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Sǫgnland

The Sviar Chiefdom of Sǫgnland, with a population of 5,966,272 and a land area of 1,360,509 km², is governed by a clanocracy under High Chief Gøðingr. The document outlines significant historical events, notable figures, and potential plots involving local cities such as Askatlasborg and Borð, detailing conflicts, legends, and adventures. Additionally, it includes rumors and challenges faced by the inhabitants, reflecting the rich cultural tapestry of the chiefdom.

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Ismael Feliciano
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0% found this document useful (0 votes)
8 views27 pages

Sǫgnland

The Sviar Chiefdom of Sǫgnland, with a population of 5,966,272 and a land area of 1,360,509 km², is governed by a clanocracy under High Chief Gøðingr. The document outlines significant historical events, notable figures, and potential plots involving local cities such as Askatlasborg and Borð, detailing conflicts, legends, and adventures. Additionally, it includes rumors and challenges faced by the inhabitants, reflecting the rich cultural tapestry of the chiefdom.

Uploaded by

Ismael Feliciano
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as RTF, PDF, TXT or read online on Scribd
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The Sviar Chiefdom of

Sǫgnland
Population: 5,966,272
Land Area: 1,360,509 km²
Location: 52, 83
Government: Clanocracy
Primary Culture: Sviar
Ruler: High Chief Gøðingr
Motto: "Let infallibility guide"

History
Year Event
The chiefdom of Sǫgnland is founded
before written history.
552 Malachi Blackwing, Priest of Odin wins
a series of life-and-death bets with the
head of the Assassin's Guild.
912 Giafvaldr becomes an oracle of the
gods in early childhood.
973 Giafvaldr is cursed to continuously
hear the voices of those he's slain
over his lifetime.
1099 Young Timo Warlich's parents are
convicted of performing evil magic
and burned at the stake.
1103 Years of warmer than usual
temperatures allow explorers from
Sǫgnland to settle nearby lands as the
nation of Yfirhofn.
1220 Geirdís's legend begins with her
discovery of a vast sunken treasure.
1240 Geirdís Ingigerthrsdóttir has a drink
named in her honor, proudly served
by every tavern and inn.
1242 Geirdís Ingigerthrsdóttir is killed
saving the High Chief from a master
assassin.
1355 A mumbled insult at a dinner of the
Clan Council leads to a war between
several of the clans.
1360 Sinn is portrayed as an idiot in the
popular song called The Unstable
Sviar.
1451 Torgar Ulfheiden learns the art of
assassination to get revenge upon the
assassin who killed his parents.
1458 After Sǫgnland grows bigger than the
Clan Council can hold together, a vast
swath of territory becomes the
sovereign nation of Bóthofn.
1491 Torgar Ulfheiden is arrested for
murder, but set free after all evidence
is somehow misplaced.
1497 Torgar Ulfheiden is slain after being
discovered gambling with rigged dice.
1534 Eyjólfr becomes famous due to his
uncanny resemblance to the carving
of an ancient hero.
1534 Eyjólfr Gunnmundrson sells his spouse
to a slaver.
1535 Eyjólfr Gunnmundrson prevents an
attempted assassination of High Chief
Arnfríðr and becomes a favorite of the
Clan Council.
1537 Eyjólfr routs an invading goblin army.
1549 Eyjólfr Gunnmundrson dies in a daring
robbery.
1600 current date

Cities
Amilyashlatr (54, 81)
Population: 2,267
Motto: Always Renowned
Year Founded: 1362

Potential Plots
Village Cannibals
Bodies have been disappearing from local cemeteries. Local legends tell of a
hag who would emerge from the depths of the nearby swamp to steal the dead
and make lifelike copies of them to do her bidding.
Superstitious, the townsfolk whisper about it behind closed doors and none go
near the cemetery at night. When the captain of the guard sends a squad of
guardsmen to investigate and they disappear, he approaches any capable
individuals and asks for their help.
There is no supernatural horror at work here. The graves are being excavated
by a madman named Thithrandi Hervarðrson and his family/followers in the
swamp. They eat the rotting flesh of the corpses, and ground the bones of those
older dead and add it to moonshine. This guru teaches his downtrodden,
diseased flock that only by consuming the dead can they fortify their souls for
the tribulations of purgatory and ascend into eternal paradise.

Rumors
The village idiot was once a powerful wizard who lost his mind when
attempting diabolical spells.

