15 March 2023 – Wednesday Ghouls

  • Review the characters

Strong Start

Two ‣’s are beating the hell out of a group of dwarves.

Scenes

Secret and Clues

  • The queen of Huldramose knows of Nordheim, how to get there, and how to find one’s way to the Midnight Temple.
  • The democratic traditions of the North surprise many an outlander. Families and neighbors sort out local matters among themselves, but every region also has a regular meeting called a Þing (pronounced “thing”) that combines court and trade fair. Northlanders meet to settle quarrels, make vows of peace or war, forge new alliances, celebrate great deeds, and invoke ancient laws. A council of wise law-speakers and jarls oversees debates and attempts to broker satisfactory settlements, but all the discussions are public and all free people can have their say.
  • Most Þings take place at a traditional spot: a sacred glade, blessed rock, World Tree, or other hallowed location. Borders are a common locale, allowing rival regions to remain separate between debates.
  • Wolfheim is an isolated dwarf hold guarding an uncompromising locale in wild country near Huldramose and Trollheim. Other races would consider settling there to be a suicidal mistake, but the dwarves of Wolfheim think of it as a worthy challenge.
  • The Wolfheim hall is famous for its wild winter revels, when enormous brewing barrels of ale are drained in a single night, with fire magic presented by the forge- priests and rune magic by the one-eyed priests of Wotan.
  • The cult of Ragnarok rises in the north, seeming to call for the end of the world before it's time.
  • The giants claim Jotunheim, a land that bubbles with primal energies. This is the last remnant of a much greater land (so they claim), destroyed by the gods shortly after the First War, when the Aesir and Vanir joined forces to crush their dreams of glory.
  • An offshoot of the giant race, trolls and trollkin are so prevalent that a whole region, Trollheim, is named after them.
  • At one time, the North was the home of culture and wisdom. It held the Rainbow Bridge Bifrost, a road to the Godshall of Valhalla, the battleground of the Plane of Spears, the Storm Court of Perun, and other far-flung realms of great magic and strong warriors. Those gateways were first stolen by the elves and moved—some say Bifrost once opened on Valera or near it—and then shut entirely.
  • The greatness of the North remains because her people are stout and true—but many of her kings and cities are no more. The most famous are Aurvang, Issedon, and Nordheim.
  • On the shores of the Tearstain River stands the remains of Aurvang, once a dwarfhold of deep ring magic and a site of pilgrimage, for the eye of Wotan and the holy shield of the dwarf maiden Grajvar were both kept there
  • Long ago the dwarf citadels of Aurvang and Nordheim allied with the humans of Issedon, a stronghold populated by Trollheim warriors and powerful wizards from the legendary polar realm of Hyperborea.
  • Tired of defeat, Boreas unleashed a new weapon on the North: living glaciers. Unstoppable masses of ice larger than the small kingdoms, these rivers of living ice moved slowly but inexorably south from the Bleak Expanse, crushing everything in their path. They destroyed Aurvang and swallowed Issedon, sundering both the Wall and the alliance that defended it.
  • The greatest of the reaver kingdoms was the first to fall, the shame compounded by the dwarves not knowing exactly how it came to pass.
  • During a terrible winter in which the overland routes to Nordheim were blocked, something crept up from the depths of the earth to extinguish its hearths and forge fires, destroying the dwarven capital from within.
  • Located in a lowland between two wide rivers that frequently flood, the swampy and soggy land of Huldramose is ruled not by a king, but by two elfmarked queens. Here the old ways of the Vanir remain strong and fey are common. The people live in a bountiful but treacherous marshland: punts and rowboats replace roads and horses.
  • The queens of Huldramose are Thorgerd and Dark Irpa, elfmarked sorceresses claiming descent from the vanished nobility of Thorn.
  • The queens of Huldramose conceal the presence of a World Tree sapling, the Two Queens’ Tree, said to be cut from the World Tree the dwarves once attacked in Thorn. Few know of the tree outside the royal household, but its growth is swift—soon it will be too tall to keep the secret of its existence.

Fantastic Locations

  • Locations
  • Wolfheim Lodge – A large ancient lodge built of old wood. Smaller than you would think until you get to the lifts. Huge lifts lead to tunnels of stone and ice below filled out into a wonderful and well-protected den. Grand halls of dwarven ice statues. Cave entrances and exits throughout the mountains. Easily defended and rebuilt from above.
  • Wolfheim and Huldramose Region

NPCs

Monsters

Treasure

Here are ten cool uncommon magic items for your D&D 5e game with dwarven, elven, or trollkin lore and flavor:

  1. The Bow of the Wind Walker: This magical elven bow is made of living wood and imbued with the power of the wind. It grants a +1 bonus to attack and damage rolls made with it, and once per day, the wielder can use an action to cast the fly spell on themselves.
  2. The Shield of the Jotun King: This magical shield is made of trollkin hide and imbued with the regenerative power of trolls. It grants a +1 bonus to AC, and once per day, the wielder can use a reaction to regain 1d10 hit points when they take damage.
  3. The Sword of the Forest: This magical elven sword is made of living wood and imbued with the power of the forest. It grants a +1 bonus to attack and damage rolls made with it, and once per day, the wielder can use an action to cast the entangle spell.
  4. The Axe of the Troll Slayer: This magical dwarven axe is made of trollkin bone and imbued with the power of the troll slayer. It grants a +1 bonus to attack and damage rolls made with it, and once per day, the wielder can use an action to cast the harm spell on a troll or trollkin.
  5. The Ring of the Earth: This magical dwarven ring is made of stone and imbued with the power of the earth. It grants the wearer resistance to acid damage, and once per day, the wearer can use an action to cast the move earth spell.
  6. The Cloak of the Northern Lights: This magical elven cloak is made of polar bear fur and imbued with the power of the aurora borealis. It grants the wearer resistance to cold damage, and once per day, the wearer can use an action to cast the wall of ice spell.

A cursed ethereal rod of Marena the Red Goddess of Winter (MWB 398) that casts Seal of Sanctuary
(Lvl 7)

A figurine of Sif the Northern Sword Maiden (MWB 352) that casts Thunderstorm
(Lvl 5)

A shard of Kespotan the Dragon Lord of Stone (MWB 366) that casts Voorish Sign
(Lvl 1)

A frozen divine lamp of Valeresh the Elven Supreme Archer (MWB 372) that casts Brittling
(Lvl 4)

891cp, 8991sp, 2376gp, 90pp (4094gp); Amethyst (transparent deep purple, 100gp), Amethyst (transparent deep purple, 100gp), Chrysoberyl (transparent pale green, 100gp), Chrysoberyl (transparent pale green, 100gp), Chrysoberyl (transparent yellow-green, 100gp), Coral (opaque crimson, 100gp), Coral (opaque crimson, 100gp), Jade (translucent white, 100gp), Jet (opaque deep black, 100gp), Pearl (opaque lustrous white, 100gp), Pearl (opaque lustrous yellow, 100gp), Spinel (transparent red-brown, 100gp), Spinel (transparent red-brown, 100gp), Tourmaline (transparent red, 100gp) 1400gp; Járngreipr Gauntlets of ogre power (uncommon wondrous item) marked with the symbols of Thor.

Session Notes