This
GIGANTIC tome clocks in at 795 pages if you take away editorial, ToC, etc.. No,
that is NOT a typo. While I was a backer of the kickstarter that made this
book, I was in no way involved in the production of this epic tome.
All right,
so the introduction tells us a bit of what this is: A take on Norse
adventuring, with a healthy dose of the weird, fantastic and sword &
sorcery sprinkled in. It should be noted that the 8 pregens from the Player's
Guide, as well as the excellent "Winter's Teeth" stand-alone module
from the "Long Winter's Night"-series are included in the back of the
tome.
Okay, so
this massive AP (and before you complain about the price, compare this tome's
content with other APs and you'll notice you're actually getting an excellent
deal...) is situated within the Northlands of the Lost Lands, and as mentioned
in my reviews of Player's Guide and the stand-alone plug-in-module-series, it
gets the flavor of the North, what makes the culture work etc. rather well -
but unlike in those previously-mentioned tomes, we begin this tome with a
massive, mapped and lavishly-detailed sourcebook section that explains the
peculiarities of the region not only on a local, but also on a global scale.
As
mentioned, one central fixture, theme-wise, would be the blending of the
fantastic and the general aesthetics of the sögur with the fantastic, so one
should not expect historic analogues in the traditional sense; however, the
book is very strict in its adherence to the sense of authenticity it creates.
This level of commitment can be found in the modified nomenclature and the
pronunciation guidelines provided within this gigantic tome, to just note once
example. I wholeheartedly applaud the decision to maintain a Nordic nomenclature
instead of butchering the names; the book explains the Umlauts etc. for native
speakers of English and dares to assume gamers that actually are smart and
interested, dare I say, intelligent. It is one of the aspects that imho too
often falls by the wayside nowadays and lends a sense to the book that its
readers actually are interested in portraying a concise feeling. That is a big
plus, as far as I'm concerned.
The
commitment to generating a sense of a believable world is astonishing in its
details: From ring-giving to hacksilver as a currency to a concise list of
common kennings (hand those out to players!), the flavor generated by the
details so lavishly and passionately collected herein, in the end, manage to
create a surprisingly respectful and "real" take on the subject
matter, putting this tome into the exalted context of the best of the Lost
Lands books and their unique vistas.
This never
just stoops to a simple reproduction of historic myths, however, - from
modifications of the pantheon to minor changes in nomenclature, the Northlands
here are always *almost* like hours, retaining their fantastic nature. And yes,
both a massive time-line in the different chronologies found in the Lost Lands,
as well as a full pantheon write-up complement this first part of the book.
Beyond the class options (which, alas, share the weaknesses I commented on in
the review of the Player's Guide) and items, we also receive a collection of
magic items - which brings me to another point: The Northlands are intended for
gritty and relatively down-to-earth gameplay (15 pt.-buy preferred): As such,
magic items are not for sale and rare (YES!) and, as mentioned in the PG,
several classes are banned in favor of options that fit with the aesthetic of
the North. Once again, I applaud this commitment to the overall vision.
Speaking of vision: In this first par of the book, which covers almost 170
pages, we also get a massive gazetteer of the north, with plenty of settlements
with full statblocks, overview maps and the like. Moreover, the section
contains a rather massive bestiary that includes some seriously cool, fantastic
creatures as well as strange fauna - and the critters all get gorgeous
b/w-artworks.
But that is
not nearly the main meat of this massive section either. Instead, much like in
Bard's Gate and similar epic-length tomes by the Frogs, we get an extremely
helpful section to bring pretty much any region to life: With random encounters
that cover the regular and the weird, strange phenomena and more. Additionally,
it should be noted that, by region and theme, adventure hooks are provided by
the dozens to bring the respective sections further to life, should the PCs
step off the rails.
All right,
I know what you've been waiting for...the adventures. Now those of you who have
been following this for a while will recall the 3 brief stand-alone
Northlands-modules that predated this one and my reviews for them. The
lowest-level module clocked, back in the day, in as intended for PCs level 5 -
6, but this saga is made for a whole campaign: As such, we get modules that
start at level 1, leading up to those we already know...and then, things go
much further. Already played the classic modules? Flashback is the way to go.
Seriously. You want to play these.