Askatlasborg (48, 82) - capital


Population: 47,950
Motto: Bowed but not Broken
Year Founded: 22

Potential Plots
Ship: The Energetic Horace
An aging whaler is seeking more crew to hunt the leviathans of the deep.
The Energetic Horace is eighty-eight feet in length, sporting three masts and
four whaleboats. Her captain, a woman named Arnrithr Jarngerðrsdóttir is
eccentric, and only speaks in rhymes. She has a reputation for paying her crew
a larger than normal share of the expedition's take.
Her new first mate, who joined the crew only a few months ago is named
Guthmundr Hallman, a veteran sailor with a deep, booming voice. Guthmundr
is in love with the captain, who has shown no interest in him, which leads him
to attempt more desperate and dangerous tasks to impress her and win her
affections.
Rumors say Arnrithr has found a location where the largest and fiercest whales
mate, and her rivals fully intend to track her and steal the bounty for
themselves.

Pirate Tithes
Pirates have plagued ship traffic of late and local merchants will certainly
reward anyone who puts an end to their activities.
Pirates are harassing ships a few miles from land as they leave or approach
Askatlasborg's harbor, demanding a "tithe to the gods of the sea." Ships who
relinquish ten percent of their cargo are allowed to sail on, while those who
refuse are sunk, set afire, butchered, or all three. Once an occasional risk, the
piracy has become so bad that the port's traffic has fallen off, causing hard
times for the city. Who will put a stop to the raiders?

The Pirate's Ransom


A nobleman's son is being held for ransom, but he's looking to rescue him
instead.
While relaxing at a tavern, the adventurers are surprised to see the barmaid set
down a small bag of coin in front of them, then nod to a man at a table across
the room, who lifts his glass and beckons them over. A common gray cloak
hides the fine threads of the man's shirt and the richly embroidered vest he
wears. He introduces himself as Vilrekr Mennt, the head of a family that long
ago made its wealth in spice trading. His son Ióarr—a constant disappointment
—was taken captive by the famous pirate Ingigerthr the Meddling three weeks
ago, and now she is demanding a ransom of 15,000gp to return his son.
Vilrekr reluctantly explains why he has not gone to the authorities with this
information: he has used Ingigerthr's pirates to harass the competition for
years, and he could be imprisoned if they find out. Secondly, he cannot get a
hold of the funds he needs in time either. Thus, he needs a group to find
Ingigerthr's ship—the Meddling Giant—sneak aboard, and rescue Ióarr. For
this task, he offers a pouch of gems and two potions of invisibility up front,
with a promise of a larger reward upon return.
The Meddling Giant is not a hard ship to find, as it regularly cruises the coast
of Sǫgnland. The ship is a fast and maneuverable two-masted caravel, and
carries a contingent of fifty pirates. Ióarr is being kept in chains in the bilge,
and is terrified and filthy but unharmed. If any rescue attempt is discovered,
Ingigerthr will make a counter-offer: act as her negotiating agents and bring a
new proposal to Vilrekr. Instead of a monetary ransom, Vilrekr is to turn over
the Mennt business in Askatlasborg to her, though he can keep the businesses
he has in other cities. The business then would be run by her new negotiating
agents, who would keep fifteen percent of the profits for themselves.

Rumors
Hólmkell the Elasmosaurus, a notorious mercenary, has been seen skulking in
and out of the mayor's bedchambers at night.
The High Chief has a secret child from his illicit lover.
Taxes are about to go up dramatically.

Askatlasfingr (51, 84)


Population: 2,624
Motto: Watch our Deeds
Year Founded: 1134

Potential Plots
Violent Evictions
Hallabera Ingvöldrsdóttir of the affluent House Skaut has purchased a large
portion of land outside Askatlasfingr. Those who live on that land fear that she
will turn them out without compensation, leaving them homeless and destitute.
They know House Skaut has the wealth and connections to ensure that, even if
some of the residents got hurt in the process, no one would pay much
attention. They seek help in finding a way to preserve their way of life.

Rumors
The secret to the popularity of the beloved local brew, High Chief's Ale, is the
result of a highly addictive plant extract.
Borð (49, 83)
Population: 9,833
Motto: Energetic Daughters
Year Founded: 1376

