Norfjell Wastes
"From these lands, the hordes of Negroth swarmed out and overran our cities. And though these days are long gone, a shroud of gloom and doom still seems to hang over these lands. Not at all times. At the height of summer, when the sun rarely goes below the horizon, the lands can be beautiful and full of colors, even though it never quite looses its otherworldly shine.
But in the winter, when the storms come howling in from the sea, the darkness is as present as the sunlight was in the summer. And when the snow stops falling and the clouds vanish, strange, mocking lights flitter across the sky and make the observer doubt that he is still on this world.
Everything in the Norfjell Wastes conspires to make a man feel small..."
- Edmund Durnsten in: The Known Lands: Norfjell Wastes, Avane Street Publishing (1418)
These wild northern lands are home to a number of human and orcish barbarian tribes that usually migrate with their herd animals. Few permanent settlements exist, and those that do hardly qualify as cities by southern standards. Those settlements that do exist are either small fishing villages built on the western coast or small islands off the coast, or logging encampments along the rivers flowing into the Great Lake.
Industries
Life and Society
Government and Politics
Groups and Organisations
Religion
Important NPCs
Major Geographical Features
Forest of Lights: This forest is shunned by the barbarian tribes, and for good reason - numerous will'o'wisps make their home here. Some bold explorers have discovered that they seem to congregate at strange structures of unknown origin near the forest's center, but they were chased away by the will'o'wisps before they could learn more.
Kierran's Island: A large island far to the north of the mainland, this place is covered by snow for almost the entire year. No humans live there, as the climate is just too inhospitable. A few groups have tried to set up mining operations here, for the island is blessed with an abundance of ores, but they were all abandoned eventually.
Now, however, a colony of aboleths has been established here, who find both the climate and the darkness to their liking. From here they coordinate their plans for conquering Rothea, and occasionally take prisoners here for interrogation. The lucky ones do not live long.
Wolf's Tear: This remote mountain in the northern tundra is regarded as a holy site by the orc tribes. Shamans frequently go there to experience vision questions. From time to time, orc warriors in search of their destiny go there to challenge the spirits of the place, but most never return. Those who do return end up becoming some of the most powerful heroes of the orcish race.
Important Towns and Cities
The Colony (Village, 945): Arance spellcasters - wizards and sorcerers - are a vital part of the power structure of most cities. They operate the nexus towers, keep the city's magical defenses running, and create magical items for export. For this, they are paid handsomely, and have an influence in local politics that shouldn't be underestimated.
Still, many spellcasters chafe under the restrictions placed upon them. While their power is appreciated, it is also feared, and most rulers try to create as many checks to their power as possible. Most wizards are content to live in a gilded cage, but others find this state of affairs unacceptable.
Because of this, a secret society of wizards created the Colony 54 years ago. Located in an old volcanic crater and hidden from curious eyes by mighty enchantments, the Colony was to be a secret refuge for arcane spellcasters, a place where they could build an ideal society unfettered by the morals and restrictions placed upon them by mundanes. Thanks to their arcane powers, they soon established self-sufficiency and sealed themselves off from the rest of the world. Only a few, experienced wizards leave it again in the search of new recruits among dissatisfied spellcasters all over the world.
As of late, a few conflicts have arisen among the population. There is an ongoing argument on which branch of arcane magic is superior to the other - that of the sorcerer, who relies on innate talent, or that of the wizard, who relies on his wits alone. A significant minority among the inhabitants has also argued for a breeding program to produce "superior mages", who would, essentially, be a new species who stand above mundane humans as much as mundane humans stand above apes. Some of the proponents of this idea have seriously considered abducting unwilling mages for this program, and only the inherent danger of this undertaking has stayed their hands so far.
Estenheim (Small City, 63,431): A small city-state at the northeastern end of the Great Lake, Estenheim has never really recovered after it was razed by Negroth more than two centuries ago. While it does see some steady trade from the interior and further away from the Lands of the Dead, it suffers from preriodic outbreak of plagues which the citizens are incapable of dealig with. As a result, the dwarves of Gol Grungor consider the city cursed and refuse to deal with it for any reason, thus eliminating a powerful trade partner. Periodic orc raids excarbate the situation and often cause starvation and further plagues as the citizens flee behind the decrepit walls of the city.
Both Svardholm and Kaltengrad are considering simply annexing the city so that they can control this strategic location, and a growing number of people in Estenheim are openly agitating for this to happen in the hopes of improving the lot of their home - though which city would be more preferable as a patron is still being argued by them. The ruling council resists that idea and instead have committed to a desperate gamble in the hopes of gaining more revenue: They attempt to mine the foothills of Gol Grungor. No one is sure just where the dwarves consider to be the boundary of their territory - and just what they would do if that border is breached. But the councilmen are willing to give it a try nonetheless.
Grondholm (City, 134,281): A former fishing town sitting near the entrance of a large fjord, Grondholm has grown wealthy through trade with the Flannish cities. Its fleets are catching enormous amounts of fish, which are then dried and shipped south. The income from the fish is slowly eclipsed by its large whaling fleet, which braves the northern waters in search of prey.
The city also serves as a way station for those who dare to explore the savage interior in search of riches. The large "Flannish Quarter" of the city has become a home away from home for many merchants, enterpreneurs, and soldiers-of-fortune.
Kaltengrad (Large City, 439,224): A large and prosperous city-state on the east coast of the Great Lake, Kaltengrad has grown wealthy through trade with the dwarves and the Lands of the Dead further to the east. Numerous refugees from the latter have made their home here.
The city has been ruled by its merchant dynasties for many generations, who spared no expense in making it one of the most beautiful cities in the northern lands.
Harrengrimm (Small City, 56,792): The biggest city in the Norrfjell Wastes in terms of sheer physical size, this mountain top city serves as the center of frost giant society. Its inhabitants marched at Negroth's side during the days of his conquest, and formed the backbone of his armies. Consequently, loot from many cities found its way here.
But those glory days are long gone, and today the city is mostly preoccupied with itself. Few non giants are permitted to enter here as anything but slaves.
Important Sites
Castle Nargeth: This large ruin was once the headquarters of Negroth the Doombringer, who more than two hundred years ago conquered the Norrfjell Wastes and many neighboring regions. Fell creatures still dwell there today. Adventurers try to raid it now and then in the hopes of finding parts of Negroth's old treasure vaults.
Magmyril, the World Tree: This gigantic ash tree reaches more than a mile into the sky, though strictly speaking it doesn't end there - its many branches reach directly into the realms of Faerie, and many fey live in its branches. The same is true of its roots, which are interconnected with a large cave system where a family of black dragons gnawing at its roots is reputed to make its home.
Regional History
Adventuring in the Norfjell Wastes
Adventure Seeds