And at this
point, I have come to the section that contains the main meat of the book, the
massive campaign of Northlands adventures. It should be noted that the massive
amount of maps and handouts amounts to over 150 pages! No, I am not kidding
you. This is EXCESSIVELY mapped and better yet - player-friendly maps included
FOR ALL OF THEM. That alone is a colossal plus for me. Now, the PCs are
intended to be in the employ of the mighty Jarl Olaf Henrikson, jarl of
Halfstead and begins in Silvermeade Hall.
As a
discussion of the adventures, the following obviously contains SPOILERS.
Potential players should jump to the conclusion. One more thing: I usually try
to go into a lot of details in my discussions of adventures. If I did that
here, the review would probably span at least 20 pages, which, even to my
rather obsessive mind, would seem like overkill - as such, I will remain
relatively brief and sketchy - this should not be taken to mean that the
modules are short (or simple) for that matter; it is just a concession to the format
of reviewing a single, ridiculously huge tome.
...
..
.
All right,
only GMs/referees around? Great!
Kenneth
Spencer's first module "Spears in the Ice", begins harmless enough:
The PCs are to escort the Jarl's 3 daughters as they gather flowers in their
sacred duty to Freyja for the spring rites - and as such, the beginning is a
roleplaying-heavy section that can be used to establish dynamics, characters
and yes, even a sense of the idyllic - via a number of small events, the shape
of things to come are heralded and actions taken are bound to have serious
consequences in the future. When a witch puts everyone to sleep and kidnaps the
girls, the characters will have to get back their horses and find the girls in
a race against time with various routes to save the girls. While the sleeping
spell may look problematic in conjunction with e.g. elves, the module actually
handles this minor railroad rather admirably.
Part II of
this module, similarly a full-length piece, would be the "Wyrd of the
Winter King" - herein, the Jarl sets forth upon his mighty ship, the Long Serpent, towards the farthest
North. En route, the PCs discover a floating ice palace. Going ashore and
surprised by a blizzard, the PCs explore the place to find it being an abode of
the cult of dread Althunak - only by defeating this menace can they return
successfully to their ship. This would be a rather grim, environment-driven and
evocative piece, including dungeon-exploration.
These
massive modules out of the way, we receive a fully updated and modified
"Vengeance of the Long Serpent" - and yes, the original, alternate
lead-in is still here, but no longer necessarily required. The module presents
a free-form exploration of Ulnataland, a North Pole-style region of eternal,
unremitting ice - and a storm, as is fated, claims the life of Hallbjorn here,
the captain, here, allowing the PCs to step up. The exploration of these icy
regions may net the PCs a magical weapon and put them, beyond trekking through
the tundra, in conflict with the children of Althunak, breaking the grip of
this dread cult over the local population.
From here
on out, the PCs venture forth "Beyond the Wailing Mountains" to the
city of the lord of winter at the lake of frozen screams. Read that sentence
again. All things considered, the book manages to constantly generate an
atmosphere so thick and almost palpable that you can almost taste the frigid
cold, as the PCs cross these regions into the cold to brave a locale incredibly
fantastic. If you're like me and love the theme (and employ, like me, a
particularly slower-than-slow XP-progression), you may want to check out
LotFP's "Weird New World" for a plethora of arctic threats of the
most horrid and gruesome variety - particularly if you're playing the
OSR-version of this epic! But that just as an aside.
After this,
we're off to one of my favorite among the previously stand-alone adventures in
the series, "The Death-Curse of Sven Oakenfist", which assumes that
the PCs are wintering with Jarl Anud Cursespear, who once slew the legendary
reaver and direct descendant of Odin, the blight upon the world called Sven
Oakenfist. Unfortunately, he came to his success and riches by the death-curse
of said hero and now, as an old man, the wight of the legend returns and barges
into the hall of the Jarl to pronounce a
final deadline - on the Feast of Freyja, Sven will kill and destroy everything
and everyone who swears fealty to Jarl Arnuld. In order to vanquish the wight,
the PCs will have to find a way to unravel his mighty death-curse.
Unfortunately,
with essentially a divine bloodline, said death-curse will prove to be rather
difficult to find even a HINT to unravel. Thankfully, the three utterly mad
daughters of one of the norns might provide the answers - if the PCs manage to
best their trials. From defeating a unique dragon to save a beautiful maid, to
doing (rather dangerous)chores for a matronly lady and defeating an evil crone
in a game (when she's cheating, nonetheless!), the trials are worthy of the
legendary daughters - hopefully the PCs don't think they can best the mad
demi-goddesses in battle...