Potential Plots
Crab Pot Stakeout
Lookouts are needed by a fisherman to catch his rival in the act of stealing his
catch.
Vargr Ölvirson is a middle-aged fisherman who makes his living catching and
selling crabs. This puts him in direct competition with Auðgrímr Eymundrson,
a wily veteran crab fisherman who has long been Vargr's rival. Vargr suspects
that Auðgrímr has been stealing crabs from his crab pots so he can blackmail
the older man. To this extent, he is looking to hire one or more lookouts.
Vargr will eagerly explain his plan. The lookouts' only job is to hide and watch
his crab pots at night, when he suspects Auðgrímr will come around to steal
any captured crabs. He reiterates with a stern voice: the lookouts are NOT to
interfere! Once the lookouts have confirmed the theft, they are to send a rider
to bring the news to Vargr, so he can be at Auðgrímr's home, waiting to catch
him red-handed. When he does, he will offer the man a choice: he can go to
jail for being a thief, or he can agree to marry his daughter Arnthruthr to Vargr,
as Vargr has long been in love with Arnthruthr.
The stakeout is set to take place on a sandy bluff by a series of tidal pools
where Vargr typically leaves his crab pots. From the bluff, about eighty feet
from the water, the lookouts will have a great view of the area and can easily
remain hidden. The night of the stakeout is clear with a bright moon in the sky.
Just as predicted, a figure will emerge from the darkness to check the traps,
and open them to steal the crabs. This figure, it turns out, is none other than
Arnthruthr herself. Her father has been stealing the crabs, but tonight he has
taken ill. As she does so, the lookouts notice a number of other figures
approaching the tidal pools: three water-logged sea-ghouls, with pallid green
skin, a mouth full of needle-like teeth and barnacle-covered claws. The
lookouts will have to decide whether they are to intervene to try and save the
woman from the approaching sea-ghouls, or do as instructed and abstain from
interfering.

Rumors
The Murdagh's's Strength tavern is selling a beer that they claimed has been
blessed by the High Chief himself.

Brautsínn (49, 81)


Population: 7,402
Motto: An Exemplary Place
Year Founded: 1299

Potential Plots
Weapons of Mass Distraction
Local villages are frenzied after a traveling blacksmith sold them magical
forgeries of weapons. They want him brought to justice.
The perpetrator of the crime is, in fact, no blacksmith at all. He's created these
weapons with a magic spell, and has been profiting off his act for months with
no one wiser for it until he's long passed.
It is rumored that a traveling blacksmith is selling weapons in the countryside
at a very low price. Unfortunately, by the time he's faded into the horizon, the
weapons are shown to be elaborate illusions with no physical substance to
them. Those who were wronged by the blacksmith want him brought to justice.
The loudest of those who were swindled by the blacksmith is a mercenary
named Sigbrandr Hárekrson. He bought an entire stock of the weapons from
the merchant, and when he went to arm his men, all the equipment was gone
from the bed of his wagon. Sigbrandr has since been doing his best to track the
man who has sold the illusory goods, and often shows up in the villages that
the blacksmith did business in. Unfortunately, he's always a day or two late to
find him.
Sigbrandr Hárekrson will pay handsomely for help apprehending the
merchant. Those who take him up on the offer may find that the villages the
merchant has traveled to have a pattern that will give clues to where he'll go
next.
Upon being found, the villainous merchant will attempt to dissuade his
pursuers by any means necessary. He'll offer a bargain of allegedly real goods,
a bribe of the money he's been swindling people for, and if all else fails he'll
use his illusory magic to escape his pursuers. He causes the noise he makes as
he flees to go the opposite direction he is, hides within caves or under
overhangs, covering the entrances with a natural illusory wall, and, if truly
pressed, will conjure an image of himself having fallen to his death or killed
by wolves.

Rumors
A fat old dragon is negotiating with the government to exchange its treasure
hoard for a permanent seat upon the Clan Council.

Búahefill (49, 83)


Population: 8,213
Motto: Only the Young Die Good
Year Founded: 1473

Potential Plots
Exponential Production
A craftsman is complaining that his shop hasn't made money since a rival has
suddenly began selling a larger inventory of equipment at very low prices. He
wants to know if there is foul play afoot.
His rival has invoked an ancient spell that allows him to work diligently to no
end. Unfortunately, he is unable to stop, and makes equipment throughout day
and night, without food, drink or rest. If a way can't be found to reverse the
spell, he shall surely die.
Sporr, a merchant and a craftsman, has done quite well for himself throughout
the past few years. Though constantly busy, he's able to keep up with demands
enough to be make a comfortable profit.
Recently, however, one of his rivals, a chap named Vintrliði, has grown in
popularity throughout the region. He's sold so many pieces of equipment, at
such low prices, that Sporr is worried he'll go out of business. A proud man,
he's reluctant to ask for help, but he wants to make sure that there's no foul
play afoot, and will pay a reasonable amount of gold for the task.
There is indeed an abnormal explanation for Vintrliði's growing profits. He
invoked an ancient ritual that allows him to work without reprieve—even
when he so desperately wants to rest. So far, though, he's too embarrassed to
ask anyone for help, and too ashamed of his actions in the first place. He hasn't
eaten, swallowed a drop of water, or slept for days, and his body is beginning
to give out on him.
Unless the ritual can be reversed, he'll surely perish from exhaustion or
starvation.

