TSR 9230 - GAZ7 - The Northern Reaches.pdf

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OFmCML
GAME
ACCESSORY
'by
Ken
Rolston
and
Elizabeth
Dado&
Table
of
Contents
DM BOOK
Introduction
.
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Odand
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2
7
9
Non-Human
Ryes
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C w
of
cnutc
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o
Otkel'sStead
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57
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Dcsien:
Ken
Rolston.
&ab&
Edit&: Elizabeth
Danforth
Dauforth
Product Manager: BNCC
Heard
Coordinators:
Karen
S. Boomguden,
Bruce Heard
Cover
Anist:
Uvdc
Gldwell
Interior
Anist:
Stephen Fabian
Graphic Design: Stephanie Tabat
Curography: Dave Sutherland, D d
Kauth
Typography:
Kim
J d e
and
B e q
Elmore
ik
Playwtm:
Mikc
Doolide,
Dc
Gamer,
Anna
Humaty,
Gmrgc
Johnson.
Paul Rini, Dave
Stephens.
Marrin
Wixted.
M u k
O G m n
O1988
TSR.
h .
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Rcscned.
p d n d
in U.S.A.
c
All
AD&D. DUNGEONS
&
DRAGONS, D&D,
FORGOTIEN
REAM.
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Distributed in
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ISBN
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TSR
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Ltd.
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z
-
,
Cambridge
CB14AI
united
Kingdon
9230
Lntc
Genm,
WI
53147 USA
..........
.-
,.
.
.
“The Northman
is
witbout
peer
i
cour-
n
age and might
of
arms.
None can
pus-
tion
ourgloiy
and honor. and
none
shall
stand
a g a k
us
i
battle.”
n
Onund
Tolundmi~e,
Priest
of
Odin
another
t i g
this
is
a
fantasy
roleplay-
hn,
ing game, not a historical roleplaying
game.
So
we give you plenty of Viking flavor,
but don’t confuse this flavor with the
his-
plans
to
design
his
own
adventures
in
this
snting,
or develops only a few of the
sce-
nario ideas
suggested
here, players
can
probably read the DM Book without
spoil-
ing the campaign. Players..&&
with
..beats
clean-
alinntheDwad
that
suits
This
sourc
bes the North
spective.
Players
c&
read &e PC
iook
Northern Reache
campaign, and containing new rules, a
new system to create Northland
charac-
ters, and a new nine
magic
system.
a
22”
X
34” full-color foldout map,
printed
on
one
side with a map of the
Northem Reaches and the nations’ capi-
tals, and
on
the reverse with the layout of
a Northman’s hall and stead.
4 full-color inner covers, designed to
be
cut up and assembled
as
3-D buildings
for the
jarls
hall layout.
I
QiS
S
without restriction.
The first section, “What
Everyone
Should
Know
About the Northern
Reaches,” introduces you to the essentials
of
Northland geography and culture. The
second section, “Creating Northman
Player Characters,” provides procedures,
tables, and notes
on
creating Viking-type
player characters. The third section,
“Clerics in the Northern Reaches.”
describes
the
special role
of
clerics
in
the
Northlands, and provides
rules
for a
new
-
‘‘ninemagic.”
clerical magic
DM
Book
a
DM
reference
on
the Northern
S.
The
first
section,
“History
of the North-
and
in
the Player Book.
ed, these .four characters
speak with authority and
chann
to DM5
about those elements of Northern R d e s
life ideal for
gaming.
They are
?Is0
NPC
voices to
speak
to players,
inducing
d v e
and foreign travelers to topics and
places of interest to adventurers. Some-
times
their views
are
ill-considered opin-
ions and sometimes they
can
provide an
insight to the Northern life
t a
no
for-
ht
eigner could imagine.
Each
character
represents
a m e r e n t ele-
ment of Northern Reaches culture.
Helfdan Halftroll, the dassic hem-
warrior, raider, trader,
sea
captain, and
roughneck. HeEdan
is
out
guide to the
down-to-earth world of f u m and
stead,
longboat and shieldwall, dan loyalty and
love
of
war.
Onund Tolundmire, itinerant priest
of
Oh-skald, entertainer and moralist,
e
runereader and student of the
ds
of
men
and
gods,
ofhistories
ofthis
world and the
next.
Onund
is
our guide to the
northem
chancvr
as
revcakd
in the
histories
of
WkiNW
on
W t ? -
Sure,
this
is
the Vikings. We’ve adapted
them to the fantasy-adventuring of the
D&D” game, borrowing cheerfully from
the rich historical and mythological lore
of the Vikings.
But this
is
not a historical Viking
setting-that wouldn’t be appropriate
for most adventures. For one
thing,
an
abundance of magic
is
commonplace in
the D&D game, while in Viking history,
mortals didn’t
see
a lot of magic. For
the new humanoid race
of
the
Modrigswerg-the moulder dwarves.
