outcome. tornadoes that churn the forests, root and
stockade, Rautakappu will come to stem. Glimmyrgjarn - the destroyer of
visit the characters. He is happy that ✦ Second Challenge: Sleigh Racing worlds.
the characters have not frozen or
starved to death yet – he wants to play In the second challenge, Rautakappu From the south, the dragon-shaped
some games with them before they die. challenges the characters to a lap of logi Glimmyrgjarn has come to destroy
But what’s in it for the characters? sleigh racing. The characters won’t the characters. After it was set free from
Well, if they win, they will gain actually race the giant, that wouldn’t be its prison in the sword Krovabonh, the
their freedom, and Rautakappu will fair. Instead, Rautakappu has appointed dragon was bound to kill the characters
consider their request to help them some of his best wolf riding Goblins to and all others who have ever carried
fight Glimmyrgjarn. Does Rautakappu take the reins. Same principle as with the the sword forged by the Dwarves long
tell the truth? No, but the characters board games apply, but this time with an ago in the blood of the dragonkin. After
cannot know that. As far as they know Agility skill roll and the Driving Wagon laying waste to Tvologoya, the dragon
– this is their best bet. specialty. made its way north, and has now caught
If the characters escaped their cell on up with the characters.
their own, Rautakappu will be furious to ✦ Second Challenge: Dueling What Glimmyrgjarn didn’t count
find the stockade empty. If he finds the on, was Rautakappu. The old giant is
characters, he will try to kill them. Rautakappu’s final challenge for the obviously startled by the appearance
To play his games, Rautakappu will characters is to do battle with the half of the dragon, and his Goblin slaves
gather the characters out in the yard ogre half giant named Fylke. Fylke is flee in terror. This situation generates

book 3. blood, fire and death | 69


70 | book 3. blood, fire and death
1d10 (OR 8-10) fear points. However, beating. Things are not looking good. not, but maybe you can. Yes, I believe you
Rautakappu soon recovers from the This should be a desperate battle where can.” The giant searches for something
initial shock, and draws a gargantuan the characters have to put everything on inside his pocket for a moment, and
sword of ice from a sheathe on his back. the line – perhaps one of them will even then he pulls out a little black stone –
He makes a stand against the dragon, have to die if the dice roll that way. In perfectly oval and polished to a smooth
ready to fight. any case, the characters should be left touch. In its middle, there sits a strange
with critical injuries. When the moment circular rune, glowing with faint blue
“You come for Rautakappu? You come is most dire, the following happens. light. There is something special about
for me? Blah, curse you! Death to you!” the stone, something deeply powerful –
the giant boasts. He signals to you to A thundering cry splits the sky. You turn you can sense it. “Take this stone, little
run and hide behind him. Why this around to see the giant, Rautakappu, ones. It’s my soul. Such a big thing in
sudden show of affection? Perhaps there holding the dragon of fire and blood such a small trinket – funny if you ask
is a reason he has not killed you yet, by the jaws. His sword broken, his body me. But that is how the Dwarves taught
you think to yourself. “Come on then – savaged, and his horns shattered. “No, me. That’s how they taught me to forge
come here!” he shouts. The dragon lets not like this” the giant yells as the souls into iron. You must make iron of
forth a fiery cry that sets the clouds in dragon’s power overwhelms him, and your own. Iron to trap the dragon – iron
the sky ablaze as it crashes onto the icy both combatants are flung with earth- in my forge. Just like the Dvergur did,
walls of Joklagard. The ice melts and shattering force towards the tower of ice. trap the dragon’s soul in the iron. Take
breaks beneath its mighty claws, and the The collision is immense, and the tower it, take it and go. Don’t ask me why,
ground cracks open. Rautakappu lets cannot withstand the impact. Split in this is the way it must be.” Rautakappu
forth an icy yawp, and charges toward two, it crumbles into a whirlwind of holds the strange stone in his hand, and
the beast. fire, blood, and snow. as you reach out to touch it you see a faint
vision of a little girl with white flowers
Rautakappu and Glimmyrgjarn have The ice tower of Joklagard is breaking, in her hair. Rautakappu locks eyes with
begun their duel. From this moment and the characters must pass a Situation you – somehow you understand – he
on, this battle will live on in history and Roll against 15 modified by Agility to knows what you saw. “So, you have seen,
legend as a story for generations to come. avoid being hit by the falling debris. little one. Elsa. Yes. She must go with
The battle of the giant and the dragon, Should they fail, they are hit by the you. This is what I ask in return for
of fire and ice at the edge of the world. debris and take 1d10 (OR 10) crushing my soul. Take the key around my neck
The characters are caught in the middle damage. Armor does not protect them. – find the catacombs by the north wing
of it, and although they cannot directly Soon, the battle goes quiet, as the of the tower. Take her to the Dvergur,
fight the dragon – the heat it generates dust settles on the fallen tower. As the let her live with them. Yes.” Something
will set them on fire if they get too close characters search through the rubble, strange and sentimental comes over
– they will not be idle in this moment. they quickly find the broken body of Rautakappu – his eyes fill up with tears
For as the dragon lands, the characters Rautakappu, blood dripping from many as he turns to face the sun above him.
can see that underneath its sooty scales, wounds. The remaining Goblins have “Yes, she’d like that.” Fading away
a molten liquid spews forth. It looks like gathered in silence to watch the old giant slowly, Rautakappu dies.
lava. The lava lands on the ground, and in his final moments. He is dying. However,
soon transforms into monstrous logis there is no trace of Glimmyrgjarn – it’s Rautakappu has given the characters
that attack the characters. These logis as if he just disappeared. Rautakappu a magical runestone that carries the
are larger than any the characters may coughs suddenly, he is trying to speak power of his soul. They can use this in
have seen before this battle, mutated to the characters. It’s hard to hear what the giant’s Smithy (see the section on the
and warped by the blood of the dragon he’s saying at first – so much blood Smithy on page 67) and forge a sword
into abhorrent creations of draconic is gurgling around in his half-broken with it to trap Glimmyrgjarn. After the
unholiness. As the duel of the ages rages mouth. battle, the dragon-shaped logi fled back
around them, the characters must fend to the ruins of Tvologoya to lick its
off the logis. “Come closer, little ones. I cannot wounds, but it will regenerate in time
For a party of 4 or more characters, speak loudly. I am weak.” he says. unless the characters stop it.
2d6 lesser Dragon-shaped Logis appear “How strange the world is, so full of Rautakappu has also asked them to
to fight the party. Modify using your strangeness. I shouldn’t be dead. I should take the child Elsa with them and take
judgement should your party be smaller. be alive. But now it seems my fate has her to live with the Dwarves. To find
As the battle rages on between the been decided and I cannot fight it. So the entrance to the catacombs in the
giant and the dragon, it is clear that weak, in the end, so weak. It must be you dusty ruins of the tower, they must
Rautakappu is taking the majority of the who stop the dragon, little ones. I could pass aa Shadow Arts skill roll with the

book 3. blood, fire and death | 71


Finding & Spotting specialty or have by the hand and lead them down into the speed, heroes. We shall never meet again.”
their search be prolonged by hours darkness, whistling a strange tune all the With those words, the Farje Wind
until they can attempt the roll again. while. takes little Elsa’s hand, and both of them
With the map they find on the body of evaporate into a strong cold wind that blows
Rautakappu, navigating the catacombs high up into the icy sky above. Suddenly, the
is easy, and they should find their way to Souls and I ron ground shakes, and a loud noise of cracking
Elsa’s chambers without much to stop The characters descend down into ice can be heard behind you.”
them except the cold and the darkness the Smithy of Joklagard and craft a
of the underground. soul-forged weapon using the soul of The Farje Wind has left the characters
Once found, Elsa will be surprised to Rautakappu. See the Smithy section to behind, but in his wake, he has opened up
see the characters, and she’ll be suspicious read how the characters can craft the the ice bridge that leads the way out of
of them – even afraid perhaps. The child weapon, and what skills are required. Joklagard.
is not like one would expect the child of When the characters return from the The characters must now track the
a Tursir to be, perhaps. She is small, no deep below, the Goblins are still all dragon-shaped logi Glimmyrgjarn to
larger than half a man, and she is neat and there waiting for them, watching with the place where it is hiding. The demonic
pale skinned. Her hair is white, her face wonderment as they ascend. They dragon is weak, wounded, and biding its
fair. The only thing to reveal that she is whisper amongst themselves as they see time until it can strike again. Following
not Human is the blue tint to her skin, her the soul-forged weapon. the dragon is easy enough, as it left a
black eyes, and the small horns sticking Soon, the wind starts blowing harshly trail of destruction and chaos in its wake.
up like stumps from her little head. Elsa from the cold north, and the Goblins Trees have been uprooted, great cliffs
doesn’t understand a word the characters scatter in terror. However, no threat have been crushed, and the earth has
are saying, and they can’t understand her. appears. Only the apparition of the Farje been churned up as if an earthquake had
Getting her to come with them can be a Wind. The spirit of the Farje Wind is ravaged it. The trail leads the characters
challenge, but eventually she’ll go with angry because the characters are alive up into the mountains due south of
them – especially if the characters have and Rautakappu is dead. He says that he Joklagard, where they can overlook the
some food or interesting object to lure would kill them now if it were not for borders where Trudvang meets the
her with. the dragon. The Farje Wind is bound by lands of the Great Ice Plains beyond. It
When Elsa finds the dead Rautakappu, oath to serve Rautakappu’s family, and is a beautiful sight as the sun rises above
she is beside herself with sorrow. Crying because the old giant let them live, he the froze white horizon.
and sobbing, she needs a moment to calm cannot harm them. Instead, he is bound Up in the cold mountains, the characters
down by the body of the old giant. The to help the characters carry out the can find a cave where Glimmyrgjarn is
Goblins come up to Elsa and pat her on giant’s last wish. To keep Elsa safe, and hiding. Deep within the darkness of the
the head in sympathy, and they start to banish the dragon from Trudvang. cave, the characters don’t encounter any
to gather stone and clumps of ice from From its home high up in the hulking monstrosity spitting fire and
the destroyed tower to place one by one sky, the Farje Wind can see many blood – but rather a shriveled and emptied
on top of Rautakappu’s body. They are things. He witnessed how the dragon husk. The dragon’s scales have all fallen
building a primitive burial mound. If Glimmyrgjarn, after the tower of ice of, revealing a pale and fleshy soft hide
they want to, the characters can stay and fell, took flight as a smoking shadow underneath, covered in pus and blood and
help. southward into the mountains. The Farje dark gray smoke. Its eyes have been clawed
Ultimately, it is up to the characters Wind is certain that the demonic dragon out, and its teeth broken. As the characters
if they go to find Elsa and keep their is badly hurt, and has retreated to lick its approach, Glimmyrgjarn snaps with his
promise or leave her. Rautakappu is not wounds and recover its strength. Now is jaws at random, trying to figure out where
alive to know the difference. the time to strike. the characters are coming from. But the
The more perceptive amongst the dragon is not even strong enough to lift its
characters can notice that many Goblins “That iron you carry” the Farje Wind own tail, much less attack the characters. It
have gathered around the big round hole says, “it is special. It is soul-forged, just like is a pitiful sight.
in the middle of the yard. It is the top of that sword that you once bore. This one is
the stairs that lead down into the smithy not cursed, but it carries an extraordinary Suddenly, you hear a voice coming from
of Rautakappu. The Goblins themselves power – the power to ensnare other behind you in the darkness. A dark, and
don’t dare to go down, but they encourage souls. The dragon is only the physical low voice. “It is a sad thing really, such
the characters to do so, if they can speak manifestation of a demonic presence in our a mighty creature bereft of its power.”
Bastjumal. Otherwise they will just nod world. Evil and chaos taken on flesh and Out from the darkness emerges a Dwarf
and point down into the darkness. If Elsa blood. It cannot be killed – it can only be clad in nothing but a great long beard
is with them, she will take the characters trapped. With this iron, it can be done. God and an iron crown atop their head.

