For too long have pen-and-paper gamers gone without a worthy northern home wherein they may braid their beards (where applicable), sharpen their axes, and raise their horns to god-oath and ring-hoard. Too long have brave and lusty RPG’ers yearned without hope for a snow-hardened hall-land of gods and heroes, where bravery is measured in bloody deeds, and greatness immortalized in fame-song.
Like the lifting of doom-curse, or the end of long-winter’s night, does the Blood-Clans of Jorikk open up before us, offering a glimmer and scent of something wild, ancient and honorable, that perhaps we thought was lost, or perhaps forgot even to remember.
So do we venture into the great Lake Jorakk wilderness, set in the furthest reaches of Tellene’s northeastern Wild Lands. As an RPG campaign setting, this remote and grim landscape provides a Nordic home all but limitless in its scope and possibility.
While integrally part of the greater world of Tellene, the remote expansiveness of the Lake Jorakk Wilderness makes it possible to run a purely Nordic story, where characters need never cross paths with the mundanity of a more tame and “civilized” world.