The third
d o n
details the Northland
adventures for
this
setting. It covers the
nations’ capitals and
also
the adventure
scenarios taking place elsewhere.
The final
d o n ,
“Campaign Notes,”
describes how
t
develop your
own
North-
o
em Reaches campaign. Several important
settings for Northman adventures are
elaborated.
T&cally,
the DM Book should
be
read by DMs only.
Pnrricallg,
if
a DM
2
b
..
1
men, monsters, and gods of the Northern
Reaches,
and
to the role of the
D&D@
game
cleric
in
ti
setting.
hs
Sam
the Serpent, the “white” sorcerer
-scholar and world-traveler, student of
ancient
races
and
cultures,
trader and col-
D&D
game fantasy
adventures in Northern Reaches
settbgs.-
CurseofXanathon (X3).
DoupNila.
A
32-page
D&D@
the
mountains
of
Vestland
1
\
I.
I
e
end, the more likely they
are
to regard
it
as
uuth,
no
matter how incredible.
As
you get to know and love these
NPCs,
you’ll
see
how
they
can
play
an
important part in your Northern
Reaches
campaign.
U e
them
as
NPC
informants
s
and contacts
i
your scenarios. Players love
n
familiar characters, who
also
give the
cam-
paign
coherency by acting
as
transitional
elements between scenarios.
Su~esteO
ReaOhvqis
There
are
other
excellent
and
well-
researched
~OUITCS.
Seek
them
out.
Wise up. Where do you
think
we game
designers get our neat ideas? From
h s o y
itr
and
books
about ancient
cultures
we
get-
free!-from the public library! We’ve
ink
included
things
we
th
will provide you
w t
lots
of
exciting adventures,
but
no
ih
scenario
book,
including
this
one, even
begins to cover everything you could adapt
into a
super
game.
If
this
subject
interests
you, and you’d like to play other games in
a Viking-type
setting,
you won’t be
wast-
ing p u r time doing a little
extra
reading.
3
Although modem history of the North-
lands belong to the human and human-
oid races, the giantish and goblinoid
cultures have been established in the
hill
and mountain regions for twenty-seven
centuries. Only in the
last
three centuries
planet. Because of theu close connection
to the earth. the sedentary
earth,
rock,
and giant
trolls
have been known to “go
to sleep”-to become immobile and
indistinguishable from the earth and rock
where t h 9 rest.
Northman had to be
as
skilled with
his
weapons
as
with the tools of his trade.
The survival of every community depend-
ed on the warrior
skills
of
each individual
member.
The Northlands
fell
under Nithian
1000
BC.
The
trade routes
Thedisas-
frost
gi
h
e
lands
of
re
sub-
In addition to these better-knc
giant sub-races, the Rockhome ana
Northland mountains
are
also
the
refuge
of
many
of
the
more remarkable giants,
contribution
m
and better-organized
trolls
and giants,
the
hill
gnolls settled throughout the
opponents, the hill gnoll
clans
fought
one another for the scarce resources
of
this
new
and barren land.
The second wave included the various
sub-races
of
trolls: the common root
troll
(the standard troll described in the
D&D”
Expert rules); the uncommon
earth
troll
(a larger, more durable,
less
intelligent
troll);
the rock
troll
(a
slow,
powerful. and unusually peaceable
spe-
cies); and the giant troll (generally
thought to
be
extinct
in
this
region). The
troll
clans settled mostly
in
the western
hills of modern Vestland.
Legends
say
that the
troll
races are
among the oldest living thing
on
the
em
Nom
primitive
seamen and fuhermen. Most of the
Northland lowlands and islands are good
s
for agriculture. though the land
i
rugged
and infertile along the northern coast,
and covered w~thforests and marshes
along the southem mainland and the
off-
shore islands.
Most
communities were very
s a l
ml,
ruled by a
petty
chieftain
who
w s
likely
a
to be chosen for
his
strength
of
arm
and
his
fighting abilities. Most villages “corn-
municated” only through raiding and
warfare.
From
the very beginning, the
4
D W a R W N C U / h / K € S :
Relatively
little
is known of the early history
of
the
Modrigswerg dwarven culture of the
Northlands. Known
as
“moulder
dwarves” by their western cousins
in
Rockhome, legend says that these
dwarves were driven out of the Rockhome
region for breaking ancient clan
uadi-
tions against tr&cking with spellcasters
and alchemists. Said to be a cursed
p
ple, their name
is
now
associated with
madness and
evil.
Less
social
t a
Rockhome dwarves,
hn
the Modrigswag prefer to live
in
small
family units,
or
as
isolated hermits. They
are known for the
quality
of
their stone-
work. jewelry, and weaponsmithing.
Their superb physical craftsmanship com-
bines
with the
secret
acts
of dwarven
craft-
magic to produce marvelous
arrifact.
However, the moulder dwarves are con-
sidered greedy and malevolent at worst,
greedy and mischievous
in
general, and
shy and antisocial at best.
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