What better way to end the Year of the Gazetteer than with one last hex map? This one covers the Tennurhaf. As there's a lot of empty space, each hex equals twelve miles.
Click here to enlarge |
What better way to end the Year of the Gazetteer than with one last hex map? This one covers the Tennurhaf. As there's a lot of empty space, each hex equals twelve miles.
Click here to enlarge |
Across the Spider-Verse |
There are a great many islands in the Tennurhaf, ranging from humble sea-stacks to realms in their own right. The largest of them all, however, is Jerrborg. It was one of the first islands of the Tennurhaf to be settled by the Northmen, and as such boasts a robust population, more settled than many in the region - though the harsh winters and the constant raiding and kin-strife of the people keep it from seeing much peace.
All of Jerrborg is united under a single ruler, the Jarl Haakon Wolf-Eye. He rules from his mead-hall in the town of Erikstead (hex 114.035). A respectable port - the largest in the Tennurhaf, in fact - Erikstead sees traffic from various Northmen clans and kingdoms in the summer market fairs; sometimes, traders from as far as Kvesland and Vardessy come here too to bring furs to southern lands. Haakon rules with a fair hand, rewarding his peoples' valor in battle with treasure from his vast hoard, but the warrior spirit in him has not died out - he was a raider in his youth before being granted the kingdom when the previous Jarl died and gave him the throne as a token of his gratitude for faithful service. Deep down, Haakon has not accepted the settled life, and still desires the life of adventure and glory - this means that he may shirk his duties if a great enough opportunity raises its head, but that may put his domain at risk.Other settlements in Jerrborg include Raunhofn (hex 111.031), a modest coastal settlement that survives off of fishing and whaling. The summer marks a great whale hunt, where all the townspeople descend to their boats and set out on the water to hunt with spears and harpoons; one who can slay the greatest whale will receive great honor for the rest of the year. Notably, the local definition of "whale" is a loose one, and many winners have in fact slain krakens and sea serpents, though even if vanquishing such beasts is a heroic deed, they are not quite as favored from a productive statement - their carcasses are not as useful as a true whale's.Also is Anarfell (hex 112.034), a logging community in the wooded foothills that surround Jerrborg's central mountains. The locals here are quite superstitious, and have many charms to protect them against elves and other fair folk; they shut their doors at night, and are reluctant to give their names out to strangers, lest they be delivering them to the fey to curse them with. Their suspicions have some truth for them, for there is a village of elves not far from Anarfell (hex 113.033). These elves, however, are not keen on terrorizing their neighbors, for they themselves dwell in the shadow of the red dragon Baelfir, who calls the mountains his domain. The dragon can be found above the peaks of the mountains, but his cave is located in hex 114.032, where he rests upon a great golden hoard. He may also be found on the shores of the volcano at hex 113.032, where he bathes in magma and consumes fire-roasted stones to temper his fiery breath. Baelfir is a capricious creature, prone to launching attacks on nearby settlements for no reason other than his own amusement, but like many dragons, he is also vain and takes pride in his majesty, and can easily be distracted with the songs of his praises.Like many places in the North, Jerrborg is home to a number of runestones and stone circles. One, on the southern shore (hex 111.034), marks the site of Jerrborg's annual althing, an assembly of the island's peoples for trading, celebration, and holding court on legal matters. The assembly takes place in a low depression on the shore, said to have been a footprint left by a giant in some ancient bygone age. As much of Jerrborg's population is concentrated around the southwest coast, this location was chosen for its ease of access from all major settlements on the island. At these assemblies, laws are spoken, challenges are made, and all matter of goods may be sold and games may be played - it is a fine time to seek work.On the northern moors, however, a small stone circle (hex 113.030) stands on the cliffs overlooking the shore. The stones are carved with images of men and women in flight. If a goat is sacrificed here and its blood spilled on the altar, whoever makes the sacrifice shall be able to fly short distances at a time until the coming of the next full moon. Of course, there are also rumors of wicked cults meeting at this site for darker purposes...
A final secret is that the line of ruling jarls today were not the first people to colonize Jerrborg. Northmen attempted to settle on the north of the island many ages before, but the harsh winters - and the watchful eye of Baelfir - doomed their settlement to a tragic end. However, the remains of those warriors' fortress still sit in the forest (hex 116.032) - along with the barrows of the men slain in those early conflicts, who shall still rise to defend them if need be.
The party should come upon a large standing stone in which runes and images are carved. The stonework can be discerned as depicting a distinctive landmark of some kind - this should be something specific enough that it cannot easily be mistaken for somewhere else. For instance, the stone could show a tower on an island in a lake, with a tree growing at its side. This image corresponds to another landmark in the game world some distance away from the stone.