Rumors
Sailors returning to port have described seeing the lights from a city a mile
down the coast from Búahefill, however, as we all know, there is no city there.

Cessssandr (49, 84)


Population: 49,198
Motto: Never Doubt Vigilance
Year Founded: 995

Potential Plots
Sacred Marble
A renowned sculptor seeks to create an effigy in the name of his god, but he
needs stalwart adventurers to help him obtain the marble for his statue.
The nearest marble that suits the artist's needs has been recently excavated
from a quarry not far from him. Those who own the quarry are unwilling to
sell or trade for the marble, however, since they worship a different god.
According to the great artist Víðfari Friðbiornson, there is "no higher form of
worship than to immortalize the form in stone." This is especially true of the
work he'd like to complete next. Víðfari wants to carve the likeness of a Sviar
god out of marble. Unfortunately, he doesn't have access to any marble of an
acceptable purity—it is impudent to sculpt an effigy of a god out of imperfect
stone, after all.
Luckily, there is a nearby quarry that has been excavating all kinds of stone for
quite some time, and the marble that they unearth is of a very high quality. For
reasons unknown, however, Víðfari refuses to acquire his supply from them.
That isn't to say that the marble can't be acquired from there. But if an
enterprising group of people were to venture to that quarry and reveal who it is
that wants the stone, they'd be in for an uncomfortable surprise. The owners of
the quarry are pledged to a different god, and to sell the marble to Víðfari is a
violation their principles.
The quarry can be taken by force, but it is heavily guarded, and it would be a
very difficult task to carry out. Added to that are the troubles of collecting the
marble after the violence has been carried out.
A more cunning crew can find the owner's ledger and discover where the most
recent supply of marble was shipped. The shipment should be much easier to
overwhelm, and the people robbing it would have a vehicle to transport the
goods afterwards.

Rumors
Several Cessssandr residents trace their family trees back to the famed hero
Gunnbjorg.

Foldúti (50, 84)


Population: 1,999
Motto: Sǫgnland's Playground
Year Founded: 961

Potential Plots
Waking the Dead
The dead have awakened in the nearby cemetery, and villagers are asking for
help to return their fallen to rest.
A carriage crashed through one of the cemetery crypt's heavy stone doors. Its
cargo of alchemical ointments spilled and mixed, causing the corpses inside to
reanimate.
At night, the dead have begun walking the grounds, and word around the
nearby village is that those deceased family members are attempting to return
to their families. By morning, however, there is a relative peace, and the
shambling dead are all accounted for in the cemetery once more.
If the adventurers enter the cemetery during the daylight hours, they will
discover what may be the cause of unrest: a carriage crashed through an iron
fence and smashed into the doors of a crypt, leaving the way open for those
risen.
When of the adventurers' discovery reaches the ears of the other villagers,
they'll suggest that new doors be put into place upon the crypt, and will pay
anyone who is brave enough to set the doors in place. This will not truly put
the dead to rest, though.
The carriage that damaged the crypt belonged to Skjaldgerðr Solveigsdóttir, a
traveling merchant who was shipping clerical supplies across the countryside
on behalf of a powerful priest. She decided to take a shortcut through the
cemetery that did not end well for her. Her goods spilled from the carriage and
broke upon the ground. With no cargo to sell, she is now indebted to the priest,
who does not suffer failure lightly. Thus, the merchant fled into the woods.
Of course, there is another way that the dead can be put to rest. If someone
ventures into the crypt, they will find the cause of the dead's unexpected rise.
Skjaldgerðr's goods collected in an open grave at the bottom of the crypt,
where they pooled together to create an odd concoction. This caused the tomb
to be polluted with necromantic magic, and the entire interior of the tomb
glows with an unnatural emerald light. If the concoction can be safely removed
from the tomb, the dead would cease to walk the earth near the villages.

Rumors
A legendary bowman named Ófeigr has been seen firing arrows into the knees
of local citizens.

Gjorspenna (55, 81)


Population: 1,381
Motto: Where the Blind can See
Year Founded: 1249

Potential Plots
Search Party
The mayor's son disappeared during a moose hunt in the woods. After two
weeks, the search parties have reluctantly had to cease looking for the boy.