If they
play along with their mad delusions, they are rewarded with cryptic clues that
add up to provide the information to kill the legendary wight - each successful
trial also decreases the power of the final boss, unraveling some part of his
wyrd, thus providing more than one way of finishing this adventure and
rewarding PCs who manage to succeed in all tasks. The final showdown in Sven's
cairn sees a furious finale, including a potentially fatal collapse and the
heroes receive treasures befitting their actions during the adventure.
The next
previously released module, "Blood on the Snow", takes place in
Estenfird and could be considered to be the first of the modules that puts, as
heralded before, the epic component into focus: Unbeknownst to just about all
mighty beings, the beast-cult of the demon god Shibauroth has been gathering
its strength: Making its adherents rather stupid, but enhancing them into
deadly, primitive, cannibalistic killing machines via twisted runes, the cult
has risen and seems to follow a surprisingly organized plan. The PC are to
travel to the largest settlement, the town of Three Rivers, where local hero
Hengrid Donarsdottir has traveled. On their way, they can recruit essentially a
small army of undisciplined followers and hirthmen (alas, no Ultimate
Campaign-synergy) to help the beleaguered capital of Estenfird.
On their
way to Three Rivers, the PCs will have chances to deal with first encounters
against the Beast Cult and, via befriending the Great White Stag, potentially
even turn an otherwise lethal ambush upon the bestial cultists. In order to
reach the city, they'll also have to sneak past the camps of the unorganized
cult. Finally, inside the town, the PCs will have a bit of time to get
accustomed to the fully mapped and lavishly detailed town before the horns are
sounded and the assault begins - depending on the amount of followers the PCs
have recruited, the respective monsters get hurt/decimated. Oh boy - the siege
is awesome - standing on doomed ground, the PCs will have to combat elementals,
badger-sapper-squads and even keep a war-mammoth from breaking the
nigh-impregnable gates - all while ice trolls and drakes ravage the town in one
of the most concise, superb depictions of a deadly siege I've ever seen.
As the dust
settles, the PCs will be in for a shock
- the aasimar warrior-maiden has been kidnapped! Thus, the PCs have to enter a
haunted marsh and infiltrate the poison-thorned, hedge-labyrinth of a frozen
marsh maze in which the beast cult seeks to sacrifice the daughter of Thor
himself in order to bring down their deadly beast-god: The finale sees the Pcs
storm the ritual and hopefully free Donar's daughter from her bonds -
otherwise, the terror has just begun. Oh, and bravery is required here - essentially
the final encounter is insanely hard and requires the PCs to focus on their goal of interrupting the
ritual - should they succeed, Thor himself will annihilate the beat cult and
scourge it from the lands. And while the treasure is rather weak due to the
savage nature of the cult, the Aesir don't forget the PCs, as the module
concludes with a feasting held by Thor himself to congratulate the PCs - if
they succeeded, that is. If they failed, they'll have a CR 22 Thanatotic Titan on their hands and survival
chances that are at best slim...
Oh, and
just as an aside: These previously released modules have not simply been copied
inside: Details have been streamlined and we actually get Ultimate
Campaign-compatible MASS COMBAT RULES!!! EFFFIN' YES!!!
After this
truly epic and challenging module, we proceed with "Raven Banners over
Gatland", penned by both Kenneth Spencer and master of evocative
environments Greg A. Vaughan. Situated against a backdrop of a brutal feud
between Gats and Hrolfs, the two jarls have tried to fix burned bridges by
marrying their children - but, alas, hostilities are flaring up when the
bride-to-be vanishes...and soon after, the groom as well. The PCs and
surprisingly pragmatic jarls soon find the hand of the dread Jomsvikings in the
abduction - in order to prevent the feud from turning into all out warfare (the
jarls have to take the opinions of their folks into account, after all!), the
PCs will have to board a ship and survive a horrible marine assault by the
Jomsvikings and their supernatural allies...and ultimately, they'll need to
capture one of their ships to have a chance to infiltrate the notoriously
powerful island of these feared raiders.
