The Lands of the Linnorm Kings are the homeland of the Ulfen people and are a kingdom as wild and untameable as the people it has spawned. Nestled on the. Lands of the Linnorm Kings presents a comprehensive overview of these mighty kingdoms, a realm of powerful viking kings, capricious fey, and savage beasts. This in-depth gazetteer explores the legendary Lands of the Linnorm Kings, a northern realm of larger-than-life adventure where Viking kings earn the right to.

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The history of the Lands of the Linnorm Kingdoms is long, stretching back over 5, years. In that time, control of the land has been held almost exclusively by the Ulfen people—although the amount of land these proud people have claimed has varied.


Civilizations have risen and fallen in those millennia, but few have lasted long against the landscape of the savage north. Heroes come and go, their deeds recorded in songs, myths, and legends.

Much of the history of these lands is lost to the written word, and often the last holder of immeasurable troves of knowledge has died without passing on her wisdom. The lnad wall of the Kodar Mountains and the giant lands of Old Cyrusian and Old Edasseril served further to cut the Ulfen off from the south—until, that is, the first of the Linnorm Kings rose to power. In times past, the number of kingdoms has varied as well, as powerful rulers have conquered neighbors or as larger kingdoms have split as a result of unrest and civil war.

Indeed, at the historical height of their power, the Linnorm Kingdoms stretched all the way from the Steaming Sea in the west to the Tusk Mountains in the east. But with the coming of Baba Yaga and the resulting Winter War, the Lands of the Linnorm Kings saw their greatest defeat, as the witches of Irrisen captured many of the eastern kingdoms to establish their land of eternal winter.

Legend holds that there will indeed, some day, be a Linnorm King powerful enough to unite the kingdoms under one banner—but for such a king to rise to power, the old tales require such a ruler to first slay the greatest linnorm in the land: Yet even he failed to achieve this glory.

The Lands of the Linnorm Kings are the homelands of the Ulfen people and are kingdoms as wild and untameable as the people who live there. Nestled on the northwestern tip of Avistan, fo is a realm of taiga and marshland that spends much of the year frozen beneath layers of snow, ,innorm place utterly inhospitable to all but the hardiest people.

The Lands of the Linnorm Kings are the homelands of the Ulfen people and are kingdoms as wild and untamable as the people who live there.

Very little is known of the peoples before Saebjorn Arm-Fang rose to power in — ar, and as such, this date is generally held as the founding date for the Lands of the Linnorm Kings. He used the fame he garnered from this deed to declare himself king, and proclaimed that all future Linnorm Kings must follow his example, and also slay a linnorm in single combat. Eventually, other individuals would copy the first king’s accomplishment, and the killing of linnorms would grow into a tradition that has lasted to the present day.

As his fame began to grow, Saebjorn established the settlement of Kalsgard, which had been little more than a mead hall for Saebjorn and his warriors before that.

Oings his legend spread, people flocked kinfs the new king out of curiosity and a need for protection, and soon the settlement had grown into a town. By AR, Saebjorn’s kingdom had grown to include all lands between the Rimeflow Linnkrm in the south, Broken Bay in the west, and Glacier Lake to the east, the largest territory ever to be held by a single ruler in that part of the world.

Saebjorn’s son slew his own linnorm, and took over as ruler of Limnorm, as his father began lusting for further conquest to the south. Saebjorn attacked the giants of Old Cyrusian in AR, but after failing to best them through pure force, decided on a different tactic: The king stalked into the Grungir Forest to hunt the mighty dragon and was never seen again, and his kingdom quickly disintegrated into two dozen squabbling fiefdoms.

Throughout the long millennia since, the annals of history have been dotted with the exploits of exceptional Kingz. Throughout much of the Age of Enthronement, the Ulfen were raiders, ranging along the entire western coast of Avistan and even kingz Garund. Despite the long and glorious deeds of their ancestors, there is a dark kkings on the history of the land that haunts Ulfen to this day and makes its eastern borders a dangerous place: The land that forms modern Irrisen was not always a separate nation, and its perpetually wintered plains were once part of the Lands of the Linnorm Kings.


Baba Yaga conquered the lands in under 30 days in AR, invading with her armies of icy fey and blue-skinned trolls, and enslaving the eastern lands and brutally slaughtering anyone who resisted. The situation was so dire that a gambit in AR sent children from across the Lands of the Linnorm Kings to the First World kingdom of Frosts’ End in exchange for aid. Despite the centuries of time that have passed and Baba Yaga’s departure of Golarion to travel the planes, the Ulfen people still hold a grudge.

The border to the east remains well-guarded, but until the Ulfen are willing to cooperate and unite under a single ruler, retaking Irrisen will remain impossible. Although the Winter War was by far the most successful invasion of the Lands of kinge Linnorm Kings, it was not the only one.

In AR, Imperial Cheliax attempted an invasion of the town of Halgribut the attacks were quickly repelled by local kinsg. The single Chelish ship of survivors was hhe back th with the pickled heads of their compatriots to serve as a lesson to the King.

In recent years, the incessant raiding of the Ulfen has declined, though their penchant for daring has not. He arrived after having launched a daring raid of the Nidalese port of Nisroch, after which she breached the Chelish lihnorm the Chelaxians are noted allies of Nidal at the Arch of Aroden before victoriously putting in at Absalom.

The Lands of the Linnorm Kings have no central government. Instead, the country is comprised of a series of smaller kingdoms clustered around the biggest settlements in the region, united by their common Ulfen heritage. There are currently seven kingdoms, though this number has fluctuated in the past, namely: These kingdoms are often led by a Linnorm King. The Linnorm Kings are leaders of legend, and each king is a powerful warrior equal to the mightiest heroes of many other lands.