Rumors
Iúti has been promised in marriage to Ingithora Lund by her parents, Geirr and
Ranneigh Afli. He loathes her, and is making plans to run off before the
wedding.
Hræ (56, 82)
Population: 9,464
Motto: None more Decent
Year Founded: 849

Potential Plots
Unexpected Exhumations
Recently, citizens have noticed that some of the graves in the local cemetery
appear to have been tampered with. They worry that their fallen are attempting
to rise, and are calling for adventurers to be on the ready when the dead finally
crawl from their graves.
An undertaker is digging up the graves and burying the bodies without coffins,
keeping the ones in his shop for display purposes in order to save money.
Several of the graves were tampered with, a few more were excavated, and the
dead interred therein lie at the bottom—but the coffins they were buried in are
nowhere to be found. The citizens are ready to pay dearly to make sure that
they don't end up overrun by the undead, and the aged priestess who runs the
only temple in the village—a respected town leader—has prophesized that the
adventurers are here to save them all.
If the investigators decide to exhume the other graves that were tampered with,
they will find a second body in those coffins. The reason for the state of the
graves isn't so sinister, however. Simple greed is the cause for the graves being
unearthed. The undertaker, old Gils Thorn, has come up with a way to looking
to make some extra coin for his shop. He brings his display coffins to the
cemetery, and lowers them into the ground; but once mourners leave, he
simply pulls the coffin back up, and takes the body out, only to place it in an
already-used grave instead!

Rumors
Eirny Borg has actually been to the capital.

Hvergi Ætt (49, 85)


Population: 38,519
Motto: The Strongest Galleys
Year Founded: 1021
Potential Plots
Barbarian Raiders
A bold tribe of migratory barbarians called the Horrid Misers have been
raiding settlements and robbing travelers in the area.

Rumors
The darkness is getting ready to counterattack.

Ingirunslá (53, 84)


Population: 1,890
Motto: Bent, not Broken
Year Founded: 962

Potential Plots
Hostage Situation
Angry after a dispute with the mayor of Ingirunslá, a nomadic tribe has
captured the mayor's son and are holding him hostage until their concerns are
addressed.

Rumors
Thorfinna the Witch has a strange box that unfolds into a house.

Iofurfríðrssandr (49, 85)


Population: 1,785
Motto: Excellence in Charm
Year Founded: 885

Potential Plots
Pit Fighting
An official with the mayor's office seeks a group of toughs to find, infiltrate,
and expose an illegal pit fighting ring
Rumors
The nation's coffers have nearly run dry due to the High Chief's poor
investments.

Lauf Auga (52, 81)


Population: 1,498
Motto: Punching Stupidity in the Face
Year Founded: 1487

Potential Plots
Sectarian Abduction
Líføy Ímasdóttir, the head of a local temple, has recently gone missing. Most
believe that she has been captured by the Blessed Intelligence religious sect,
whom the Clan Council has recently outlawed as heathens. While that sect is
still followed by some of the older people in Lauf Auga, open worship of their
faith has gone underground.

Rumors
Eiríkr is a sickly old man, barely able to walk without help and starting to have
trouble with his words. But when he's had too much to drink, Klemens
Ræiðubóinnson tells a tale of attempting to steal the man's coinpurse - and
suddenly finding himself being burned by a flaming sword held by a man
seven feet tall.

Ranuigsmalm (50, 80)


Population: 7,638
Motto: Outsiders, Remain Outside
Year Founded: 1123

Potential Plots
The Hungry Giant
Ranuigsmalm is on the verge of panic, as a frightening giant steals away one
of their livestock every few days. Fearing starvation in the coming months, the
villagers call for the help of anyone who can solve their big problem.
The giant isn't simply stealing the livestock to eat them. It stole the animals so
that it could breed them and have an endless supply for the years to come.
The settlers are worried that they'll go hungry through the winter if they can't
stop the big brute. They're hiring negotiators to placate the giant by whatever
means necessary.
If the negotiators should seek out the giant, named Josurr, they will find he is
not simply pillaging the settlement for a quick meal. He's taken the livestock
and put them to use, intent on breeding them for the seasons to come. Of
course, knowing his appetite, he's allowed for plenty of leftovers.
Though the giant is not altogether friendly, he's not without reason. An accord
can be struck with him to various effects. Though the settlement makes for an
easy target, there are wild animals in the wilderness. A cunning diplomat could
convince him to hunt those animals, to either his benefit or the settlement's. In
time, they could even grow to have a sort of symbiotic relationship with each
other.
Of course, should diplomacy fail, a fight with the giant would not be uncalled
for. And even if the giant could be convinced to share goods with the people of
the settlement, they would have to be convinced likewise.

