The Hammerlands is a Nordic realm of snow, pine forests, and benevolent thunderstorms. Upon the incomparably huge form of Mjolnir, Human raiders, subterranean Dwarves, and blessed Valkyrie live prosperous lives farming, crafting, and most importantly, battling the forces of Nidhogg.
Thor’s Realm
As the creator of the Hammerlands, Thor heavily built the realm in his own image. He is a proud God after all.
The humans he populated the realm with are made to mirror himself both in appearance and temperament, the landmass is crafted atop his most prized possession, Mjolnir and the realm consistently references thunder. Even the foes he has placed across the realm are reminiscent of his favourite stories (about himself).
Personality Traits
Thor is a proud warrior. He understands the importance of strength and the power it holds, however, this hasn’t blinded him to the qualities of compassion and understanding.
The challenges he uses to encourage growth in his realm are varied in severity. He believes that everyone has the right to strife and growth, therefore, the threats range from feral beasts attacking settlements to kick-start the bold and brave on their journeys, all the way to the mighty dragon Nidhogg and its army, terrorising the realm, giving the greatest champions a chance to show their strength.
Thor’s Representative
Across every realm in this game of gods, there is a creature, location, or object that is created to carry out the will of its creator. In the Hammerlands that vassal is a human named Atli. Atli is the spitting image of Thor himself and, much like the god himself, has a special bond with hammers and storms.
Atli lives at the highest point in the realm, in a glorious longhouse, atop the peak of Mjolnir’s handle. There he provides wisdom, training, and blessings to any with the bravery or conviction to climb the terrifying heights. He only descends on rare occasions, when the mortal champions of the Hammerlands prove insufficient to repel a threat that could destroy the peace that the realm enjoys.
Despite the assumed isolation he endures, Atli is not alone. He has taken a strong, noble Valkyrie as his wife. Hrist (The Shaker) was the first mortal being to visit him upon the creation of the realm. While others feared the storms atop the world, she flew higher and higher until coming upon the lonely longhouse. Compelled by curiosity, she entered the building to find Atli sitting upon a golden, rune-covered throne. New to existence and not yet able to control the divine power he was gifted, holy lightning poured from his body into Hrist, swelling her size and imbuing her with incredible magic. The shock was too much for her body however and she suffered great trauma. Over many months, Atli healed and cared for her, and as he did, they formed a bond of mutual love and affection. Now she watches over the realm by his side.
Mapping Out The Hammerlands

The Hammerlands are built upon the enormous form of Mjolnir, embedded deep in the ocean floor. Thor covered the head of the hammer in deep soil and rock, allowing nature to flourish and thrive. Mountains have formed along the edges of the hammer and around the base and peak of the handle that now acts as a home to the reclusive Dwarves. Large, temperate coniferous forests cover the majority of the landmass and host a menagerie of beasts. Piercing the clouds, and threatening to puncture the perpetual storming heavens, the handle of Mjolnir rises thousands of miles above the ocean. The mysterious Valkyrie have built a magnificent city upon its form.

The Hammerlands has many exciting points of interest to explore. From the Human capital of Hammerheim to the impenetrable fortress that has fallen into the clutches of Nidhogg and his dragon brood. Adventurers that live or pass through the Hammerlands are sure to find glory and mystery.
Below you’ll be introduced to some of the main points of interest in the Hammerlands. These are not all there is to see as dozens of dungeons, settlements, monster camps, and magical sites exist in the realm. You are free to add or remove anything to suit the adventure your party is looking for.
Hammerhiem
On the southern corner of the realm, where Mjolnir meets the sea, the Norn capital of Hammerhiem can be found. While it is referred to as a city, it is in reality a gathering of the 4 great Jarls of the Hammerlands and their peoples. 5 glorious longhouses form the foundation of the city, with many, many buildings surrounding them. Each Jarl takes residence in one, with the 5th used for communal meetings.