It's up to you as to how the players should figure out where this landmark is. They could get hints from asking people in the nearby area, or they could consult written records that mention a similar feature in order to get directions to it. Alternatively, a DC 15 History check could be used to pinpoint the location the image depicts (for optimal fun, you can have a successful check give the location, but a failed check still give the player hints that approximate the next step in the trail - they'll have to do the legwork themselves to see how they apply). If all else fails, it's also fun to let the PCs stumble upon the landmark by happenstance if they pass through the same point or hex it was located - hopefully they'll remember the stone.
If the party follows the trail to this location, they will find another runestone, this one with a different image depicting a different landmark. Once again, following the clues to this next location will reveal another runestone, and so on. You can repeat this as many times as you like (or for as long as you think the players will be interested) - about four to five steps will work. You can also include additional challenges or puzzles along the way. Perhaps the first stone or two can be found easily enough by just being in the area, but later stones might be in more difficult locations to reach, such as at the top of a cliff, or guarded by an enemy or trap.
At the end of the trail, the party will find a monolith with no markings at all, just bare stone. If they dig in the ground, they will discover a treasure chest buried beneath this stone; it takes about an hour to unearth the chest. Inside is 4,100 GP's worth of gold, silver, platinum, and jewels, as well as one magic item for each member of the party suited to their class and play style.
This encounter is meant to be something for the players to pursue on their own, but it could also work as a competition. Perhaps a rival group is following the stones as well, and now the PCs must race against time to get to the treasure before they do - potentially facing sabotage along the way!
Trivia: the one time this part made it to the screen, Stadtler and Waldorf were involved. Look it up! |
Art by Jeff A. Menges |
Background
While fishing off the coast, Hallbjorn, a local fisherman, found something unusual in his net. In addition to the usual bounty of fish, he caught a small serpent, about the size of his arm from the elbow down. At first, he believed the beast to be an eel, and brought it along with the rest of his catch to sell at the market. However, Hallbjorn's wife, Refna, was able to recognize this was no eel. He had caught a baby sea serpent!
Taking pity on the poor creature, Hallbjorn decided to raise it in the shallows near his home, feeding it fish he couldn't sell on the market. The creature soon became the talk of the town, with many villagers stopping by to see the beast - and some coming from even further afield. At first, Hallbjorn's monster - as the little creature came to be called - was merely a matter of curiosity for those in the area. However, it soon grew from a curiosity to a nuisance.
The creature quickly began to grow, and so too did its appetite. When fish alone could not sustain it, it began to swim along the coast, snatching chickens and small dogs that came near the shore. It only grew bigger and bigger, and is now the size of a newborn calf. As the creature grew to be more of a problem, and the novelty wore off, the people began to make up their mind about it - it needed to go. The problem is, Hallbjorn refuses to give it up...
The Encounter
The PCs might happen upon the village by circumstance when passing through on the road, or they might hear rumors of Hallbjorn's monster and decide to look into it for themselves. If they arrive in town, Hallbjorn will be happy to show them the serpent and retell the story. But the PCs should also become aware that the rest of the townsfolk are growing restless - indeed, there is hot debate on the streets and in the taverns. It's inevitable that they'll pick up some word.
One faction, led by the town woodcutter Agnar Giermundsson, holds that the creature is a menace and must be dealt with as such - after all, it has already killed several chickens and threatened the livelihoods of farmers. If such a thing continues, surely it is only a matter of time until it devours a child. Hallbjorn and his wife, however, maintain that the creature is harmless, and that killing it would be unnecessarily cruel. They insist that it is only a baby, and it would not be fair to it to punish it for engaging in its natural behaviors. Soon enough, they claim, it will learn to hunt on its own and eat fish further out to shore - the only problem is, the monster shows no signs of doing that any time soon. In fact, it has grown quite fond of being able to get all the food it wants so close to shore, and has stuck around.
The debates are growing heated, and it is clear that this cannot stand for long, lest it tear the village apart. If the PCs do not step in, Agnar's men are fully prepared to take matters into their own hands.
Further Developments
If the PCs do not resolve the dilemma within three days of arriving on the scene, Agnar will decide enough is enough, and rally a mob to kill the creature in the night. If the PCs are among this mob, or kill the monster on their own, Hallbjorn will be distraught, and slaughters one of his horses so that he can construct a nithing pole. Accusing the strangers of inciting the town to such an act of cowardice and dishonor, he pronounces the apparent leader of the party (if there is no leader, choose one at random) a nithingr and places a curse on them. The affected PC is afflicted with ill fortune for the next month. If they roll a natural 20 on any roll, they must re-roll it and keep the new roll (ie, the opposite of a halfling's Lucky trait).