Rumors
The underground anti-magic group Daughters of the Night Hag has a secret
hideout here in Ranuigsmalm.

Rauthulfrsgalti (53, 81)


Population: 7,497
Motto: Purity Knows no Bound
Year Founded: 1507

Potential Plots
The Hungry Giant
Rauthulfrsgalti is on the verge of panic, as a frightening giant steals away one
of their livestock every few days. Fearing starvation in the coming months, the
villagers call for the help of anyone who can solve their big problem.
The giant isn't simply stealing the livestock to eat them. It stole the animals so
that it could breed them and have an endless supply for the years to come.
The settlers are worried that they'll go hungry through the winter if they can't
stop the big brute. They're hiring negotiators to placate the giant by whatever
means necessary.
If the negotiators should seek out the giant, named Fjolnir, they will find he is
not simply pillaging the settlement for a quick meal. He's taken the livestock
and put them to use, intent on breeding them for the seasons to come. Of
course, knowing his appetite, he's allowed for plenty of leftovers.
Though the giant is not altogether friendly, he's not without reason. An accord
can be struck with him to various effects. Though the settlement makes for an
easy target, there are wild animals in the wilderness. A cunning diplomat could
convince him to hunt those animals, to either his benefit or the settlement's. In
time, they could even grow to have a sort of symbiotic relationship with each
other.
Of course, should diplomacy fail, a fight with the giant would not be uncalled
for. And even if the giant could be convinced to share goods with the people of
the settlement, they would have to be convinced likewise.

Rumors
The soldiers''s Majesty tavern is selling a beer that they claimed has been
blessed by the High Chief himself.

Reip (49, 82)


Population: 16,544
Motto: Beware the Storm Giant
Year Founded: 811

Potential Plots
Infestation
Dire rats are becoming a nuisance in Reip, and the desperate harbormaster
seeks adventurers to exterminate them.
It appears that an aging merchant ship recently brought unintentional cargo to
Reip with most unpleasant consequences. Dire rats are seen lurking in the dark
places of town—cellars, back alleys, and sewers—and boldly roaming the
streets at night. Like most rats, they carry pestilence and damage foodstores.
Unlike most rats, a single one of the creatures is capable of killing and eating
the fiercest of guard dogs, and even the occasional unlucky city guard. The
harbormaster, a stern man named Hálfr Geitungrson, is looking for someone to
find their nest and exterminate them before things get completely out of
control.

Rumors
Illugi has been promised in marriage to Bára Raförtasdóttir by her parents,
Geirrøthr and Hróðgerðr Ungr. He loathes her, and is making plans to run off
before the wedding.

Shadeslófi (49, 81)


Population: 3,656
Motto: Illustrious Fathers
Year Founded: 1025

Potential Plots
Hostage Situation
Angry after a dispute with the mayor of Shadeslófi, a nomadic tribe has
captured the mayor's son and are holding him hostage until their concerns are
addressed.

Rumors
Every horse in Sǫgnland will soon be confiscated to be used as mounts by the
High Chief's cavalry.

Skurðhabora (49, 84)


Population: 27,791
Motto: We Counsel Truth
Year Founded: 1129

Potential Plots
Infestation
Dire rats are becoming a nuisance in Skurðhabora, and the desperate
harbormaster seeks adventurers to exterminate them.
It appears that an aging merchant ship recently brought unintentional cargo to
Skurðhabora with most unpleasant consequences. Dire rats are seen lurking in
the dark places of town—cellars, back alleys, and sewers—and boldly roaming
the streets at night. Like most rats, they carry pestilence and damage
foodstores. Unlike most rats, a single one of the creatures is capable of killing
and eating the fiercest of guard dogs, and even the occasional unlucky city
guard. The harbormaster, a stern man named Tindulfr Arnmóthrson, is looking
for someone to find their nest and exterminate them before things get
completely out of control.

Rumors
A self-appointed 'archaeologist' named Hokolo recently saved a band of
adventurers from death when they entered the tomb he was raiding.