72 | book 3. blood, fire and death


The Dwarf appears fair of skin to you, Trudvang, or to follow Nimatetsya’s wish until the soul is recovered. Their charisma
rough and yet somehow noble. “I have and simply walk away from their quest. is immediately converted to –4.
done many horrible things throughout The curse was broken in Tvologoya, As the dragon fades from the world,
my reign. I’ve killed brothers, broken but can the spirit of Krovabonh really the characters hear a voice on the wind.
promises, lied, cheated. Were I to tell you be trusted to remain dormant? Can the
all the things I have done, you would do characters be certain that if they walk away “Old habits die hard, I take it. But is the
well to strike me down where I stand. now, the dragon-shaped logi won’t come world really a better place now? Think
But out of all I have done, that I regret back to haunt them later? We cannot know. on that, heroes. For as one evil dies –
most.” The Dwarf points a sooty finger another is born.”
towards the pallid dragon writhing in
pain and confusion on the cave floor. Killing Glimmyrgjarn
“What we did to them all was bestial, If the characters decide to slay the Sparing Glimmyrgjarn
and I will spend all of eternity making dragon, it will not resist them. The Walking away from the broken dragon
up for that. And so, I come before you dragon is too weak to fight, and the feels like the right thing to do. They’ve
here now today, the ones who have characters can simply kill the dragon had enough of killing and no longer
carried my sword, to ask you a question: with a single blow. You should make sure being in mortal peril is a refreshing
why do you fight? Look at it – this to describe this moment as a pitiful one – feeling, after all.
creature is beaten. It will do no more for there is no honor in this killing. As the characters leave the cave and
harm. This you can be sure of. Go from As the dragon dies, it fades from the greet the auburn dawn – they are met by
this place, move on with your lives. The world of Trudvang like a faint memory, the Farje Wind waiting for them. As the
time for heroics has long since passed. along with the apparition of the old apparition of the wind spirit turns to the
I shall remain to watch the creature. Dwarf Nimatetsya. The soul-forged characters, they can see that his icy face
Trust me.” weapon used to slay the dragon absorbs is twisted in anger.
the spirit of the dragon and traps it
The Dwarf is the apparition of the old within. The sword is now cursed to “What have you done? Do you even
Dwarf king Nimatetsya who once forge the forever carry the tormented soul of all understand what this means? The old
Rokjärn runeblade Krovabonh that cursed the dragons once inhumanely slain by Dwarf has played you for fools. That
the characters. Since his own slaying by the Rokjärniron. The characters have dragon will regain its strength – and
the sword, Nimatetsya has been entrapped created a new Krovabonh – a new curse it will come for you. For all of us.
within it, just like Glimmyrgjarn. Through of runes - it was the only way to stop the Fools, you’ve doomed the lot of us to
the battle with Rautakappu, the dragon destructive force of Glimmyrgjarn. unspeakable horrors. But know this, for
was so severely weakened that its physical If the characters created a flawed soul- all that you have wrought, the sacrifice
form upon Trudvang started to crumble. forged weapon, the one who wields the of Rautakappu my master will not be
And so, Nimatetsya, being part of the weapon to slay Glimmyrgjarn will have forgotten. Before the world ends, I will
dragon, has come forth. their own soul trapped in the weapon along avenge him.”
The characters must choose whether with Glimmyrgjarn. This does not kill the
to slay Glimmyrgjarn with the soul- character right away, but it removes their Before the characters can do anything,
forged weapon and banish its spirit from ability to cast Vitner or invoke the gods he is gone with the wind.

book 3. blood, fire and death | 73


✦ EPILOGUE ✦

The story has come to an end, but Player characters: AP Player characters: AP
many questions yet remain. Whatever Explore a named location in +10 Returning the East Wind to -25
happened at the end, did the characters Skaftafijell Rautakappu
make the right decision? Did they create Learn Oytun’s secrets +15 Finding the secret gate +25
a new curse of runes and a new weapon Meet Undis Gudrugla +5 Finding Tvologoya +50
to trap souls – or did they trust in the Find the dwarves at Wigenbona +10 Arriving at Yetzin +15
spirit of Nimatetsya to safeguard the
Battle Kvistlaf for the first time +10 Meeting the Eigle Thuuls +5
world from Glimmyrgjarn and the wrath
of Krovabonh? Kill Kvistlaf - 30 Traversing the Bifhrust +15
If the characters killed Glimmyrgjarn, Entering Dirbozvo + 20 Forging a Buratja sword +20
what did they do with the soul-forged Finding Krovabonh +10 Finding Yukk +15
weapon? Killing Tuva Sothi +20 Breaking the curse +100
And whatever happened to the
Breaking free from the Arks +5 Escaping Tvologoya +10
Dwarves of Tvologoya? Where did
they go after the dragon laid low their Arriving at Oustoyga +5 Arriving at Nore +5
kingdom? Befriending the Knights of Avold +5 Departing for Arkland +5
Where did the Farje Wind take Elsa? Learning the legend of Rautakappu +5 Surviving the journey to Arkland +15
Is she truly safe with him? Finding Rautakappu + 15 Escaping the cultists +5
What about the Farje Winds threat to
Meeting Aitolé and his companions +5 Arriving at Joklagard +10
the characters? Will he pursue them?
Befriending Jarmio +5 Visit a location in Joklagard +5
Befriending Belgost +15 Summon the Farje Wind using the +25
Adventure Points horn atop the tower of ice
The game master should distribute Defeating Belgost +20 Obtain the keys of Boroballar +25
adventure points in accordance to the Learning Belgost’s secret +25 Craft a regular soul-forged weapon +50
table below and with the guiadence from Finding Torpo +10 Craft a flawed soul-forged weapon -50
the Game Master’s Guide throughout
Defending Torpo +15 Best Rautakappu at one of his +15
the campaign.
challenges
Meeting the Norgavaina +20

74 | epilogue
✦ APPENDIX ✦

Krovabonh of Jarnwurms in the white-hot dragon Throughout the adventure, the


The sword feels heavy in your hand, fire furnaces of the Buratja Dwarves. characters will make use of Krovabonh
heavier than you’d expected. The master The sword bears many magical runes many times to lay low the mighty foes
craft of the Dwarves is apparent and upon its blade, inscribed by the ancient that stand in their path. It is important,
undeniable at first glance. The Ironblood Thuuls to give it magical properties and however, that the characters still feel
iron blade is meticulously polished and abilities, which are described below in threatened at times, and that they pay
shaped, flowing upward like a single detail. a heavy price to wield such power. As
scarlet flame from the bejeweled hilt of the The sword Krovabonh is cursed by the Game Master, you should make frequent
weapon – casting a strong blood red glow snake god Yukk, who wishes to punish the use of the sword’s curse and magical
around it. Three large runes are inscribed Dwarves for their monstrous and barbaric runes to remind the characters of the evil
upon the right side of the blad,e and in the treatment of the dragons during the nature of the blade. In the end, it is very
language of the Buratja Dwarves, they savage crafting of the Rokjärn. Within the important that the characters feel that
read “bond, dragon, blood.” sword is captured the souls of dragons and their lives would be better if they did not
In the adventure the characters will countless others who have been slain by the have the sword at all.
acquire the accursed runesword called blade throughout the ages, their tortured
Krovabonh, roughly translated to spirits have all accumulated to form the
“ironblood” or “sword of blood” in Vrok, monstrous nature spirit of fire and blood Rune of Bond
forged by the legendary Great Thune who is named Glimmyrgjarn. The ancient The first rune of Krovabonh binds it to
Nimatetsya of the Buratja kingdom dragon waits to one day be released from the one who wields it forever. Legend
Dirbozvo at the closing of the Age of the sword, and truly enact the vengeance says that only death can separate the two.
Dreams. The sword was crafted using of Yukk upon the Dwarves of Trudvang Whenever a reluctant wielder discards
the extremely durable Rokjärn, which is with such a white-hot rage that has not the sword it will, eventually, return to
made by mixing metallics with the blood been seen since the Long Storm. them. When a critical moment arises,

