The Northern OrcThe northern orc is serious blight on the Northern Freeholds and the northern and western Jutelands, these savage creatures a bit larger, a bit more ferocious, and savage than their southern cousins. They are usually between 6 and 7 feet tall and 3 – 4 feet wide at the shoulder (1/2 foot taller than southern orc and ) and at a minimum 2 ft shoulder to shoulder (largest modern bodybuilder on record is 26” shoulder to shoulder w/ the human average being 18 inches).
Unlike their southern cousins, these orcs spend much more of their time above ground and have no ill side effects from normal sunlight. Their eyes have no white to them but are a single color with a pupil. The eye color ranges from a golden yellow to a deep red with an orangish tint being the most common. Above the eyes is a pronounced brow ridge (similar to a Neanderthal’s). Their skin coloration often matches their environment to some extent – this gives the
Patria ProphecyForest Sisters and Earth Brothers no more
Setting Sun sickness and death
Perfidious child men
Bringers of death to the Light
Moment of Hope slain by Luck
Promise of Light
Earth Brothers reborn
Light takes Form
Forest Sisters return
Vanquished For All Time
Jutelander Major TownsEach of the 12 towns touched on below with some information players will have available for the asking. More detailed information will be made available when the PCs visit the respective towns or make a concerted effort to learn about the towns in question. Only about 1% of the population actually lives in the major cities – the rest live in small villages and hamlets that surround the larger towns.
With a population of nearly 15,000, Austhorp is the largest town in the Jutelands and can be honestly called a city rather than a town. Despite its large size, it does not have as much farm land round it as the other towns but rather most of its population is supported by the large iron mine in the hills west and south of the city. Smelters turn the ore to trade bars and a growing number of craftsmen make this town their home.
Nearly 7,000 people make Ottershaw their home. Primarily a river port town, trade
Jutelander SocietySocial Classes. The Jutelanders are far less class conscious than their neighbors to the south are. This is not to say that a lowly churl can insult the king and get away with it, but that same churl won’t be killed for his insolent behavior. The Jutelanders recognize several distinct classes with mobility between the classes, both up and down, based on one’s actions and the actions of one’s family.
The lowest of the society is the slave. There are three ways people come to be slaves, a) they are born into it, b) they commit a serious but not capital crime, or c) they fall deeply into debt and have no way of paying their debts save though their labor. A slave can be freed through the will of his owner or by paying off his debt. Those who are criminals are slaves for the rest of their lives and a brand is placed upon their forehead to insure that everyone knows their status.
Far above the Slave is the Churl. These
Juteland History as told by Gyrth JerbitonIn the time before memory an evil king drove our ancestors from the land of Angels. We sailed away seeking a new home in the Land of the Grapes or the Green Land – at worse we would make a home in the Land of Ice. But in any case we would be far from the evil king that had invaded our land, killed our king, and demanded that we be enrolled in his great book of Doom.
In midst of our journey, the álfar appeared and offered our fleet sanctuary in a new land far from any evil kings if we would fight for them against a great evil that they could not hope to defeat without our help. After much debate we agreed and we followed them to the lands of the southern coast of the Middle Sea. We were greeted by old Romans and some of their wizards who promised us help getting settled. They had set up a kingdom to the south of the Lesser Alps as they called the mountains just to the south of what was to be our lands. We exchanged oaths of friendsh
Nations Of PatriaA brief summary of the Lands of Patria
About 1,000 years ago, Elves brought the first humans to Patria to serve as their foot soldiers in a prophesied war against a demonic led humanoid horde. Just over 400 years ago, that war happened. A great plague preceded the Horde. Between the plague and the war, the Elves and Dwarves were destroyed as independent powers and what few survivors hide in small enclaves far from any other civilizations. Prior to the plague the humans had organized themselves into a Roman style empire – a core empire with a number of smaller client states around the edges. For 500 years or so the human emperors had ruled in general prosperity (while allowing and profiting from slavery of non-humans and those humans who were deemed ‘troublemakers’). The plague killed about 40% of the humans and their entire imperial line of succession. Humans fractured into a number of kingdoms – some groups moving to previous
GM History of Patria Patria has seen several races come from other worlds – usually in mass migrations and there are few if any native races left on Patria. It is believed that six legged reptilians were the first races and perhaps even the only truly native races. Dragons of all types represent the original native sentient race. Races that derived from that stock – like ‘lizardfolk’ and kobolds – have lost two of their limbs either through natural selection or magical alteration as four limbed races and life became more common. What is known for certainty is that humans, elves, halflings (Kareena) and gnomes (Chergari) were imported from other worlds. The good dragons brought the elves to Patria so far in the past that even the immortal elves have only the vaguest of memories of the event. The elves in turn imported the Chergari and the Kareena before they imported the humans as part of their plan to find allies against the pr
Chapter 1 -- DiscoveryUndisclosed U.S. Army Mountain Wilderness training reserve. Present Day.
The snow was still thick on the ground this early in spring. It would be a good obstacle for trainees just up from their bases in Louisiana and Arizona. Shaking his head at the quality of trainees today, he wondered if his sergeants said the same thing twenty-nine years ago when he was the new croot, he scanned the valley below through the thick evergreens. Probably so. 29 years later – since the day after the tower’s fell – he had been everywhere – Afghanistan, Iraq, Syria, Iraq, Philippines, Germany, Italy, Turkey, just about every corner of globe where some religious nut was trying to kill everyone who dissented over some extremely obscure interpretation some books written thousands of years before.
Retirement in just under a year really sounded good as he thought he saw some sunlight reflect off of something metallic on the far side of th
Journey to the HomelandDarkest Hour
Earth Brothers final night
Birth of the stone brothers
---ancient dwarven prophesy.
With the coming of the Horde, it is certainly the darkest hour for the dwarven race. All but one stronghold has fallen to the vast tidal wave of goblinoids lead by demonic officers. The last desperate hope of the dwarven people rests in the hands of four young but carefully trained dwarves. A fighter, a cleric, a scout/trap master, and an Underearth ranger have been selected to carry the Hammer of Moradin – a smith’s hammer of incredible age and holiness – to the lands where the dwarves were first created by Moradin. Deep in the homeland, beneath the seven Mountains of Virtue, rests the Origin Forge. It was upon this ancient and most sacred site that Moradin forged the first dwarves. The group must extract raw ore from each of the mountains of virtue, smelt it into raw iron, and forge an iron statue of a dwarf.