Skutrrauf (49, 81)


Population: 6,603
Motto: Always Graceful
Year Founded: 1012

Potential Plots
The Sahaugin Stratagem
No one seems to take seriously the rumors that a band of savage sahaugin has
moved into the area, save for one scholar, who needs help finding out the truth.
Those that claim to have seen savage looking fish-men tend to be drunks
anyway, so most don't believe the reports; the official Skutrrauf guard certainly
don't. Brettifa Skogulsdóttir is concerned, and since she can't get anyone
official to help, she's decided to hire investigators to help. The reports of
sahaugin all come from one small area, just off a tiny rocky island called
Purity Point.
Brettifa is a scholar who focuses on the maritime history of the area, and her
research found that a hundred years ago, a ship called Jósteinn's Desperation
shipwrecked just off Purity Point. It sunk quickly, and all its sailors were lost.
The ship was rumored to be transporting a magical artifact. This device,
shaped like an ostrich's egg, supposedly grants those who touch it the ability to
breathe and survive in hostile environments. If this was true, she states, then
the sahaugin are likely searching for it, and plan to use it to attack Skutrrauf
without having to worry about surviving out of the water.
Her suspicions are indeed true, as there is an exploratory force of twenty
sahaugin, led by a sahaugin shaman, searching the shipwreck for the magical
egg. Should they acquire it, they will return to their seven hundred brethren in
the depths to organize a full invasion. She offers a sizable reward if the
investigators locate the egg and return it to her.

Rumors
The High Chief has a secret child from his illicit lover.

Tsi’ak’ushlatr (52, 83)


Population: 2,236
Motto: Never Truthful through Chaos
Year Founded: 847

Potential Plots
Strange Disappearances
Travelers have increasingly become lost in the snowy woods recently without
a trace, worrying those who rely on outside trade to make a living.

Rumors
The mayor has commissioned a new set of armor and will joust in it at the
tournament this summer.

Tunga (53, 84)


Population: 1,643
Motto: We Work for the Future
Year Founded: 999

Potential Plots
Violent Evictions
Sigvin Sigvæigsdóttir of the affluent House Vaka has purchased a large portion
of land outside Tunga. Those who live on that land fear that she will turn them
out without compensation, leaving them homeless and destitute. They know
House Vaka has the wealth and connections to ensure that, even if some of the
residents got hurt in the process, no one would pay much attention. They seek
help in finding a way to preserve their way of life.

Rumors
Crops have been bad and a disease has ravaged certain farms; some are saying
a witch has cursed those farmers.

Vyspaniasjárn (50, 80)


Population: 5,984
Motto: Home of the Exquisite Hunter
Year Founded: 1480

Potential Plots
Terrible Machine
An unspeakable new weapon is about to enter the world unless one scholar can
prevent it.
The scholarly community has been abuzz of late about the latest invention of
the so-called "Mad Scientist," Félagr. He has supposedly created an incendiary
that cannot be put out by water and burns brick like so many dry leaves. The
sage Ásgerthr Berasdóttir is terrified of this device and seeks to hire agents to
ensure this apparatus is never loosed upon the world.

Rumors
All the cats in Vyspaniasjárn are spying for Herríthr Authhildrsdóttir.

Óvættr Hinn (52, 81)


Population: 4,455
Motto: Empathy's Shield
Year Founded: 950

Potential Plots
Tournament Forgery
Sir Fálki of House Sky was not invited to participate in the upcoming High
Chief's Games. He wishes to carry a lance in the jousts, and must have his
name added to the rolls to do so. He seeks someone sneaky enough to make
their way into the main tent, find the right list, and add his name.

Rumors
Finnvarthr Egilson caught Knjúkr Wolff sleeping with his daughter, and takes
every opportunity to make his life miserable.

Øxvíða (51, 81)


Population: 4,710
Motto: Obedience is Greater than Wisdom
Year Founded: 1297

Potential Plots
Hijacked
A desperate alchemist needs help. She leveraged her funds on a large shipment
of inventory, but it was hijacked.
Auþa Guðleifsdóttir the Alchemist has barkeeps and shop-owners on the
lookout for anyone who seems capable of helping. Those merchants will refer
such individuals to her eclectic home near the edge of town. They are her last
hope to recover the shipment and avoid paying the penalty to the crime boss
she took out a large loan from.
She knows her shipment was hijacked because there was one survivor, named
Thorfinnr Gyllirson. He was a porter, and suffered massive injuries in the fight
with the bandits. He staggered down the trade-road until found by a passer-by,
and died shortly thereafter. His last request was to inform the Alchemist that
they were ambushed, and that the forces of the bandits are innumerable, and
armed with magical weaponry. The inventory was stolen by bandits two days
ago, several miles from town.
The remains of the caravan can be located rather easily, as the bandits burned
the wagon. In addition, the bandits burned their symbol, a clawed hand
clutching a bloody heart, into a nearby tree. Evidence of a fight is obvious, and
despite the time since the attack, they can be tracked, thought it may be
difficult.
The bandits are holed up in an old watermill and stone house not too far from
the ambush site. They are a small force, desperate and hungry. In their midst is
the survivor, who faked his death. He was a mole, planted in the caravan to tip
it off to the bandits, as his wife is the bandit leader.