FORGED ITEMS
One-handed heavy weapon WA IM PV/BV Weight Damage Quality
Krovabonh 2 -5 8/NA* 2.5 kg 1d10 (OR 8-10) Legend:
*the sword is unbreakable.

appendix | 75
when you’re at your most vulnerable, determined by the Game Master, the instead of their intended target. If they
you’ll see something glitter in between character who wielded the sword will pass, the character attacks the target
the stones and shrubbery – a shimmering have a violent and dark nightmare. A they intended normally. Once engaged,
hilt - and Krovabonh will present itself nightmare full of dread and horror, the bloodthirst lasts until the fight is
to you when all else has failed, forcing death and dismemberment and brutal over.
you to wield it once more. On other violence. Utter chaos made real.
occasions it will be there waiting for you After they awaken in a cold sweat,
after a particularly horrible nightmare, the purpose of their Psyche check Rune of Fire Blood
resting solemnly upon your chest. It is will come into play. If they passed The third rune of Krovabonh enchants
a mystery how Krovabonh returns to the roll, the character is disturbed it with a magical property that activates
the wielder over and over again, but one by the dream – like a normal person whenever the wielder rolls an open roll
thing is certain: you’ll never be able to be would be. However, if the character on the damage die. Upon activation, the
rid of the sword. No matter if it is thrown fails the Psyche roll, they find that blade of the sword glows more intensely
from the highest mountain or dropped they actually enjoy the nature of the of scarlet than ever before. Gashing into
in the hottest river of lava. It cannot be dream, even though it was violent and the flesh of their foe, it causes their blood
destroyed by any means known to Men bloody. Slowly, for every failed Psyche to be lit aflame, and burns the foe from
or Elves. check using Krovabonh, the character the inside out – causing 1d10 damage
will be overtaken by more and more and 1d5 additional damage every 1d6
sinister thoughts. Eventually, after 10 action rounds.
Rune of Yukk failed Psyche checks, from separate When a person is killed in this way,
The second rune was not inscribed by encounters, the character that wields their soul is consumed by the sword in
any Thuul or craftsman, but by the the sword will be given the ability whirls of ash. Such eaten souls are never
serpent god Yukk himself. Yukk was called Bloodthirst. allowed to rest in their afterlife, leaving
offended by the way the king Nimatetsya behind only a gray-colored, shriveled,
brutally executed the Jarnwurms and Bloodthirst and wrizened husk of a corpse in this
used their blood to craft the sword When the character rolls a 10 on the earthly world.
Krovabonh. To punish the king, Yukk damage die, they enter a bloodthirsty Logiwurms, Logis, and muspeljotuns
inscribed his rune upon the sword in rage and lose control over themselves. are immune to the damage of this ability.
secret – and like a snake it would slither They fight like a mad animal, screaming
inside the Thune’s mind and slowly at the top of their lungs, unable to
poison it to a point beyond saving. The tell friend from foe, as their eyes turn NPCs
same fate will befall anyone who wields blood red. When the character rolls The characters will encounter many
the sword. to hit with an attack in this state, they NPCS throughout the campaign. Here
Every time the blade takes a life, the must pass a Situation Roll with SV 12 they are catalogued with a brief character
wielder must pass a sa Situation Roll modified by Psyche to avoid attacking description and appropriate statistics for
with SV 10 modified by Psyche. After their friends. Should they fail the check, the game master to use as is or to modify
an amount of time has passed that is the character attacks their closest ally for their needs.

76 | appendix
Ainvildur Ark
Movement: 2 CP per 1m (Max 10 m, max 9 m in armor)
“Winds guide you.” Body Points: 35
Damage Levels:
Ainvildur is the name given to the Flowra of the East Wind 1-9 (0) / 10-18 (-1) / 19-27 (-3) / 28-35 (-7) / > 35 (dying)
and the daughter of Nema. She travels all year from east to west Character Traits: Strength + 2, Constitution +1, Charisma -2
and then back again and she answers the jojk of Aino the old Skills: Care SV 1, Entertainment SV 1, Faith SV 1, Knowledge SV 1,
Lauladaling elf hero. Because of her allegiance with the elves, Shadow arts SV 6, Vitner Craft SV 1, Wilderness SV 7
Ainvildur is fleeing from Rautakappu who wishes to catch her Agility SV 8 Battle Maneuver 1 (Combat Movement 1),
and trap her in his magical sack. Horsemanship 2
Fighting SV 10 Armed Fighting 2 (1H Heavy Weapons 1,
Movement: 2 CP per 1m (Max 10 m) 2H Weapons 2), Battle Experience 1 ( Armor
Body Points: 28 Bearer 1, Combat Reaction 1)
Damage Levels: Equipment: Tvei Axi (WA 2, IM -6, PV/BV 9/90, DMG 1d10 OR
1-7 (0) / 8-14 (-1) / 15-21 (-3) / 22-28 (-7) / > 28 (dying) 8-10+2 Strength), Fur Armor (PV/BV 2/20, MM -1, IM -1)
Character Traits: Charisma +2, Perception +1 Initiative: +2 (Battle Experience 1, Combat Reaction 1, armor -1)
Skills: Agility SV 6, Care SV 1, Entertainment SV 1, Faith SV 1, Combat Points: Free 11 / Armed 2 (1H Heavy Weapons 2, 2H
Fighting SV 6, Knowledge SV 10, Shadow arts SV 6, Vitner Craft SV 6 Weapons 4)
Wilderness SV 10 Geography 3 Samples of attacks:
Initiative: +/-0 (IM -4) Tvei Axi: SV10, SV7
Combat Points: Free 6
The Arks are battle-hardened and fearless. Many of them
have seem to have seen too few winters. They are a terrible foe
Aitolé to fight as they attack their opponents without any regard to
their own safety. All of them fight to the death.
“This place is not safe. We must move switfly.”

Aitolé is a korpikalli elf that is leading his family through the


Darkwoods to the wodden hall of Nemanhallr. He is weary
and not quick to trust. Hundreds of years of fighting the dark
creatures of the forests have taught him that life is hard and
that one bust take care not to become victim to its wrath.

Movement: 2 CP per 1m (Max 10 m)


Body Points: 30
Damage Levels:
1-9 (0) / 10-17 (-1) / 18-25 (-3) / 26-33 (-7) / > 33 (dying)
Character Traits: Constitution +1, Intelligence +1
Skills: Agility SV 7, Entertainment SV 1, Faith SV 1, Shadow arts SV 6,
Vitner Craft SV 1
Care SV 8 Handicraft 2 (Hard Materials 2), Tradesman 1
Fighting SV 7 Armed Fighting 1 (1H Light Weapons 2), Battle
Experience 1 (Fighter 1)
Knowledge SV 6 Language 1 (Foreign Tongue [vrok] 1, Foreign
Tongue [Rona] 1, Mother Tongue [Eika])
Race Knowledge 1 (Monster Lore 1)
Wilderness SV 8 Survival (Camper 1, Pathwalker 1)
Initiative: +1 (Battle Experience)
Combat Points: Free 8 / Attacks & Parries 2 / Armed 1 (1H Light
Weapons 4)

