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Jordomhav


WELCOME TO
JORDOMHAV
 
A roleplaying adventure, inspired by Scandinavian folklore, written by me for 5th edition Dungeons and Dragons.

In the summer of 2016, my four closest friends campaigned to save "Hammarfast". It's incredible to reflect on how tiny it all was back then.


 
Hammarfast


-SYNOPSIS-
 
RITUALS OF CHAOS
(level 1-6)


A powerful sorcerer cause surges of unstable magic across the lands of Hammarfast.

A chance for the adventurers to prove themselves, culminating in an epic showdown upon the very peaks of Hammarfast itself. 
A DARK PACT
(level 6-10)


Troll and Dark Elves have joined forces to defeat the Elves of Yulmandi once and for all.

When a call for aid reaches our adventurers they brave the opportunity to become true defenders of the realm. Culminating at the siege of Illium. 
BLOODY DEALINGS
(level 10-12)


A short crime-fiction adventure where our heroes are invited to Kaltengard, a prosperous City full of magic.

The sorcerer defeated in Rituals of Chaos were only a test concocted by an evil organization, who call themselves the Shadowseekers.

A prophecy is made which speaks the doom of Jordomhav, but also of hope. It mentions a Daughter of Light.

 
DAUGHTER OF LIGHT
(level 12-16)


This is an adventure where our heroic defenders step up to become protectors of the world.

They must seek out
the Elves of Andinoor, find the Daughter of Light and bring her to be sacrificed upon the Island of Mists. All while the Shadowseekers execute their cataclysmic plans. 
Zones

A WORTHY CHALLENGE
(level 16-19)


For over 1000 years Fafnir the demonking have waited and prepared for the day the forces of good became strong enough.

With the Shadowseekers gone and the realm prospering, the time has come for Fafnir to unleash his invasion upon the material realm.

Culminating with our heroes loosing, only to see the Goddess Hel finish Fafnir and stealing his powers. 


 

WAR AMONG GODS
(level 19-20)


Our heroes are basically demigods, and together they wield strength enough to question the higher powers.

Hel, Goddess of Nidavollum have declared war upon Vanaheim.

Who will our demigods side with? 


 

NIDHOGG AWAKENS
(level 20)


An adventure where our demigods gather once again to fight ancient dragons, horrors who've been slumbering in Jordomhav since before the beginning.

The Five; Blue out of Eversong Desert, Red out of Muspelheim, White out of Nifelheim, Black out of the Abyss. Together they resurrect Jormundgar from the depths near Nidhogg.

Revealing Jormundgar to be the very source which empowered Fafnir during A Worthy Challenge.


 


-LOCATION SPOTLIGHT-
 



-REINVENTING THE PANTHEON-
 
Pantheon


- MAGIC -

Eleven runes were created by Odr.
Dwarves found four of them.
Centuries later, a man by the name Kalten unlocked their secrets.
So began the Runewars. 

 
Rune03.jpg


Urr-Kauna-Wynn
WARCASTERS


Urr (strenght), Kauna (fire) and Wynn (joy) all comes from "Freyja's Eight". 
Together they unlock power to manipulate natural phenomena, such as fire or wind.
It's exhausting and sometimes hard to control.

This type of magic requires a passionate spirit.

Lesson: Desire isn't fixed, it evolve and change. Let it. Allow it to reveal what truly motivates you.
Rune02.jpg


Elgr-Hagl-Eid
SENTINELS


Elgr (protection) and Hagl (change) are both from "Haghall's Eight". Eid (journey) comes from "Freyja's Eight". 
Together they unlock power to manipulate solids, such as wood or metal.
All manipulation demands an equal exchange of matter.

This type of magic requires an adaptable mind.

Lesson: Take a step back to see the larger picture. By helping others you inevitably help yourself.
Rune04.jpg


Fe-Aisa-Gibu
MAGISTERS


Fe (wealth), Aisa (divine) and Gibu (gift) all comes from "Freyja's Eight". 
Together they unlock power to create out of thin air. 
It's very difficult to master and all creations are temporary.


This type of magic requires a focused mind.

Lesson: Life is messy and problematic, but remember, where you put your attention is where you'll see results.
Rune01.jpg


Turs-Perth-Ingwa
MYSTICS


Turs (chaos) comes from "Freyja's Eight", Perth (destiny) comes from "Haghall's Eight" and Ingwa (beginning) comes from "Tyr's Eight". 
Together they unlock power to unveil mind and time.
Practitioners risk terrible side-effects and even death.

This type of magic requires an imaginative spirit.

Lesson: Visualise the most fulfilling life imaginable. This will make your soul unbendable.



-BORDERLESS FACTIONS-

 
Kaltenorder_edited.png

KALTEN ORDER

- Headquarters in Kaltengard
- Exclusive
- Powerful magic wielders
- Aim to counteract the secretive Vafbrunr

 
Shieldwall_edited.png

SHIELDWALL
ORDER

- Headquarters in Gelipne
- Exclusive
- Stoic Paladins
- Oath to protect all civilization against the undead


 
Furelise_edited.png

FURELISE
 
- Headquarters in Ebbenor
- Inclusive
- Wealthy Individuals
- Aim to keep all trade open, for the good of everyone


 
Bloodeagle_edited.png

ORDER OF THE
BLOOD EAGLE

- Headquarters in the Free Havens
- Inclusive
- Criminal masterminds and basic scum
- Aim to start  a legitimate mercenary business


 
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