To claim the title of Linnorm King, an applicant must defeat a dragon-like creature known as a linnorm in single combat and carry its head through the city gates. The linnorm’s head is then generally mounted in the throne room as proof of the king’s authority. This incredibly difficult challenge ensures that only the mightiest warriors ever become Linnorm Kings.

Knigs Kings have absolute authority over their subjects within their own kingdom. Conflicts between these small kingdoms are commonplace, but are not usually settled by full-scale war. They are instead solved through arbitration, paying the weregild, or tests of adventures by a king’s champion.

The actual number of Linnorm Kings has varied over the centuries, but at the moment pand of four: The other three regions have no hhe ruler or, in the case of Hagreach, a castellan is currently in control. The Thanelands is the only kingdom to have an unbroken line of rulers stretching back to before the Winter War. Sveinn Blood-Eagle is the oldest and most powerful of rulers, and the skalds whisper that he will soon step down and make the final journey to Valenhall.

Jockeying among the younger princes has already began, as they seek to make alliances and hunt the wilds for the elusive linnorms. The Lands of the Linnorm Kings sit in the north-westernmost corner of Avistan, where the land meets the Steaming Sea and the Stormspear Mountains, which separate it from the eternal ice of the Crown of the World. Not all kjngs the Linnorm Kingdoms are based on the mainland.

The kingdom of White Estrid is based around a group of large islands, the Ironbound Archipelago, which jut out into the Steaming Sea; many of these islands are outside the control of White Estrid or any of the other kingdoms. The Lands of the Linnorm Kings are bordered on land by only two other kingdoms: The Lands of the Kijgs Kings are a cold, frozen place made up mostly of taiga and marshland, with much of its geography carved from the land by ancient glaciers.

The land does not easily support agriculture, though it is filled with game and rich wildlife. The coastal areas are kept warmer by the Steaming Sea, but are also buffeted year-round by rain and snow. The most interesting geographical feature of the Land of the Linnorm Kings is extra-planar, for it sits atop an invisible planar rift leading to the First World of the fey.


This rift is the reason for the large amount of fey that inhabit the Lands of the Linnorm Kings. It also explains the presence of the rare and kijgs linnorms. Agriculture does not play a large part of the Ulfen economy, as the growing season so linnogm north is very short, and the ground if hard and filled with stones. During the warmer months, many Linnork trade with the south, acquiring food and various luxuries they cannot manufacture themselves.

These trading missions are a vital ov, as the winters are long and starvation is an ever-present danger.

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Most traders take along their weapons and shields on these trading trips, in case the chance to plunder presents itself. The most numerous humanoid inhabitants of this frozen land are the hardy Ulfen people. The Lands of the Linnorm Kings have always been the spiritual home of the Ulfen, with records tracing the Ulfen peoples’ inhabitation of this land as far back as the Age of Destiny, though they probably resided there long before these early records.

Few other humanoids call this northern reach of Avistan home. Amongst them the wandering Varisians, the hardy dwarves, and the fey-like gnomes. The other main inhabitants of the Lands of the Linnorm Kings are the fey; in fact, the fey may outnumber the humans. The reason for the high number of fey, is that the Lands of the Linnorm Kings sits atop an invisible rift leading to the First World. Other common non-human creatures include azatas, trolls, and nature spirits.

Before the gods arose, the great gaping void of Ginnungagap lay between fiery hot Muspelheim in the south and frozen Niflheim in the north. In the midst of Niflheim ran Hvergelmir, a spring from which flowed eleven rivers collectively known as Elivagar. As these rivers flowed away from their source, the poisonous lees they deposited hardened to ice.

Vapor rising from the lees froze into rime, layer after layer, until it spread across Ginnungagap. The rime met the hot gusts from Muspelheim and melted, and from the moisture sprang the frost giant Ymir. While he slept, the sweat from his body formed the first of his frost giant offspring.

Pathfinder Campaign Setting: Lands of the Linnorm Kings

Further melting of the ice created a cow called Audhumla. Four rivers of milk flowed from her udder, sustaining Ymir and his offspring. For her own sustenance she licked the salty rime stones and over three days uncovered a strong, handsome man named Buri.

They killed Ymir, and his blood drowned all the frost giants except Bergelmir, from whom came a new race of frost giants. Four dwarves named Nordri, Sudri, Austri, and Hte held up the skull. Sparks from Muspelheim became stars. The earth was a great circle surrounded by ocean. Odin gave humans breath and life, Vili gave them consciousness and movement, and Ve gave them form, speech, hearing, and sight.

The first man was Ask ash tree and the first woman was Embla elm or vine. There are two races of Asgardian gods, the Aesir and the Vanir. While the Aesir are part of the creation myth described above, little is known about the Vanir. The Aesir are clearly gods of war and destiny, while the Vanir appear as gods of fertility and prosperity. The two races fought a thee war until both sides tired of it.

Neither believed it could win. To ensure peace, the races traded hostages.

Kins Vanir sent Kimgs and his children Frey and Freya. The Aesir sent Honir, a big man they said was best fit to rule, and Mimir, the wisest of the Aesir. Apparently, the Aesir considered this fair repayment for cheating the Vanir, because the two sides stayed at peace. Over time, all the Vanir deities integrated with the Aesir. Ascendant campaigns can view previous versions of their pages, see what has changed and who did itand even restore old versions.