appendix | 77
Belgost Borjornikka Ranger
Use these stats for the Dwarves of Wigebona or for any other
Strategies Dwarven scout or explorer you may need.
Belgost’s main combat strategy is to lure his enemies into a
trap and then unleash his spells upon them. If confronted, he Movement: 2 CP per 1m (Max 8 m)
will try to delay the battle by engaging in conversation while Body Points: 30
secretly vyrding in order to improve his chances. He could Damage Levels:
for example cast ’Bind’ or ’Rust’ on the PCs´ weapons so that 1-8 (0) / 9-15 (-1) / 16-22 (-3) / 23-30 (-7) / > 30 (dying)
they can’t be drawn or are destroyed before they even know Character Traits: Perception +2, Psyche +1
what’s going on. If Belgost is aware that he is being followed Skills: Entertainment SV 1, Faith SV 1, Knowledge SV 7, Vitner
he will try to make sure that the confrontation takes place Craft SV 1
in an advantageous environment for his casting, perhaps by Agility SV 8 Battle Maneuver 2 (Combat Movement 2, Evade 3)
taking a high ground or somewhere that makes him difficult Care SV 8 Handler 2 (Commander 2)
to reach in melee. He primarily fights with vitner and only Fighting SV 10 Armed Fighting 2 (1H Light Weapons 2 Bows &
uses the staff as a secondary weapon, for example when forced Slings 2), Battle Experience 1 (Combat Actions 2,
into melee or when he no longer is able to cast. Combat Reaction 2)
The East Wind Ainvildur, the daughter of Nema, is hiding Shadow arts SV 8 Shadowing 1 (Finding & Spotting 1, Camouflage
at Torpo – an ancient sacrificial and spiritual site that was & Hiding 2)
raised by the ancient bysentian lords high up in the sooty Wilderness SV 8 Nature Knowl. 1 (Botany 1), Hunting Experience 2
mountains long before the tenant of Nid came to Westmark. (Tracker 2, Wilderness Signs 2)
The characters who are learned about the land will know that Equipment: Dwarven Iron Split Axi (WA 4, IM -3, PV/BV 7/70,
this is a place of inexplicable happenings and dark magic. A Damage 1d10 OR 10), Veidi Bogi (WA 3, IM -2, PV/BV 2/20, Damage
sanctuary for the Flowra Morgu where the old masters and 1d10 OR 10, Ranges 2-30m/31-80 m)
lords of Bystent used to commit sacrifice in their honor. The Initiative: +4
East Wind has hidden there because she suspects it is the last Combat Points: Free 11 / Armed 2 (1H Light Weapons 4, Bows &
place anyone would look for her. Slings 4) / Combat Actions 4
Samples of attacks:
Movement: 2 CP per 1m (Max 10 m) (IM +2) Split Axi: SV10, SV7
Body Points: 30, (IM +3) Veidi Bogi SV10, SV7
Damage Levels:
1-8 (0) / 9-16 (-1) / 17-23 (-3) / 24-30 (-7) / > 30 (dying)
Character Traits: Constitution -2, Psyche -1, Intelligence +2, Borjornikka Warrior
Charisma +1 Use these stats to represent all kinds of Dwarven warriors, like
Skills: Care SV 1, Entertainment SV 1, Faith SV 1, Knowledge SV 7 Tvologoya’s guards or the Grimgnistur fighters led by Rorthram
Agility SV 8 Battle Maneuver 2 (Combat Movement 2, Evade 3) Trollstooth.
Fighting SV 10 Armed Fighting 2 (1H Light Weapons 3),
Battle Experience 1 (Combat Actions 2, Combat Movement: 2 CP per 1m (Max 8 m, 6 m with armor)
Reaction 1) Body Points: 33
Shadow arts SV 7 Shadowing 1 (Finding & Spotting 1) Damage Levels: 1-9 (0) / 10-17 (-1) / 18-25 (-3) / 26-33 (-7) / > 33
Vitner Craft SV 10 Call of Vitner 2 (Hwitalja 3, Vitner Habit 1), (Dying).
Vitner Shaping 2 (Sejding 2, Vitner Runes 1, Character Traits: Constitution +1, Strength +2.
Vyrding 2) Skills: Care SV 6, Entertainment SV 1, Faith SV 1, Knowledge SV 7,
Wilderness SV 8 Nature Knowledge 1 (Botany 1) Shadows Arts SV 7, Vitner Craft SV 1, Wilderness SV 6
Equipment: Captital Staaf (WA 4, IM -3, PV/BV 4/40, Damage 1d10 Agility SV 7 Battle Maneuver 1 (Evade 2, Ironclad 2).
(OR 10) +1 to Vitner Craft SV), Fighting SV 10 Armed Fighting 2 (Right 1H Heavy Weapons 2,
Vitner Points: 60 Shield Bearer 2, Bows & Sling 1), Battle
Vitner Tablets: Soil Craft level 5, Vitner of Objects level 2, Power of Experience 1 (Armor Bearer 3, Fighter 2).
Thought level 2 Equipment: Dwarven Iron Staaf Spjót (WA 3, IM -3, PV/BV 5/50,
Initiative: +2 (Battle Experience 1, Combat Reaction 1) Dmg 1d10 OR 9-10+2 Strength), Krossbogur (WA 1/6, IM -5, PV/
Combat Points: Free 11 / Armed 2 (1H Light Weapons 6) / Combat BV 5/50, Dmg 1d10 OR 8-10, Range 1-80, 81-160), medium Dwarven
Actions 4 Iron-reinforced Shield (WA 2, IM -2, PV/BV 8/80), Bogemurgla Full
Samples of attacks: Armor (PV/BV 8/80; Heft 8 reduced to 6, MM -2 m, IM -2).
(IM +/-0) Staaf: SV10, SV9 Initiative: -1 (Battle Experience 1, -2 Armor).

78 | appendix
Combat Points: Free 11 / Attacks & Parries 4 / Armed 2 (1H Right Body Points: 31
Heavy Weapons 4, Shields 4, Bows & Slings 2). Damage Levels:
Samples of attacks: 1-8 (0) / 9-16 (-1) / 17-24 (-3) / 25-31 (-7) / > 31 (dying)
(IM -6) Staaf Spjót SV 11, SV 10, Shield SV 15 Character Traits: Charisma +1, Constitution -1, Perception +1
(IM -6) Krossbogur SV 19 Skills: Agility SV 6, Faith SV 1, Vitner Craft SV 1, Wilderness SV 5
Care SV 7 Tradesman 1 (Peasant 1)
Entertainment SV 8 Music & Dancing 2 (Singing & Playing 2),
Boroballar, the ogre guard Storytelling 2
Boroballar is a rough-looking ogre serving under the giant Fighting SV 8 Armed Fighting 2 (1H Light Weapons 2)
Rautakappu. Knowledge SV 7 Culture Knowl. [Wildfolk] 1 (Customs & Law 1)
Shadow arts SV 8 Shadowing 2 (Finding & Spotting 1)
Type: Humanoid; Size: 2t; Equipment: Seax (WA 4 , IM -1, PV/BV 5/50),
Movement: Land 2 CP per 2 m (Max 20 m) Initiative: +0
Natural Armor: 1; Combat Points: Free 8 / Armed 2 (1H Light Weapons 4)
Religion: Haminges; Samples of attacks:
Initiative: -2 (Dexterity) (IM -1) Seax: SV7, SV7
Fear Factor: 1d10.
Body Points: 59
Damage Levels: Dragon Knight of Avold
1-15 (0) / 16-30 (-1) / 31-45 (-3) / 46-59 (-7) / >59 (Dying) These brave warriors are the last survivors of an ancient order
Character Traits: Constitution +2, Dexterity -2; Strength +4 vowed to fighting dragons and darkness, while serving the
Feats: Mood (See Jorgi’s Bestiary p.166) Gavlian faith.
Skills: Agility SV 5, Care SV 4, Entertainment SV 3, Faith 4, Shadow
Arts SV 7, Vitner Craft SV1. Movement: 2 CP per 1m (Max 10 m, max 8 m in armor)
Fighting SV 7 Armed Fighting 2 (One-Handed Heavy Body Points: 34
Weapons 2; Two-Handed Weapons 2); Battle Damage Levels:
Experience 1 (Armor Bearer 1; Fighter 1); 1-9 (0) / 10-18 (-1) / 19-26 (-3) / 27-34 (-7) / > 34 (dying)
Unarmed Fighting 1 (Brawling 1; Wrestling 1) Character Traits: Constitution +1, Strength + 1
Knowledge SV 5 Language 1 (Mother Tongue (Bastjumal) 3) Skills: Care SV 5, Entertainment SV 1, Faith SV 1, Knowledge SV 8,
Wilderness SV 7 Hunting Experience 1 (Hunting and Fishing 1); Shadow arts SV 1, Vitner Craft SV 1, Wilderness SV 7
Survival 1 Agility SV 8 Battle Maneuver 2 (Ironclad 2), Horsemanship
Equipment: Tvei Klubb (WA 2, IM -5 PV/BV 6/60, Damage 2D10 2 (Riding 3)
(OR 7-10)+4). Fighting SV 10 Armed Fighting 2 (1H Light Weapons 1, 1H
Combat Points: Free 8/ Attacks & Parries 2 / Armed 2 (One- Handed Heavy Weapons 1, Shield Bearer 2), Battle
Heavy Weapons 4, Two-Handed Weapons 4) / Unarmed 1 (Brawling 2, Experience 1 (Fighter 1, Armor Bearer 3,
Wrestling 2). Combat Actions 3)
Samples of attacks: 2 actions per 1 round Equipment: Barda Makir (WA 3, IM -5, PV/BV 7/70, Damage
Unarmed SV 8, SV 5 1d10 OR 9-10 +1 Strength), Staaf Spjót (WA 3, IM -3, PV/BV 4/40,
Weapon SV 10, SV 6 Damage 1d10 OR 9-10 +1 Strength). Medium Shield (WA 2, IM -2,
PV/BV 5/50), Double Chain Mail (PV/BV 8/80, Heft 8 reduced to 6
due to Ironclad 2, MM-2, IM -2). )
Bryoni Initiative: -3 (Battle Experience 1, Armor -2)
Combat Points: Free 11 / Attacks & Parries 2/ Armed 2 (1H Light
“Let me tell you a story to get us to the other side of the night. Weapons 2, 1H Heavy Weapons 2, Shield Bearer 4) / Combat Actions 6
What say you?” Samples of attacks:
(IM -8) Staaf Spjót: SV10, SV7; Medium Shield: SV 8, SV7
Bryoni is an old man that once used to be an aspiring skald and (IM -10) Barda Makir: SV10, SV7; Medium Shield: SV 8, SV7
storyteller. But that was before he was taken prisoner by the
Gudruglas. Now, after many years of penniless enslavement, The Dragon Knights of Avold are mounted warriors in heavy
he serves as the Warden at the stockades of Hveig for fair armor. They have Capable battle trained horses that which
payment. means that by spending 6 combat points at the start of the turn,
they receive +4 when attacking their unmounted opponents
Movement: 2 CP per 1m (Max 10 m9 while such enemies get –4 on their attacks against them.