Alternatively, the PCs may decide to resolve the feud by taking the monster with them. This has its own complications - as a sea serpent, it cannot walk on land except for short distances at a time, and must remain in the water. It will require them to feed it in order to keep it from straying back to the village it considers its home - and, as the creature gets bigger, it will only become harder and harder to keep satiated, let alone to transport easily. However, if the PCs can pull it off, they may have a sea serpent on their side, which presents its own advantages.
Either way, a month after the encounter, the serpent's mother will manage to track her offspring down. If Hallbjorn's monster remains at the village, the inhabitants may be in even greater danger than a mere feud would cause them. And if the creature was harmed, there will surely be hell to pay...
The Northmen possess an extensive series of mystic traditions, and in the Tennurhaf, those traditions have been perfected through the years. The people of the Sea of Teeth are renowned as some of the greatest magicians among the Northmen, and many Northern grimoires come from this region. Magicians in the Tennurhaf have developed and recorded many sigils, or staves, in order to imbue objects with magical power. By inscribing these symbols on paper talismans and sewing or placing them into items, a consistent magical effect can reliably be reproduced. Here are a few of such items documented in the mystic tomes of the Tennurhaf.
Corpse BreechesArt by Caitlin Fitzgerald
Wondrous Item, very rare, requires attunement
Among the more well-known rituals of Tennurhaf mysticism is that to create a set of corpse breeches - a set of enchanted trousers made from the skin of a dead man. Although the process of creating them is morbid, the breeches are surprisingly pedestrian in their use, for they are usually used by magicians to create an ready supply of money. However, they carry a curse. The art of making corpse breeches was taught to mortals by a demon known as Orkku the Bloated Prince, and as part of the pact that imparted the world with this knowledge, anyone who uses them will condemn their soul to Hell, unless they can pass on the curse before they die.
Corpse breeches are made from the entire skin of a corpse, which must have an intact scrotum, from the waist down, and are worn over the wearer's skin. Contained in a pocket made from the corpse's scrotum are 1d4 coins (roll 1d10: 1-3. copper; 4-6. silver, 7. electrum, 8-9. gold, 10. platinum) and a piece of paper with a sigil inscribed on it. When one is attuned to the breeches, the amount of coins in the pocket doubles each day, as long as it contains at least one of the same denomination it started with. If coins are placed in the pocket after the fact, they are not doubled. The coins will always be of the same denomination and disappear from the possession of others nearby, instantaneously transporting to the breeches. This means that as the breeches accrue money, it will disappear from the possession of others - who may begin to suspect something is afoot, if this continues.
Once one attunes to a set of corpse breeches, they cannot be removed unless by breaking the spell on them (either by emptying the scrotum completely of coins or removing the sigil), causing them to permanently become an ordinary (if disturbing) pair of leather pants. The only other way to remove the breeches is by passing on the curse. The only way to attain a set, then, is to either make them through a ritual or to have them passed to you.
Corpse breeches may only be made from someone who has given consent while alive for their skin to be used to make the breeches upon death. Many magicians make pacts with one another that if one of them dies before the other, the other will make corpse breeches from his body. They must be worn immediately after flaying them from the corpse, and then a coin that was stolen from a widow during one of the days of the Wheel of the Year must be deposited into the scrotum along with the sigil. Once this is complete, the pants attune to the creator and begin to summon money to them.
If someone attuned to a pair of corpse breeches is on their deathbed, they may pass the curse on to another, in which case they lose attunement with the breeches and can remove them; the breeches will then become attuned to another humanoid designated by their previous wearer as soon as they are donned. If a creature dies while still attuned to corpse breeches, their soul is immediately condemned to Hell. They do not make death saves, may not cheat Death, and cannot be revived or communed with (via speak with dead or similar effects) by any means short of retrieving their soul from Hell directly.
Nithing Pole
Wondrous Item, uncommon
In the Northern tongues, the term nithingr - often translated as "outlaw," but this doesn't capture all the intricacies of the term - refers to a person marked for dishonorable conduct. A person can be pronounced a nithingr for a number of reasons, such as breaking an oath, showing cowardice, committing murder, or failing to show up to a holmgang. The Northmen take this punishment quite seriously, for there is more at stake than merely one's social status. To be declared a nithingr involves a ritual in which a nithing pole is used, which often (but not always) marks the target with a supernatural curse to punish them for their dishonor.
