From publisher blurb:
In The Citadel at Nordvorn, you will find many adventures, plus more trouble the players will doubtless create on their own. The area is so teeming with strife and peril that their characters will have the opportunity to stand at the center of many crises.
The Citadel at Norðvorn is a setting for the Dungeon Fantasy RPG. It consists of three major settlements, many small villages, at least one ruin, and two primary sources of conflict: The Hunted Lands to the northwest of The Palisade, and the Endalaus Forest, to the north and east of Audreyn's Wall.
Return to Norðlond, a Viking-flavored world with its own history, culture, and expectations. Visit as an outsider, or fresh from a victory rediscovering the Hall of Judgment.
It is intended for starting Dungeon Fantasy RPG characters of 250 points. They will be major players, and the fulcrum around which the future of Norðlond turns. While it is set in the same world as Hall of Judgment, it is not sequel. It is a setting, filled with adventuring possibilities, and easily tuned up or down in power level as the GM desired to suit any fantasy campaign!
Good luck, and may the Fates have a bold destiny in store for you!
The book is 128 pages. The print copy has excellent production values: 130gsm matte-coated paper, with a sewn, lay-flat softcover binding. The spine thickness is 14mm. The PDF is hyperlinked and layered for your convenience.
Inside you will find:
Norðvorn. Details the key locations in the city, from the Keep itself, to details of Laegribaer - the lower town. The book describes the local geography, key natural resources that are important to trade and commerce, local landmarks, a detailed city map, and of course details on law, guilds, religion, and things to buy and sell. Plus continues the trend from Hall of Judgment offering information about Festivals, which are excellent tools to introduce a new group of players to the city and culture.
Löngbrú. More than any other settlement in the book, Longbru is the area best set up to be considered “Town,” as per Exploits p. 13. It is a staging point and clearinghouse for adventure and treasure, and has everything required for a good start to killing monsters and taking their stuff.
Áinferill. A town in crisis. The jarl recently lost his eldest son Asbjorn and his wife in a misadventure in the Endalaus forest, killed and presumed eaten by the dragonkin. Why was Asbjorn even there? Well, like any good story, it's all about a girl. Ylsa Elðhar, the flame-headed daughter of Orm Karrisson, the wealthiest man in Norðvorn, and maybe all of Norðlond. Orm's very public rejection of the pair's declaration of affection nearly caused an instant feud, and did start a chain of events that could consume the entire region. Or perhaps that chain of events started two generations in the past?
Other Villages. The space between the larger settlements is not empty. Every few miles, a traveler finds a small village, home to perhaps a hundred or so families. Perhaps it's a farming village, or a riverside community blessed with productive orchards, or a failing logging town, remote and dying. Several sample villages are detailed, and a create-your-own village generator provided to add variety to the game!
Supporting Cast. Major NPCs and minor ones each get some detail. You will meet Egil Skarpuror, the Castellan of Norðvorn and his wife Olrun Skotblad. Learn the secret history of Orm Karisson, huskarl to Egil and father to Ylsa Eldhar. Meet Gunnulf Kaldrvik, Jarl of Ainferill, and watch his rule disintegrate, despite the worthy efforts of his surviving daughter Asleif. From minor Wardens to powerful nobles and influential clerics, The Citadel at Norðvorn has you covered.
Bestiary. A short list of important creatures to be fought and dealt with, including details on the eðlufolk and gangaeðla: the minor dragonkin.
Factions and Encounter Seeds
Even beyond the backdrop, The Citadel at Norðvorn details the goals and motivations, methods and tactics for NPCs: each can want something, and the GM will know what they're willing to do to get it.
- The Eðlafolk and their gangaeðla minions are swarming in the forest, threatening loggers and the Wall itself. Why?
- Faerie raids into the Hunted Lands, and even beyond, are occurring with terrifyingly regular, and increasing, frequency. What happened? Why now? Can anything be done?
- Gunnulf is misbehaving more and more each day. Always hot-tempered he flaunts his new mistress and hardly seems to grieve for his fallen wife and son . . . and each day steps closer to a feud the land cannot afford.
From big to small, grand plots and random encounters in the forest, the book gives strings on which the players pull . . . and provides a detailed relationship map so that the GM will know who reacts to each string, and why.