appendix | 79
Eien-Sullimo Fylke, the Giant Ogre
Larger than a normal Ogre, Fylke certainly got some giant blood
“....” running in its veins, as it demonstrates not just its size, but the small
horns on its head. Fylke is a loyal retainer of Rautakappu.
Not much is known about Eien-Sullimo as she is one of the
mysterious Norgavaina – the beautiful amongst the dwarves. Type: Humanoid; Size: 4t
All we know is that she is very old and very strangely beautiful. Movement: Land 2 CP per 4 m (Max 40 m)
Natural Armor: 1
Movement: 2 CP per 1m (Max 10 m) Initiative: -5 (Dexterity -4, Armor -1)
Body Points: 28 Fear Factor: 1d10 (OR 9-10). Body Points: 100
Damage Levels: Damage Levels: 1-25 (0) / 26-50 (-1) / 51-75 (-3) / 76-100 (-7) / >76
1-7 (0) / 8-14 (-1) / 15-21 (-3) / 22-28 (-7) / > 28 (dying) (Dying)
Character Traits: Charisma +4, Constitution -2, Intelligence +4 Character Traits: Dexterity -4; Strength +6
Skills: Agility SV 8, Care SV 1, Entertainment SV 1, Faith SV 5, Equipment: Crooked Saber (WA 3, IM -5 PV/BV 18/180, Damage
Fighting SV 8 Shadow arts SV 8, Vitner Craft SV 1 3D10 OR 8-10 +6 Strength), Buckler (WA 3, IM -1, PV/BV 8/80),
Knowledge SV 10 Cultural Knowledge [Dwarves] 5, Language 5 Black Leather Armor (PV/BV 4/40, MM -1m, IM -1).
(Mother Tongue [Futhark] 5, Foreign Tongue Natural Weapons: Unarmed 2d10 (OR 9-10) +6 Strength.
[Bastjumal] 2, Foreign Tongue [Ancient Combat Points: Free 10/ Armed 2 (1H Right Heavy Weapons 4,
Rona] 1, Foreign Tongue [Ancient vrok] 1, Shields 4) / Unarmed 1 (Brawling 2, Wrestling 2).
Foreign Tongue [Dragearthian] 1 Samples of attacks:
Wilderness SV 8 Geography 3 (IM -11) Crooked Saber SV 16, Buckler SV 14
Initiative: +/-0 (IM -5) Unarmed SV 13
Combat Points: Free 8

Goshov
Farje hrimvurm
This Frost Dragon is just a manifestation of the Farje Wind “Goshov - kill!”
flowra.
Goshov is the chieftain of the band of Arks that kidnap the
Type: Quadruped winged creature; characters. Like many of those he holds sway over, Goshov is a
Size: 7t; cannibal that prefers to eat the body parts of humans whenever
Movement: Land 2 CP per 14 m (Max 28 m); Flying 2 CP per 14 m he can get ahold of them. It’s an unusual taste, but something
(Max 42 m); that is quite common amongst Arks such as himself. Despite his
Initiative (base): -4; rough exterior, Goshov is afraid of many things. Storms, fire,
Fear Factor: 1d10 (OR 7-10). and above all else he fears the sorcery of Vitner.
Body Points: 204
Damage Levels: Movement: 2 CP per 1m (Max 10 m, max 9 m in armor)
1-51 (0) / 52-102 (-1) / 103-153 (-3) / 154-204 (-7) / >204 (Dying) Body Points: 35
Character Traits: Perception +2 Damage Levels:
Feats: Hidden, Hrim Body, Hrim Breath (SV 13), Night’s Sight, 1-9 (0) / 10-18 (-1) / 19-27 (-3) / 28-35 (-7) / > 35 (dying)
Thermal Sight. Character Traits: Constitution +1, Strength + 2, Psyche -2, Charisma -2
Natural Weapons: Skills: Care SV 1, Entertainment SV 1, Faith SV 1, Knowledge SV 3,
Bite damage 3d10 (OR 8-10) +6, IM 0 Shadow arts SV 1, Vitner Craft SV 1, Wilderness SV 5
Claws damage 3d10 (OR 8-10) +6, IM 0 Agility SV 8 Battle Maneuver 1 (Combat Movement 1),
Hrim Breath damage 2d10 (OR 8-10), IM -4 Horsemanship 2
Number of Rounds to Spread Combat Points: 3 Fighting SV 10 Armed Fighting 2 (1H Heavy Weapon 1, 2H
Combat Points: Weapons 2), Battle Experience 1 (Fighter 2,
Free: 10; Natural Weapons: Bite 10, Claws 13 Armor Bearer 1, Combat Reaction 1)
Samples of attacks: Equipment: Hunting Spear (WA 3, IM -3, PV/BV 4/40, Damage
3 actions per 3 rounds 1d10 OR 9-10 +2 Strength). Tvei Axi (WA 2 , IM -6, PV/BV 9/90,
Bite SV 12; Claws SV 12, SV 9 Damage 1de10 OR 8-10 +2 Strength), Fur Armor (PV/BV 2/20, MM
-1, IM -1)
Initiative: +2

80 | appendix
Combat Points: Free 11 / Attacks & Parries 4/ Armed 2 (2H Fighting SV 10 Armed Fighting 3 (Bows & Slings 4, 2H Light
Weapons 4, 1H Heavy Weapons 2) Weapons 3), Battle Experience 2 (Armor Bearer
Samples of attacks: 2, Combat Reaction 2)
(IM -4) Tvei Axi: SV11, SV10 Shadow arts SV 8 Shadowing 2 (Hiding & Camouflage 2, Walking
in Shadows 1, Finding & Spotting 1)
Wilderness SV 8 Nature Knowledge 2 (Animal Friend 2) Survival 2
Jarmio Equipment: Tve Bogi (WA 2 , IM -4, PV/BV 3/30, Damage 1d10
OR 8-10, Ranges 2-70/71-150 m), Seax (WA 4 , IM -1, PV/BV 5/50,
“Come sit by my side! Come drink from my cup!” Damage 1d10 OR 10), Capital Fur Armor (PV/BV 2/20, MM -0, IM -0)
Initiative: +6 (Battle Experience 2, Combat Reaction 2)
Jarmio is the eccentric lord of the woods and the hall known as Combat Points: Free 12 / Armed 3 (Bows & Slings 8, 1H Light
Nemanhallr. He bears a strawberry blond beard and a belly full Weapons 6) / Combat Actions 4
of ale and food. Jarmio is quick to let people into his hall and his Samples of attacks:
life and he welcomes all strangers like close friends or long-lost (IM +2) Tve Bogi: SV13, SV10
siblings. He also has a way with animals, as if he could speak their (IM +5) Seax: SV10, SV 6, SV5
language.

Movement: 2 CP per 1m (Max 10 m, max 9 m in armor) Komsko of Pwundurs blood


Body Points: 34
Damage Levels: “You are in Yetzin now – a city of knowledge. Show respect.”
1-9 (0) / 10-18 (-1) / 19-26 (-3) / 27-34 (-7) / > 34 (dying)
Character Traits: Charisma +2 Perception -1 Komsko – which roughly translates to “born in Komsk” - is a
Skills: Agility SV 6, Entertainment SV 10, Faith SV 1, Knowledge SV Thuul apperentice of the borjornikka dwarves in the kingdom
8, Shadow arts SV 5, Vitner Craft SV 1 of Tvologoya. He helps the characters find their way to meet
Care SV 9, Handler 1 (Sage 2), Healing & Drugs 1 (First Aid & with the Eigle-Thuuls.
Nursing 2) Tradesman 2 (Brewer 1, Cooking 2,
Peasant 1) Movement: 2 CP per 1m (Max 7 m,)
Fighting SV 8 Armed Fighting 2 (1H Light Weapons 1) Body Points: 30
Wilderness SV 8 Nature Knowledge 2 (Animal Friend 3) Damage Levels:
Combat Points: Free 8 / Armed 2 (1H Light Weapons 2) 1-8 (0) / 9-16 (-1) / 17-23 (-3) / 24-30 (-7) / > 30 (dying)
Character Traits: Dexterity -1, Intelligence +2
Skills: Agility SV 5, Entertainment SV 1, Shadow arts SV 7, Vitner
Jotna-Gunhild Craft SV 1, Wilderness SV 7
Care SV 8 Handicraft 1 (Hard Materials 2)
“Keep away, or I’ll cut you.” Faith SV 7 Divine Power 1 (Faithful 2), Invoke 1 (Thuul
Forging 1)
Jotna-Gunhild is a large and dark-haired woman who likes Fighting SV 10 Armed Fighting 3
to keep to herself. She doesn’t like to talk to people unless Knowledge SV 7 Cultural Knowl. [dwarves] 3 (Lore & Legends 2,
she has to and is averse to all types of social interaction. For Customs & Law 2, Religion 2), Language 1
the most part she likes to whisper things in the darkness to (Foreign Tongue [vrok] 1, Foreign Tongue
her eagle whom she has named Mogi after her half-giant [Rona] 1, Mother Tongue [Futhark] 3, R &
mother. W [Futhark] 3)
She is third in command to Undis and half-sister of Kvistlaf. Initiative: -1 (Dexterity)
Combat Points: Free 10/ Armed 3
Movement: 2 CP per 1m (Max 10 m, max 9 m in armor)
Body Points: 32
Damage Levels:
1-8 (0) / 9-16 (-1) / 17-24 (-3) / 25-32 (-7) / > 32 (dying)
Character Traits: Perception + 1, Psyche +2
Skills: Care SV 1, Entertainment SV 1, Faith SV 1, Knowledge SV 7,
Vitner Craft SV 1
Agility SV 8, Battle Maneuver 1 (Combat Movement 2), Body
Control 2 (Jumping, Climbing & Balancing 1,
Swimming 1)

appendix | 81
Kvistlaf Lesser Dragon-shaped Logi
These are minor fire spirits, resembling dragons, although at a
“They can bend, or they can break.” much smaller scale.