Rumors
Salgerthr Myrgiolsdóttir says that the Clan Council is going to dam up all the
rivers and charge us to drink the water.

Þing (49, 84)


Population: 21,759
Motto: All of Us Delightful
Year Founded: 922

Potential Plots
Papers Please
Someone is making false identifications for brigands so that they can be
passed off as guards. The local sheriff wants someone to find out wand why
they're posing as protectors of the peace and who is behind the plot.
The sheriff made an enemy in his earlier days, and that besmirched fellow is
paying him back by making a fool of him and his men.
The city of Þing has experienced a rather unusual influx of guards of late. The
guards claim that they've been sent from the capitol of Sǫgnland, and they
have identification that looks to prove those claims. However, since these new
guards have arrived, crime has only seemed to increase!
The venerable sheriff, Englandsfari Nikolasson, has done some research on his
own, and found that many of these alleged guards are in fact brigands and
highwaymen—some who he personally captured or arrested in his younger
days.
The sheriff has suspicions that the new guards may be the reason Þing has seen
such dark times of late. He's looking for any stalwart adventurers who would
be willing to dig a little deeper to find out if his hunch is correct, and the
reason his city has been targeted.
Particularly clever investigators can trail one of the new guards and then
follow him from the city after he's pilfered a few items. They can track them
back to a thieves' den in the wilderness, where they'll find Korpr
Finnvarthrson, a crook who feels the sheriff wronged him earlier in life by
marrying the woman he was in love with.

Rumors
Backed by a secretive cabal of moneylenders, the High Chief plans to send a
fleet of black dragons to seize all weapons from the common folk.

Points of Interest
Divine Farmlands (50, 81)
Mentioned on old maps.

Ebony Barrows (52, 82)


If one lingers here too long, they risk being possessed by malevolent spirits.

Fairy Moor (53, 82)


Unattended objects tend to move on their own here.

Free-trader's Dock (52, 81)


Goods of all kinds can be found within this small settlement, built atop a maze
of wharves and piers.
This trading post is a haven for smugglers, black-marketeers, and slavers.
Legitimate business people ply their trade here as well, as any good bought or
sold are free of taxation and regulation by the Clan Council. A loose,
egalitarian group of traders and captains run an ad-hoc military in times of
crises, but otherwise, no single person or group is in control. It is often said
that if you cannot find the thing you are looking for here, it simply does not
exist.

Golden Moor (52, 85)


Awaiting exploration.

Idols' Den (53, 84)


Mentioned on old maps, but the cartographer was unable to locate with
confidence.

Idols' Shaft (51, 83)


Awaiting exploration.

Monks' Tunnels (50, 82)


Said to be a home to madmen.

Placid Cave (50, 85)


Magic is said to be unpredictable here.

Rat Den (54, 82)


The name says it all.

Rock of Trolls (49, 83)


Mentioned on old maps.

Shrine of Vipers (50, 87)


This site is the subject of a famous poem.
Snow's Moor (51, 85)
Said to be a home to madmen.

Taumr Farm (54, 83)


Haunting music is often heard in this place.

Temple (53, 83)


This temple is made almost entirely of wood engraved with patterns, runes,
and figures denoting the stories of the deities worshiped within.
This ornately carved temple stands twenty feet high, and measures twenty by
fifty feet in size. The dominant feature is a high-ceilinged nave with a large
open vent in its angled roof. A long, narrow fire pit runs the length of the nave,
and the priests work day and night to ensure the fire never goes out. An
ambulatory encircles the worship area and provides access to the rooms above.
Several gabled spires reach up from the corners of the building - here the high
priest and underlings reside. A series of low stonewalls encircle the building.

Watermill (56, 83)


This simple windmill is made of stone with four wooden blades that turn the
gears inside to grind grains.
The windmill stands forty feet tall. There are three floors in the building, and
each floor has a few small windows to allow air to flow easily. Accessible via a
single reinforcable door, the lowest floor stores both grain and flour. The
second floor has storage and a small apartment for Þordís Þorgunnasdóttir and
her family, who run the mill. The top floor houses the grinding mechanism.

Wizard Tomb (50, 84)


The stone here has unusual magnetic properties.
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