Only by
securing an alliance with the island's supernatural inhabitants and releasing
them from the yoke of a powerful, devilbound witch and her creatures, will the
PCs have a chance to infiltrate the nigh-impregnable fortress and rescue the
two star-crossed lover...whose wyrd may not be so grim, after all! That is, if
the PCs can survive encounters with the unique Jomsbeast and horrid, chthonic
creatures - and yes, both of the youngsters may well perish - and all has
consequences... This module is PHENOMENAL in all the right ways, managing to
blend perfectly the aesthetics of the North and classic Sword and Sorcery
literature - no mean feat, mind you!
Kevin
Wright's "Plague in Trotheim" brings a completely different doom to
the PCs - the dreaded Straw Death has fallen upon the city of Trotheim as the
(hopefully!) wedding of the two jarl's children is interrupted by Meg
Skulsdottir unleashing this horrid plague upon the unwitting population. A
horrid pox is unleashed upon the city and the PCs will deal with the
consequences of the horrid outbreak throughout this module, allowing a GM to
free-form the encounters - here, godi are taken, lillin roam and fire elemental
constructs erupt from funeral pyres for a rather apocalyptic overall theme -
and only a mystic tree may provide the means to stop to the outbreak. Thus, the
PCs need to hexcrawl through the lethal Andøvan mountains and best the tests of
Skrymir...and best underworld dragons at the roots of the world and cure the
rot that has befallen the roots of Yggrdasil's sapling - and then, Wotan shows
up...and with echoes of Ragnarök's promise, the PCs venture back - provided
they live through the hazardous trek back.
Kenneth
Spencer and Greg A. Vaughan join forces again in "The Return of
Hallbjorn", which resounds with the previous modules: Thought dead, the
man returns with tales of Nieuland, mirroring the discovery of the new world
and sparking a land and trade rush. Unfortunately, the jomsvikings follow to
the new world: And yes, the journey is depicted and the colony and the threats
encountered are only exacerbated due to the incursions of the jomsvikings - who
also provoke the local skraelings into hostility, as unique threats and a
strange prophet escalate the proceedings. This section is literally something I
haven't seen before - a colonist tale of the conquest of a new world, with a
healthy dose of viking and fantastic aesthetics. And the appendix btw. also
allows for one or more PCs to take the mantle of the jarl - and the wilderness
exploration of these lands sports a great change of pace in its aesthetics,
while still remaining true to the themes. Another glorious winner in my book!
Returning
to the Northlands, Kevin Wright & Kenneth Spencer depict a module deeply
steeped in the culture and taboos of the North - "The Hallburning"
deals with the aftermath of the horrid crime of the mordbrand, a murder-burning
where a whole hall and all within have been cowardly burned to death - as
depicted in one of the glorious short-stories in the Player's Guide. Gundrik
Arison, Jarl of the Vestfelmarken, has been killed, but Runa Gundrikswif survived,
against all odds, the horrid ordeal. Some of the perpetrators were caught and
the Althing pronounced the criminals free to be slaughtered - and the PCs will
probably want to eliminate the cowardly murderers...but there is more to this,
namely a horrid conspiracy...the hall-burners are patsies...but there would
also be the issue of competing adventuring groups on the hunt...and yes, if the
PCs are not wary, they may fall to hall-burners themselves - and beyond
exploring tin-mines and testing their mettle, they will also find themselves in
dire need of speed - all actions have consequences and, in order to bring true
justice, the PCs will have to best the jarl in holmgang...but the deities
themselves may actually intervene here! And yes, I abbreviated the structure of
this surprisingly brainy module rather excessively - this one is LONG.