Kvistlaf is a dark-haired prodigy of the Gudruglas. Despite Type: Other


his young years he carries a weathered look so that he might Size: 1.5t;
be mistaken for a seasoned veteran from the wilderness. Movement: Land 2 CP per 1,5 m (Max 7 m);
Perhaps that is appropriate, as many would say he has an old Natural Armor: 2; Initiative (base): 0;
soul. What Kvistlaf also has is an anger issue, and he isn’t Fear Factor: 1d10 (OR 9-10).
slow to spill blood to solve his problems. He is the brother Body Points: 65
to the stern Jotna-Gunhild and secretly he is in love with Damage Levels:
Undis and wishes to prove his worth to her. 1-17 (0) / 18-33 (-1) / 34-49 (-3) / 50-65 (-7) / >65 (Dying)
Character Traits: Charisma -2, Psyche +3, Strength +3
Movement: 2 CP per 1m (Max 12 m, max 11 m in armor) Feats: Fire Body, Fire’s Hand, Night’s Sight.
Body Points: 36 Weapons: Bite/Claws Damage: 1d10(OR 10)
Damage Levels: Initiative: 0
1-9 (0) / 11-19 (-1) / 20-28 (-3) / 29-36 (-7) / > 36 (dying) Samples of attacks: 2 actions per 1 round
Character Traits: Strength + 4 Constitution +2, Dexterity +2, Bite SV 13; Claws SV 10
Charisma -2
Skills: Faith SV 1, Entertainment SV 1, Knowledge SV 5, Shadow
arts SV 6 , Vitner Craft SV 1, Wilderness SV 7 Mogi
Agility SV 10 Battle Maneuver 1 (Combat Movement 2), Body This is a terrific specimen of eagle, trained to fight for
Control 3 (Ambidexterity 5, Jumping, Climbing Jotna-Gunhild.
& Balancing 1, Swimming 1)
Care SV 5 Handler 1 (Commander 1) Type: Bird, Size: 1/2
Fighting SV 10 Armed Fighting 3 (1H Light Weapons [right Movement: 2 CP per 4m (Max 28 m)
hand] 3, 1H Light Weapons [left hand] 3), Body Points: 18
Battle Experience 1 (Fighter 2, Armor Bearer 1, Damage Levels: 1-5 (0) / 6-10 (-1) / 11-14 (-3) / 15-18 (-7) / > 18
Combat Reaction 1) (dying)
Equipment: Krum Sword (WA 4 , IM -3, PV/BV 7/70), Split Axi Feats: Fast, Combat Training (Excellent)
(WA 4 , IM -3, PV/BV 6/60), Fur Armor (PV/BV 2/20, MM -1, IM Weapons: Claws (1D5 damage)
-1) Combat Points: Free 14 /Claws 12
Initiative: +4 (Battle Experience 1, Combat Reaction 1, +2 Dexterity,
-1 Armor). During their fight with Jotna-Gunhild her eagle Mogi will
Combat Points: Free 11 / Attacks & Parries 4/ Armed 3 (1H Light try to attack the characters several times. Mogi counts as a
Weapons [right hand] 6, 1H Light Weapons [left hand] 6) / Combat skilled level trained animal. Each round, Jotna-Gunhild can
Actions 2 either choose to have Mogi attack a Player Character directly,
Samples of attacks: or use the eagle to disturb a character, giving them -4 on their
(IM -4) Krum Sword: SV8, SV8, SV 8, Split Axi: SV9(7), SV9(7) combat actions, and Jotna-Gunhild +4 on her attacks against
the character. The Player Characters can stop this annoyance
Kvistlaf is almost completely ambidextrous and can fight by killing Mogi. Remember that human sized characters
with a weapon in each hand, making him very dangerous, receive a modifier of -1 when attacking a creature that is ½
his uncontrolled aggressiveness makes him a lesser fighter of human size.
however, as he prefers to make many quick attacks instead of
making them precise. His brute tactic is to unleash a barrage
of strikes upon his opponents, forcing them on the defensive
until they finally break beneath his mighty strikes.

82 | appendix
Moromhildar Character Traits: Constitution +1, Intelligence +1
Skills: Agility SV 6, Entertainment SV 1, Faith SV 1, Shadow arts SV
“The forests speak to you. You need only open your ears to hear 5, Vitner Craft SV 1, Wilderness SV 4
it.” Care SV 8 Handicraft 2 (Hard Materials 2) Tradesman 1
Fighting SV 7 Armed Fighting 1 (1H Light Weapons 1)
Moromhildar is also a proud knight of the house of Avold, Knowledge SV 6 Culture Knowl. [Dwarves] (Lore & Legends 1,
stationed by Oustoyga under the command of Wiggon Avold. Customs & Law 1) Language 1 (Foreign
She is a Barkbrule, a half Korpikalli elf, and thus she has a deep Tongue [Futhark] 1, Foreign Tongue [Rona]
connection with nature and is as much a ranger as she is a knight. 1, Mother Tongue [Wild Vrok] 3
She often keeps watch over the wilderness for the Dragon Knights Initiative: +/-0
of Avold and informs them about the comings and goings in the Combat Points: Free 7 / Armed 1 (1H Light Weapons 2)
dark woods of the western lands.

Movement: 2 CP per 1m (Max 11 m, max 10 m in armor) Porokild Avold


Body Points: 31
Damage Levels: “I cannot see your face, but I sense your resolve from far away.”
1-8 (0) / 9-16 (-1) / 17-24 (-3) / 25-31 (-7) / > 31 (dying)
Character Traits: Dexterity +1, Intelligence +2 Porokild Avold is the liege lord of the Knights of Avold and
Skills: Agility SV 7, Entertainment SV 1 the father to Wiggon Avold. Porokild sits on the high seat of
Faith SV 1, Knowledge SV 8, Shadow arts SV 6, Vitner Craft SV 1, the dragon knights in the little town of Nore in Bysente. The
Wilderness SV 8, old man was once a proud knight capable in horseback riding
Care SV 7 Healing & Drugs 1 (First Aid & Nursing 1) and fighting with sword and shield. But the years have not
Fighting SV 10 Armed Fighting 1 (Bows & Slings 1, 1H Heavy been kind to the old Porokild and now he is little more than a
Weapons 1), Battle Experience 1 (Fighter 2, shadow of his former self. Pale, weak, and slowly fading away.
Armor Bearer 4, Combat Actions 3) Movement: 2 CP per 1m (Max 9 m)
Equipment: Barda Makir (WA 3, IM -5, PV/BV 7/70, Damage 1d10 Body Points: 30
(OR 9-10)), Veidi Bogi (WA 3 , IM -2, PV/BV 2/20, Damage 110 (OR Damage Levels:
10)), Capital Hardened Leather Armor (PV/BV 3/30, MM -3(1), IM 1-8 (0) / 9-16 (-1) / 17-23 (-3) / 24-30 (-7) / > 30 (dying)
-0) Character Traits: Dexterity -1, Strength -2, Psyche +2, Intelligence
Initiative: +1 +1, Perception -4
Combat Points: Free 11 / Attacks & Parries 4/ Armed 1 (1H Heavy Skills: Entertainment SV 1, Faith SV 1, Shadow arts SV 1,Vitner
Weapons 2, Bows & Slings 2) / Combat Actions 6 Craft SV 1, Wilderness SV 7
Samples of attacks: Agility SV 8 Horsemanship 2 (Rider 2)
(IM -4) Barda Makir: SV10, SV8 Care SV 10 Handler 1 (Commander 3, Sage 2)
(IM +/-0) Veidi Bogi: SV14 Fighting SV 10 Armed Fighting 1, Battle Experience 1 (Fighter
3, Armor Bearer 2)
Knowledge SV 10 Language 1 (Foreign Tongue [vrok] 1 Foreign
Oytun Tongue [Eika] 1, Mother Tongue [Rona] 3),
Race Knowledge 2 (Monster Lore 3)
“Speak your business or shut up and leave me in peace.” Initiative: -1 Dexterity
Combat Points: Free 11 / Attacks & Parries 6/ Armed 1
Oytun is an old blacksmith forging weapons at the bridge
Gamhalt in Skaftafijell. Once upon a time he used to be a
slave in the mines of the dwarves and therefore he knows a Rautakappu
lot about them and their traditions. Since they have grown
to become a scourge upon the land, Oytun has come to “Hammer your souls into iron, I will. Or put you in my sack –
dspise the Arks and their thorn beasts. However, out of haha! Learn to fear the mighty Rautakappu!”
fear for his own life the old blacksmith keeps such opinions
to himself. Rautakappu is the last hrimtursir of his once proud line. The
land that is today known as Northfrost and inhabited by
Movement: 2 CP per 1m (Max 10 m) Korpikalli elves was conquered by Rautakappu and his people
Body Points: 33 during the Long Storm. The hrimtursirs ravaged the forests
Damage Levels: and mined the mountains bare. Soon great parts of Northfrost
1-9 (0) / 10-17 (-1) / 18-25 (-3) / 26-33 (-7) / > 33 (dying) were irreparably decimated and the elves wept for an age.

