Wild Lands and Wild Folk
an Introduction to the Blood-Clans of Jorikk
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We recommend starting with this installment, especially if you’re new to the Blood-Clans, as it’s an overall introduction to the world-setting.
As an RPG campaign setting, this grim landscape provides a Nordic home all but limitless in its scope and possibility. While integrally part of the greater HackMaster world of Tellene, the remote expanse of the Lake Jorakk Wilderness makes it possible to run a purely Nordic story with whatever Tabletop Fantasy RPG system you might like to use.
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In this Regional Guides Starter you’ll find the (very high resolution) main maps referenced throughout the Blood-Clans of Jorikk campaign setting, as well as a 30 page introduction to the region’s climate and seasons, and a how-to for using the in-depth Regional Guides. As such it is largely of interest to GMs, though players will certainly find the maps and descriptions of climate and season quite useful.
The Wyldr of Jorikk Regions map illustrates the rough geographical borders of the 18+ regions which have a dedicated Regional Guide. Each region represents a unique wilderness area that can be used as a stand-alone campaign setting, or as a mini campaign setting which exists as part of an overall story arc occurring within the greater northeastern Wild Lands.
Due to the high resolution maps, this is a 24.3 Mb download.
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This is the first Region Guide to the Blood-Clans of Jorikk, and builds upon the Regions Starter Pack . It introduces them to the feud-torn and heavily contested prairies of Drhokker, just south of the vast expanses of the Rytarr Forest.
For centuries the northern sea of Lake Jorakk was but a rumor and myth inthese lands, but in the last forty years a trade and immigration boom in Narr’Rytar has led to more and more Drhokker clansmen packing up to seek fortunes in the remote northern wilds.
Will you (or your players) choose to embroil yourself in the territorial feuds and blood-politics of the Drhokkeran Horse-Lords, or will you turn north with the whiff of placer-gold, dwarf-iron and scalp-bounty to feast in the timbered halls of the Blood-Clans of Jorikk?
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There is much of beer, liquor, gaming and whoring in Drhuyl. The two main beer-halls are rough and violent places where most of the men spend their hard-earned money. The bathhouses, owned by the Rolff family (see below), are also brothels. The water is brackish and lukewarm, and the sounds of patrons being serviced by slave women can be heard from as far away as the central court turnabout. Of course many customers aren’t above getting a bob in public, perhaps in the washing yard or in the bathhouse itself, as a room costs as much as a cluusti (also said to be the going rate for that service).
For those needing coin, there is usually work in the stables and cattle yard, especially when herds are moved in and out. The Jodlutt Forest is said to still be rich in fur-bearing animals, though it is quite untamed and shows sign of increased Orc activity. Armsmen can almost always find work out of Drhuyl protecting merchant caravans headed up the Western Road to Ormyn. Cattle merchants sometimes hire as much as a dozen armsmen at a time to protect their herds on western-bound journeys to places like Dhrurkk and Dhreth. Free-warriors also use Drhuyl as a staging point for scalping expeditions into the middle Jodlutt Forest.
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Skarrn: The Tongue of the North – is a primer to the Skarrnic Fhokki dialect and contains hundreds of definitions of vocabulary specific to this tongue within its 35 pages. You will find this resource of eminent utility in adding localized flavor to adventures taking place within the realms of the Blood Clans.
While differences may be found in the local dialects of the many and varied Fhokki clans and tribes of the Wild Lands, more remarkable is their consistency. Indeed, the similarities of the three primary Fhokki dialects offer clear evidence of a shared kinship between all Fhokki peoples.
The three primary Fhokki language dialects are distinct to the regions that use them. The Fhokki of the Middle Wild Lands, stretching from the eastern slopes of the Byth Mountains to the Great Eastern Steppe beyond the Jorakk River, primarily speak Hargg. The Torakki, who have dwelt upon the northern tundra for untold generations, hold to the old forms of the Torakki tongue, and do so proudly. The Skarrns and the Dunnvigr speak Skarrnic Fhokki. Within these three primary dialects some local variations may be found, especially within Hargg, but for the most part those concern differences in accent, idiom and slang.
The Fhokki dialect with which we concern ourselves here is primarily Skarrn, the tongue of the folk of Skarrna, and the Dunnvigr. Emphasis has thus been placed upon Skarrnic constructs and usages, as a treatment of the Fhokki tongue as a whole stretches beyond the scope of this work.
As to written forms, our understanding of Skarrn must come entirely from the Skarrns, for the Dunnvigr still regard quill, ink and the scribbling of words onto the semi-permanent medium of paper as a thing to be wondered at, distrusted, sometimes feared and, for the most part, ignored. The Dunnvigr, and indeed many Fhokki, see writing as, on average, a waste of time and, at worst, a sort of rune-magic used by foreign sorcerers to trap the essence of a person or reality. More moderate and reasonable Dunnvigr view writing with some reluctant acceptance, even regarding it as a sort of oath-making, where thoughts and spoken words are made concrete and thus bound un-breaking in the world, much as is done in a blood-oath ceremony.
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Vigurdr Dunrjorkk: a living legend who, by strength, courage, will and shrewd wisdom, has led his clan-folk out of doubt-darkness into a new age brimming with the promise of great wealth, expanded power, and the fulfillment of deep prophecies long-since resigned to bitterness and regret.
This installment paints a vital picture of recent events throughout the northern Wild Lands, centering around the reclamation of the Dunnvigr from the dark periods following the Sundvulkkr kinwar, the building of Narr’Rytar, the defeat of powerful foes such as the Nulgee and the Hordes of Khavntargg, and the machinations of deadly regional power-politics.
While the Dunnvigr stand now poised at the edge of a great destiny because of the shrewd and bold maneuvers of their first-lord Vigurdr Dunrjorkk, he is aging, and what will follow his death remains to be seen. Will the Dunnvigr seize the moment and carry forward on the momentum of the last forty years into a century of greatness? Or will they resume blood-feuds of old and bring upon themselves again the doom of brother-war? Much remains to be seen, and of the future few even of the Great-Seers can tell.
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The Lands of Lake Jorakk have long been but a rumored place of myth and legend for southern Fhokki– a veritable northern Land of the Gods, full of endless bounties, unspeakable wonders, and terrible dangers.
The Northern Market installment covers the economic interrelationships that tie the disparate regions around Lake Jorakk together in a web of trade and fierce competition. Included are insights into the exchanges between the Dwarves of the Jorakk Mountains and the Dunvig peoples, the bustling scalp markets of the Wild Lands, the exotic ice trade, and more.
GMs who want to inject more realism into their towns and cities will find The Northern Market an invaluable resource. Not sure how much that wolf pelt will fetch at market? This PDF has you covered. The Northern Market highlights the often-overlooked details of the day-to-day business dealings of the northmen and their neighbors, giving a rare glimpse into what it takes to turn a profit in the frozen north.