Based on
material by Kenneth Spencer and written by the dream-team Kevin Wright and Greg
A. Vaughan, "Daughter of Thunder and Storm", we rejoin the PCs 3
years after they have taken the mantle of Jarldom. Hengrid Donarsdottir has
survived (hopefully) Blood on the Snow, though a stand-in exists. In the wake
of Hengrid's devastating raid on the Hall of the Hearth Stone, the PCs are
summoned, for the daughter of Donar has stolen Kroenarck, the legendary sword
of the High Køenig and most sacred artifact of the Northlands. The PCs are to
return this sacred blade, but a godi present, in the fits of prophecy, tells
them about Hengrid being possessed and fighting the dread entity, beseeching
the PCs to save her. The PCs must venture to the Virlik Cliffs, where their old foe Althunak
raises his deific head - the entity is planning to usher in the Fumbulwinter to
kickstart Ragnarök. Stakes high enough for you? Yeah, we're talking
"epic" indeed, as the PCs follow the deific scion, still seeing signs
of her struggle against the Lord of Winter - the PCs have to survive the
creatures of the wild, the agents of the Lord of Winter and brave the legendary
mountain Helgastervän's volcanic tubes, venturing to the gates of hell itself,
opened by the sword - to save Donar's daughter, the PCs will have to venture
into the Gunningagap and battle for the soul of the divine maiden - and yes,
while combat is a means of solving this, we actually have a roleplaying
encounter as an epic finale here: Smart PCs will have a significantly easier
time, as no less than 5 iterations of this final fight are provided! Kudos
indeed!
And there
we are. 6 years later, in the final adventure herein, penned by Greg A. Vaughan
and based on Kenneth Spencer's material. Levels 16 - 18. High level as can be.
"The Broken Shieldwall" builds upon the consequences of the actions
in previous modules and if the PCs have done their jobs right, Jarl Ljot
Gatson, asks the PCs to raise an army to save his son and grandson from distant
Mulstabha, braving the treacherous North Seas as they gather their forces,
returning to Trotheim, Estenfird, speaking to the Althing, dealing with
jomsvikings once again...and more, the PCs will amass an unprecedented host to
lead into bloody battle. The war is on and the PCs will have to lead their
campaign and infiltrate the citadel of Jem karteis, where the mysterious, ancient
people of daemon-worshiping Huun and their legions prove to be the masterminds
behind the plot. With no time and magic power, the PCs will also have to thwart
a deadly assassination attempt on the man fated to become High Køenig of all
the North...all while routing the forces of one of the most deadly and
dangerous nations ever to spread its vile influence over the Lost Lands! And
yes, once again, this truly epic, mind-boggling modules pits gigantic armies
against each other in the most epic open warfare module I have ever seen - one
that also pits the PCs against a titanic, quasi-deific monstrosity that will
test their mettle to the breaking point. I have rarely, if ever seen such a
fantastic conclusion to a saga.
Conclusion:
Editing and
formatting, particularly taking the sheer volume of this tome into account, are
excellent, particularly considering that builds used herein do employ
interesting combinations of creatures and crunch. Kudos to the editors Jeff
Harkness, Dawn Fischer and Greg A. Vaughan. Layout by Charles Wright adheres to
a printer-friendly two-column b/w-standard and the pdf comes fully bookmarked
for your convenience. If you can, though, you may want to get the massive
hardcover - build to last in the tradition of Frog God Games. The artworks
deserve special mention: Artem Shukaev, Rowena Aitken, Colin Chan, Tyler Clark,
Felipe Gaona, Chris McFann, MKUltra Studios, Terry Pavlet, Blake Wilkie, Brian
LeBlanc, David Day, Talon Dunning, Eric Lofgren, Cara Mitten, Nate Pride,
Richard Thomas and Tim Truman have created a book that is gorgeous to look at:
Many of these artworks are absolutely stunning and incredibly evocative. A
precious few artworks of monsters have been used before (which often represent
the weaker pieces), but the vast majority (as in: 90%+) is new, original and
glorious. The massive tome comes with exquisite amounts of solid maps in b/w,
which, while less staggering, map pretty much EVERYTHING. The inclusion of
player-friendly, key-less maps is a huge plus as well. The massive tome also
sports a really nice full-color poster map of the Northlands on the inside of
the back cover - big plus there as well.
The work of
three men: Kenneth Spencer, Greg A. Vaughan and Kevin Wright - and it still
feels like this one, amazing, whole, legend. The voices of the authors never
clash and all is subservient to a shared vision of epic proportions that
encompasses what's best about classic sögur, the fantastic and sword and
sorcery. This book has managed to blend these potentially disparate elements
into an incredibly concise whole. And, as you know by now, I am EXTREMELY
particular about "my" North: Scandinavia and the old myths have a
very special place in my heart and I'm
extremely picky in what's "right."