appendix | 83
After the deceit of the Vanir during the war with the dragons, voices of the trapped children...
the tribe of korpikallis known as Lauladalings stole/brought
(there are many conflicting sources on this detail) one of the Size: 8t;
mysterious stones of sagas from the illmalaini elves with the Movement: Land 2 CP per 8 m (Max 64 m);
purpose of reinstating their old land. With the hero Aino as Initiative (base): -4;
their leader and with the power of the stone of sagas in their Fear Factor: 1d10 (OR 7-10).
clasp the elves slew the hrimtursirs one by one, only Rautakappu Body Points: 232
survived after his mother hid him beneath icy waters. Aino and Damage Levels:
the Lauladalings razed the old castle of Rautakappu’s family to 1-58 (0) / 59-116 (-1) / 117-174 (-3) / 175-232 (-7) / >232 (Dying)
ruins and left none alive, not even the babes suckling at their Character Traits: Strength +8
mothers’ teats. Then Aino and the elves called the winds of Feats: Fire weakness, Frenzy, Grip, Horn Throw, Hrim Body (See
Trudvang to them to seek their aid. The winds did come, and Jorgi’s Bestiary p.132-134)
they were wrathful. For the tursirs had laid low the forests Skills: Faith SV 3, Knowledge SV 8, Shadow Arts SV7, Vitner Craft
and mountains that the winds had flown through in ages past SV 1, Wilderness SV 10
and they promised to forever carry the magical song, the jojk, Agility SV 7 Horsemanship 2 (Driving Wagon 2)
of Aino over Trudvang so that the tursirs could nevermore Care SV 10 Handicraft 3 (Hard Materials 4)
ravage the land. Only the Farje Wind, the wind of the Great Ice Entertainment SV7 Gambling 2 (Game Strategist 1, Great Gambler 1)
Plains, refused the elves. As is bid by ancient tradition, when Fighting SV10 Battle Experience 5, Fighter 5
summoned by the horn of the Lauladalings he did come, but Armor (Chainmail): 10;
after listening to Aino and the elves the Farje Wind named Weapons:
the hrimtursirs as their brothers and kin and swore wrathful Unarmed: 2d10 (OR 8-10) + 8, Initiative: 0.
vengeance on the other winds and the elves. Two-Handed Weapon: 4d10 (OR 7-10) + 8, Initiative: -5/-7
Since then, Rautakappu has been a returning figure in the Number of Rounds to Spread Combat Points: 3
legends and sagas of the elves of Trudvang. The sagas tell of Combat Points: Free 10 / Attacks & Parries 15
how Rautakappu in his clothes of iron, riding his sled pulled by Samples of attacks: 2 actions per 4 rounds, Weapon SV 15, SV 10
mastomants, tries to lure the elves into the pits and holes where
the winds cannot reach. He is told to be fond of eating elves and Rautakappu’s enchanted arm ring turns him invisible,
humans and trapping them in his giant sack. He’s a trickster meaning that characters must pass a difficult (-7) Shadow Arts
and a deceiver who likes games, riddles and competitions which skill roll with the Finding & Spotting specialty in order to
he is spelled to be rather good at. In this context any elf can see him while he stands still, and a normal skill check against
recall that the sagas of their kin mention Rautakappu as a friend Finding & Spotting when he moves.
of the dwarves and an ally of the ancient smiths and Thuuls. It
is said and sung that it was them who taught Rautakappu how
to forge living souls into iron, a horrible fate for those whom Rorthram Trollstooth
it befalls. Brave and violent, this famous Zvorda warrior’s only aim is to fulfil his
The Hrimtursir Rautakappu is very old but he carries the duty: to find Dirbozvo and protect any other Dwarf.
hunger and anger of a youngling. He was born in what is today
known as northfrost around the age of the queen. He’s the last Movement: 2 CP per 1m (Max 6 m)
remaining of a long and proud line of giants that were destroyed Body Points: 40
long ago by the korpikalli tribe known as the Lauladalings Damage Levels: 1-10 (0) / 11-20 (-1) / 21-30 (-3) / 31-40 (-7) / > 40
and their leader Aino. He hates elves, all elves, and he curses (Dying).
their names by day and dreams of their destruction by night. Character Traits: Constitution +2, Strength +4.
However, Rautakappu is a great friend and ally of the dwarves Skills: Care SV 8, Entertainment SV 1, Faith SV 1, Knowledge SV 7,
of Tvologoya and especially the current Thune of Nifulong, the Shadows Arts SV 8, Vitner Craft SV 1, Wilderness SV 8
lowest level of Tvologoya also known as Nifelheim to humans Agility SV 10 Battle Maneuver 1 (Evade 3, Ironclad 5).
and elves. Fighting SV 10 Armed Fighting 2 (Two-Handed Weapons 4),
Underneath his thick mastomant furs, Rautakappu wears Battle Experience 2 (Armor Bearer 3, Fighter
a gigantic chainmail, the shirt of iron from which his name 2), Unarmed Fighting 2 (Brawling 3).
derives. Although he always travels in snow and frost, the Equipment: Rauku, Masterful Mitraka Tvei Hammri (WA 2 turned
armor never seems to rust for some reason. Elven legends to 3, IM -6, PV/BV 13/130, Dmg 1d10 OR 7-10 +4 Strength, +1 SV,
claim that each time Rautakappu captures an elven child, he +2 CP locked to it), Masterful Bogemurgla Full Armor (PV/BV 9/90;
forges their soul into the next link. Only Rautakappu knows Heft 6 reduced to 1, MM 0, IM 0).
the truth of this tale, but some who have heard the rattle of his Initiative: +2 (Battle Experience 2).
mail claim that if you listen carefully enough, you can hear the

84 | appendix
Combat Points: Free 12 / Attacks & Parries 4 / Armed 2 (2H Movement: Land 2 CP per 6 m (Max 18 m); Flying 2 CP per 12 m
Weapons 8) / Unarmed 2 (Brawling 6). (Max 36 m);
Samples of attacks: Natural Armor: 3;
(IM -4) Rauku SV 16, SV 10. Initiative (base): +4;
Fear Factor: 1d10 (OR 7-10).
Body Points: 153–188
Skaftafijell Clansman Damage Levels (for 171 BP):
Use these stats to represent generic human warriors from all the clans 1-43 (0) / 44-86 (-1) / 45-129 (-3) / 130-171 (-7) / >171 (Dying)
in the area, whether they are Porkinga, Gudrugla or Hegla. Feats: Night’s Sight, Terrifying Stench.
Movement: 2 CP per 1m (Max 11 m, 10 m with armor) Natural Weapons:
Body Points: 32 Bite damage 2d10 (OR 8-10)+6
Damage Levels: 1-8 (0) / 9-16 (-1) / 17-24 (-3) / 25-32 (-7) / > 32 Claws 2d10 (OR 9-10)+6
(Dying). Number of Rounds to Spread Combat Points: 3
Character Traits: Dexterity +1 Combat Points: Free 7; Natural
Skills: Agility SV 7, Care SV 6, Entertainment SV 5, Faith SV 1, Weapons: (Bite 6; Claws 14);
Knowledge SV 7, Shadows Arts SV 8, Vitner Craft SV 1, Wilderness SV 9 Samples of attacks: 3 actions per 3 rounds
Fighting SV 8 Armed Fighting 1 (Right 1H Heavy Weapons 1 Bite SV 12; Claws SV 8, SV 7
2, Shield Bearer 2, Bows & Sling 2), Battle
Experience 1 (Armor Bearer 1, Fighter 1). For more information regard the Thorn Beast, see page 25
Equipment: Staaf Spjót (WA 3, IM -3, PV/BV 4/40, Dmg 1d10 OR in Jorgi’s Beastiary.
9-10), Tve Bogi (WA 2, IM -4, PV/BV 3/30, Dmg 1d10 OR 8-10,
Range 2-70, 71-150), medium shield (WA 2, IM -2, PV/BV 5/50), Fur
Armor (PV/BV 2/20, MM -1 m, IM -1). Tuva Sothi
Initiative: +1 (Dexterity +1, Battle Experience 1, -1 Armor).
Combat Points: Free 9 / Attacks & Parries 2 / Armed 1 (1H Right “Bring me blood. Blood for the blood queen.”
Heavy Weapons 4, Shields 4, Bows & Slings 4).
Samples of attacks: Tuva Sothi – also known as the Blood Queen - is the
(IM -4) Staaf Spjót SV 16, Shield SV 13 wildfolk chieftain of the savage Arks. Her name brings fear
(IM -4) Tve Bogi SV 16 into the hearts of many from Fjaal to the Stormlands and
her reputation precedes her wherever she goes. Tuva hates
outsiders and his afraid of Dwarves. She loves her thorn beast
as intensely as some love their dogs.
The Farje Wind
Strategy
“By ice and by snow.” Tuva is an incredibly aggressive fighter, in part due to her
Thornroot addiction but mostly because of her culture. She will
The Farje Wind is the spirit and the flowra of the northern try harm or kill opponents as quickly as possible in order to even
most wind of Trudvang. In old times, the Farje Wind was the the odds and will dart back and forth in order to make it more
only of the four winds to refuse the call of Aino the hero of the difficult to attack her. She will prioritize attacking weaker and
Lauladalings and side with the ferocious Hrimtursirs in the war less armored opponents if possible before engaging the greater
with the elves. When summoned by an ancient horn that carries threats. She will also make use of the ‘Feint’ combat action in
Aino’s magical jojk, the Farje Wind must come and listen to order to make her attacks more difficult to parry. She will only
what the one who blew the horn has to say. try to parry attacks if pressed by a powerful opponent. Tuva
The Farje Wind appears before the material people of the is affected by the Thornroot (page 92, Game Master’s Guide)
mortal world like an avatar of ice. A slender man made entirely when fighting, the GM can roll to decide to which extent by
from blue and crystalline ice and snow. Their eyes are white, using the table on page 89 in the Game Master’s Guide.
and their laughter is cold.
Movement: 2 CP per 1m (Max 12 m, max 11 m in armor)
Body Points: 38
Thorn beast Damage Levels:
Type: Winged creature; 1-10 (0) / 11-20 (-1) / 21-29 (-3) / 30-38 (-7) / > 38 (dying)
Age: 70, max 150; Character Traits: Strength + 4 Constitution +2, Dexterity +2,
Size: 6t; Charisma -2