To construct a nithing pole, one must sacrifice an animal (usually a horse, but a calf, sheep, or goat may be used if one is unavailable) and attach its head to a wooden pole. When the pole is directed so that the head is facing the target, and the end of the pole is beat against the ground three times with the word "Nithingr!" called out each time, the user can cast bestow curse regardless of how far away the target is. If the user does not have any levels in a spellcasting class, the DC to save against this curse is 10.
Glima Boots
Wondrous Item, uncommon
A popular sport among the Northmen is a form of wrestling known as glima, in which participants grab one another by the belt or shoulders and attempt to throw their opponents off their feet. Wrestling contests can be found at many a feast and assembly, especially in the Tennurhaf. It was rather inevitable, then, that enchantments and charms would be developed to ensure good luck in these contests. Some contests ban this, while others consider the use of magic to be a valid tactic, as one is using everything at their disposal to win.
Several Tennurhaf grimoires describe the use of a set of sigils that are woven into the inside of the wearer's boots - one under the heel of the right boot, and one under the toe of the left boot. While one wears these boots, they have Advantage on any checks made to grapple an opponent, and any grapple attacks made against them are made at Disadvantage.
Tilberi
Among hedge witches in the Lunar Lands, there are innumerable spells to steal milk from the teats of cows and deliver it straight to the caster - it allows one to have a steady source of food without needing to invest in land to keep livestock oneself. In the Tennurhaf, most witches accomplish this by creating a particular kind of magical construct known as a tilberi.
A tilberi can only be created by a woman. To do this, she must exhume a recently buried body and take a rib from the corpse, then wind it around a sheaf of stolen grey wool and keep the bundle between her breasts for three weeks. At the end of each week, she must spit wine into the bundle. After the third time this is done, the bundle develops a face at each end, and must be placed against the creator's thigh, which it will suckle blood from, leaving a wart. At this point, the tilberi is complete.
The tilberi will loyally obey the wishes of its master, who it regards as its mother. Although the first tilberis were created to contain milk, they are capable of storing any fluid substance and expelling it from their mouths on command. Some inventive witches have experimented with other uses for the tilberi, such as using them as ambulatory potion bottles, or as guardians, spitting acid at intruders or sucking blood from their wounds. It should be noted, however, that tilberis are cowardly creatures and will run back to their "mother" if threatened.
For more on tilberis, see this article from A.C. Luke.
Click to enlarge |
The Frozen North was not settled by the Northmen until long after they charted the many islands of the Tennurhaf. It is unknown what led them to do so. Perhaps they were motivated by exile from more temperate lands, or merely driven by the challenge of taming such an inhospitable place. More likely, however, the Northmen established camps on the shores of the Northern Wastes on expeditions to hunt for seals and whales, and some of these camps, positioned at strategic locations and along important routes, proved to have staying power, growing into settlements of their own.
Those settlements are by no means great cities, of course. Even by the standards of the Tennurhaf, they are small. They have little in the way of chieftains - when each family must struggle to sustain themselves, they have no time for politics; instead, every homestead functions as an independent unit, with "villages" being more akin to several such homes clustered together due to families finding strength in numbers toward a common goal. Some feuds among those of the Frozen North run deep, but blood is not spilled - survival surpasses petty grudges. Even when a man hates his neighbor, he knows that he will not survive the winter without another spotter in his hunting party.These buildings consist largely of sod houses or stone huts built to shield the inhabitants against the harsh winds; these are built around pits dug in the ground, as the people rely on the warmth of the earth itself to insulate them from the freezing cold. As there is nothing that grows in the Wastes, its inhabitants dine almost solely on meat - primarily that of fish, seals, and walruses, which can be found along the shores - and milk from the hardy sheep they raise. As resources are so scarce, the people must utilize every part of their kills, using hides and furs for clothing and bones and ivory to make tools. The only other source of goods they receive comes from trading furs, sealskins, and whale oil to the tribes to the south. Luckily, there is enough demand for such things to sustain their settlements. The most prized possession in the treeless Wastes is a longboat, which allows those who dwell there to venture forth to other islands and settlements for trade, or for raiding. Some tribes have a boat that they have bartered for; others have taken their ships by force. The raiders of the Frozen North are some of the most feared in all the Tennurhaf, for when their lives depend on the success of their raids, they will fight like demons to secure them.Art by Jack Keay |
Art by David Lozeau |
Art by ScenesbyColleen |