The authors
get it. They show a keen understanding of what works and what doesn't. Unlike a
few of the stand-alone modules, none of the modules in this tome even remotely
feels like its Northlands aspects are window-dressing: The themes resonate with
a poignancy and internal consistence that is frickin' phenomenal and a pure joy
to read. Time and again while reading this tome, I put it away. Why? Because I
honestly wanted to savor every page. I didn't want it to end. It was one of the
tomes I read when a series of frustrating reviews (writing bad reviews
sometimes really does a number on me) had demoralized me. I read it when I had
a bad day. For half a year, just reading this book has brought me more joy than
you can probably fathom. It's that good.
...
While it
does not have a linear plot per se, those of you who don't like the sandboxy
nature of many Frog god Games books, well, this does deliver the more stringent
and sequential sequence you wanted - though frankly, with the epic, multi-year
timeframe of the saga, you will very well have a ton of opportunity to run your
own material as well or insert other modules.
I am
honestly sad to write this review. Why? because it means that the Northlands
Saga, at least until I can run its entirety, is over for me. Now, this is not a
perfect book: The player-content, as mentioned in my review of the Player's
Guide, could be better. And while everything fits perfectly together, while
consequences are evident, there could be a bit more repercussions from module
to module, as far as I'm concerned.
Yeah,
that's about everything I can say that could even be remotely construed to be
negative.
The
Northlands Saga, even in Frog God Games' canon of exalted adventure books,
ranks as one of the best I have read. This gorgeous campaign delivers, with panache
and aplomb, on the promise made of a true, Northern campaign, and that without
bashing you over the head with Ragnarök. The themes resonate, a zeitgeist of
the end-times seems to be slowly gaining traction, but if the PCs excel at
their task, they may end this book on a truly heroic note. As an aside: This
saga manages to portray high-level adventuring surprisingly well: Will the vast
resources, epic armies clashing and ever more global problems, with
metaphysical threats etc., the emphasis on roleplaying and the importance of
brains is never lost - this is a book for roleplayers indeed. That does not
mean, however, that there is not ample, amazing combat to be found herein -
quite the contrary! The Northlands Saga manages to perfectly convey the grit and
grime of the North, manages to depict, time and again, a harsh land steeped in
mythology and horror, yes, but also in tantalizing beauty and wonder. This is
not grim, nor is it dark. In a sense, it almost feels like a chronicle of a
North that almost was, that could have been in another time, another world.
You know, I
was excited for this and afraid at the same time. I am not a wealthy man and
supporting a KS like this, for such a big book, is something I can't afford
often. I also have a tendency to be very, very skeptical and nitpicky regarding
the North. I also am not one of the guys who wants to like every KS I invest
in; I am too jaded for that - years of reviewing will do that to you. ;) Supporting
the KS for this book was only made possible by pinching pennies left and right
for a prolonged period of time. TOTALLY WORTH IT! Worth every single day. I
guess it was my wyrd to cave-in and get it
-wyrd bið ful aræd.
This is
epic and amazing in all the right ways, a thematically incredibly concise, glorious
book that, according to my projections, should yield AT LEAST a whole year of
gaming, probably multiples. And even if you don't want to run the whole saga,
you can easily just extract individual modules - the plus-side of being less
driven by an AP-like plot and more by the players and how the PCs interact with
their surroundings.
This ranks
among the cream of the crop. This book is exalted and a masterpiece that
deserves an honored place on my book-shelf. If you're even remotely intrigued
by vikings, northern themes, sword and sorcery, gritty gaming or just want a
change of pace: You'll be very hard-pressed to find anything better than this
magnificent monster.
The Frogs
do it again, as far as I'm concerned - this is absolutely phenomenal and worth
5 stars + seal of approval and is a no-brainer candidate for my Top Ten of
2016. Heck, who am I kidding here, seriously? It'll score high on that list!
The one
thing that really galls me about this book? It's unlikely that we get
Northlands Saga II anytime soon and, even after more than 800 pages of
Northlands, I still want more. And yes, I am aware that even now, even after
all this praise, I can't properly convey how much I love this tome. Apologies,
dear readers...but see for yourself. The North beckons.
You can get this phenomenal tome here on OBS or here on tabletoplibrary.com!
Prefer OSR gaming? You can find the S&W-version here on OBS or here on tabletoplibrary.com!
Finally, if you want print, you can find that here on Frog God Games' store!
Endzeitgeist
out.