appendix | 85
Skills: Entertainment SV 6, Faith SV 8, Knowledge SV 6, Shadow Undis Gudrugla
arts SV 9, Vitner Craft SV 1, Wilderness SV 9
Agility SV 8 Battle Maneuver 2 (Combat Movement 3, Evade 2), “Bring me their heads. They’ll make fine soup bowls.”
Horsemanship 2 (Riding 3)
Care SV 7 Handler 3 (Commander 3) Undis is the clan lady of the Gudruglas in Skaftafijell. She is
Fighting SV 10 Armed Fighting 3 (2H Weapons 5), Battle a mighty and strong woman who knows what she wants and
Experience 3 (Fighter 4, Armor Bearer 1, doesn’t take no for an answer. It’s been long since a man sat on
Combat Actions 3, Combat Reaction 3) the throne of bones in Skaftafijell and so Undis is one in a long
Equipment: Masterful Quality Tvei Axi (WA 2(4) , IM 4-, PV/BV line of female leaders. As her wife and lover, she takes a lady
10/100, Damage 1d10 OR 8-10 +4 Strength), Capital Quality Fur named Alhwa who once was a prisoner of war from Majnjord
Armor (PV/BV 2/20, MM -0, IM -0) taken on a raid. Throughout the years they have come to love
Initiative: +11 (Battle Experience 3, Combat Reaction 3, Dexterity +2). each other intensely.
Combat Points: Free 13 / Attacks & Parries 8/ Armed 3 (2H
Weapons 10) / Combat Actions 6 Movement: 2 CP per 1m (Max 10 m, max 9 m in armor)
Samples of attacks: Body Points: 34
(IM +7) Tvei Axi: SV12, SV12, SV10 Damage Levels:
1-9 (0) / 10-18 (-1) / 19-26 (-3) / 27-34 (-7) / > 34 (dying)
Character Traits: Strength + 2, Psyche +2, Intelligence +1, Charisma -1
Uggin of Guashov’s blood Skills: Agility SV 6, Entertainment SV 1, Faith SV 1, Knowledge SV 7,
Vitner Craft SV 1, Wilderness SV 9
“The blood is strong.” Care SV 8 Handler 2 (Commander 2)
Fighting SV 10 Armed Fighting 2 (2H Weapons 4), Battle
Uggin of Guashov’s blood is a proud Dwarf and a revered Eigle Experience 3 (Fighter 3, Armor Bearer 2,
Thuul of Yetzin. To be an Eigle Thuul – the most revered Combat Actions 2)
amongst the rune priests of the dwarves – is considered a Shadow arts SV 7 Shadowing 2
formidable honor and Uggin and his ilk’s are treated like royalty Equipment: Breid Spjót (WA 2(3), IM -5, PV/BV 7/70), Fur Armor
by their people. When Glimmyrgjarn lays waste to Tvologoya, (PV/BV 2/20, MM -1, IM -1)
it is Uggin that leads the people to safety in Bysente. Initiative: +1
Combat Points: Free 13 / Attacks & Parries 6/ Armed 2 (2H Weapons
Movement: 2 CP per 1m (Max 8 m) 8) / Combat Actions 4
Body Points: 30 Samples of attacks:
Damage Levels: (IM -4) Breid Spjót: SV10, SV10, SV9
1-8 (0) / 9-16 (-1) / 17-23 (-3) / 24-30 (-7) / > 30 (dying)
Character Traits: Psyche +1, Intelligence +4
Skills: Agility SV 5, Entertainment SV 1, Shadow arts SV 8, Vitner Wiggon Avold
Craft SV 1, Wilderness SV 5
Care SV 10 Handicraft 2 (Hard Materials 5) “By my life or death, I will protect you.”
Faith SV 10 Divine Power 3 (Faithful 3, Powerful 3), Invoke 2
(Thuul Forging 4) Wiggon is an honorable Dragon Knight. Hailing from Westmark
Fighting SV 7 Armed Fighting 1 (2H Weapons 1), Battle and the house of Avold, Wiggon comes from a long and proud
Experience 2 (Fighter 2) line of warriors. He is the son to the lord of the house, Porokild
Knowledge SV 10 Cultural Knowl. [Dwarves] 3 (Lore & Legends 2, Avold, and he commands the eastern outpost of Oustoyga in the
Customs & Law 3, Religion 3), Language 3 Darkwoods by the sooty mountains.
(Foreign Tongue [vrok] 1, Foreign Tongue
[Rona] 1, Mother Tongue [Futhark] 4, R&W Movement: 2 CP per 1m (Max 10 m, max 7 m in armor)
[Futhark] 4) Body Points: 34
Divinity Points: 61 Damage Levels:
Divinity Tablets: Borjorn’s Hand, level 3 (level 3 of the rune inscribed 1-9 (0) / 10-18 (-1) / 19-26 (-3) / 27-34 (-7) / > 34 (dying)
on Uggin’s belt), Healing Rune, level 3 (level 3 of the rune inscribed on Character Traits: Constitution +1, Strength + 1
Uggin’s belt), Labyrinth Blood, level 4 (level 4 of the rune inscribed in Skills: Entertainment SV 1, Faith SV 1, Knowledge SV 8, Shadow arts
a jewelled necklace), Power of Repair, level 3 (Uninscribed) SV 6, Vitner Craft SV 1, Wilderness SV 7
Equipment: Tvei Hakk (WA 2, IM -6, PV/BV 8/80) Agility SV 8 Battle Maneuver 2 (Ironclad 2), Horsemanship 2
Initiative: Initiative +2 (Battle Experience 2) (Riding 3)
Combat Points: Free 9 / Attacks & Parries 4/ Armed 1 (2H Weapons 2) Care SV 8 Handler 1 (Commander 2, Sage 1)

86 | appendix
Fighting SV 10 Armed Fighting 2 (1H Light Weapons 1, 1H Yukk’s Snake
Heavy Weapons 1, Shield Bearer 2), Battle Type: other;
Experience 1 (Fighter 1, Armor Bearer 4, Size: 7t;
Combat Actions 3) Movement: Land & Water 2 CP per 3 m (Max 24 m);
Equipment: Barda Makir (WA 3, IM -5, PV/BV 7/70, Damage Natural Armor: 4;
1d10 OR 9-10 +1 Strength), Staaf Spjót (WA 3, IM -3, PV/BV 4/40, Initiative (base): -4;
Damage 1d10 OR 9-10 +1 Strength), Medium Shield (WA 2, IM -2, Fear Factor: 1d10 (OR 10).
PV/BV 5/50), Capital Full Plate Armor (PV/BV 10/100, Heft 10 Feats: Constricting (SV 10), Hylja, Paralyzing Stare
turned to 2 due to Ironclad, MM -3 m, IM -3) Body Points: 150
Initiative: -5 Damage Levels (for 95 BP):
Combat Points: Free 11 / Attacks & Parries 2/ Armed 2 (1H Light 1-38 (0) / 39-77 (-1) / 78-114 (-3) / 115-150 (-7) / >150 (Dying)
Weapons 2, 1H Heavy Weapons 2, Shield Bearer 4) / Combat Actions 6 Natural Weapons:
Samples of attacks: Bite Damage 3d10 (OR 9-10)+6 IM: 0
(IM -5) Staaf Spjót: SV10, SV7; Medium Shield: SV 8, SV7 Number of Rounds to Spread Combat Points: 3
(IM -9) Barda Makir: SV10, SV7; Medium Shield: SV 8, SV7 Combat Points: Free 7; Natural Weapons: 11
Samples of attacks:
Bite SV 10, SV 8
Wildfolk cultist
Movement: 2 CP per 1m (Max 10 m, max 9 m in armor)
Body Points: 33
Damage Levels:
1-9 (0) / 10-17 (-1) / 18-25 (-3) / 26-33 (-7) / > 33 (dying)
Character Traits: Constitution +1, Perception +1
Skills: Care SV 1, Entertainment SV 1, Faith SV 8, Knowledge SV 5,
Shadow arts SV 6, Vitner Craft SV 1, Wilderness SV 7
Agility SV 8 Battle Maneuver 1 (Combat Movement 1)
Horsemanship 2 (Driving Wagon 1)
Fighting SV 8 Armed Fighting 2 (1H Light Weapons 1,
Bows & Slings 2), Battle Experience 1 (Combat
Reaction 1)
Equipment: Veidi Bogi (WA 3, IM -2, PV/BV 2/20, Damage 1d10
OR 10, range 2-30 m/31-80 m), Split Axi (WA 4, IM -3, PV/BV 6/60,
Damage 1d10 OR 10)
Initiative: +3
Combat Points: Free 9 / Armed 2 (1H Light Weapons 2, Bows &
Slings 4)
Samples of attacks:
(IM +/-0) Split Axi: SV13
(IM +1) Veidi Bogi: SV15

appendix | 87

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