Originally, upon the realm’s birth, each of the original Jarls held a fair portion of land and ruled it as they chose. No Jarl would interfere in another kingdom and peace was held. However, with the rising threat that Nidhogg poses to the people of the realm, it wasn’t long before the children of the 4 Jarls agreed to merge and govern the Hammerlands together. For the sake of their people, they chose to settle as far from Nidhogg as they could. Now, Nidhogg rules the North and the humans rule the South. After many generations, the current 4 Jarls rule in relative prosperity, although they still hope to destroy Nidhogg and reclaim their forefather’s homeland.
The 4 Rulers of Hammerhiem
Bjorn Ursaborn: As the descendant of the Jarl that originally ruled the land Nidhogg now resides in, Bjorn harbors an unrivalled hatred for the wyrm. It was in his most recent failed assault to reclaim the impenetrable fortress, Trelleborgen, that he lost his left arm and eye.
Bjorn RP Reference
- Human (Norn), Male, 64 years old.
- Missing his left arm and eye.
- Hates Nidhogg even more than the rest. He will always back a plan to assault Nidhogg.
- His family line has a history with bears and he himself can shift into a bear-like form.
- He is a strong, proud man and not someone to let a grudge go. However, he cares for his people and considers the effect on them before agreeing to a plan.
- He has a son named Bo. He is 19 years old and eager to prove himself to his father.
Lagertha Lothbrok: When the 4 Jarls decided to merge it was the southern Jarl that offered his land to protect all Norns, viewing it as his duty to care for all people, whether they were born in his land or not. His descendant Lagertha follows these same values and has become a beloved and respected member of Norn society.
Lagertha RP Reference
- Human (Norn), Female, 33 years old.
- Kind and welcoming but still a respected warrior.
- Her main focus when making plans is the impact on the entire Norn population.
- She is yet to marry (her choice) but is worried about not having an heir yet.
- Dislikes risking her warriors in fights that have high risk. Will often join them to ease her guilt.
Sigurd Bronzebeard: While the other 3 Jarls are direct descendants of the original rulers, Sigurd’s father took the place of one of the original rulers when they were killed in battle before creating an heir. Due to this, Sigurd is unsure of himself and feels unworthy to sit with the others.
Sigurd RP Reference
- Human (Norn), Male, 28 years old.
- His family took over for one of the Jarls.
- Doubts himself so typically keeps quiet during Jarl meetings.
- Is desperate to find a way to prove himself.
- He took over after his father fell sick. He remains bed-locked today.
- His family is known for their metallic brown beards.
Göndul Helvig: 3 generations ago, a Jarl from the fourth family lay with a fallen Valkyrie. The Valkyrie fell pregnant and birthed the first Valkor. Göndul is the current Jarl of the family and is treated with nervousness due to the Valkyrie being rarely seen.
Göndul RP Reference
- Valkor, Female, 78 years old.
- Treat with nervousness due to being non-human.
- Is the wisest of the Jarls due to her age and divine touch.
- Had a twin brother that was killed in a battle with the creatures of Frostwood.
- She is the only Jarl that sees Frostwood as a serious threat.
Locations of Importance
Hammerhiem is home to nearly 7000 Human (Norn) vikings as well as a very small number of Valkor and Dwarves. The architecture is very reminiscent of Nordic viking buildings, with thick wooden walls and steep, sloped roofs. Storm iconography can be found throughout the majority of structures, ranging from clouds carved into ceilings, to wooden pillars carved to shaped lightning bolts. The people of Hammerhiem proudly worship their God, Thor, and as such, the city is host to numerous statues, paintings, and shrines to him.
Longhouses: Hammerhiem has 5 large longhouses, one for each of the Jarls and one that acts as a communal meeting place. The Jarls and their families live within the longhouses but during the evenings they are open to the public for drinking and socializing.
The buildings themselves are 40ft high and 200ft long. They’re made of timber frames, with walls of wattle and daub and thatched roofs. While the outsides are built for purpose, within they dedicate themselves to the glory of Thor. Intricate paintings, imposing wooden statues, and fine craftsmanship all ensure both comfort and devotion.
Thor’s Shrine: Near the center of the city, a large kneeling statue of Thor provides shelter to those that pray beneath. Candles, idols, and several ancient sacrificial tables make up the dedicated place of worship for Thor. On any given day you’ll find hundreds of Norn praying for success in battle, farming, or pregnancy. On very special days, such as Thorsday (Mistakenly believed to be Thor’s birthday but actually the anniversary of the realm’s creation), beasts and people will be sacrificed in the name of Thor. They give him gifts of blood out of respect for him as a warrior. The people that are sacrificed are volunteers, though if not enough people offer themselves it bodes ill for the realm and the unwilling will step forward for the sake of the realm.
Craft Yard: On the eastern edge of town, the blacksmiths, tanners, weaponsmiths, and crafters of all kinds gather in tents to work and sell their services. The majority of this area is made up of 10ft high, open-front tents with thick wooden tables for merchants and crafters to advertise their wares. There are a handful of wooden or stone buildings that house blacksmiths, distilleries, and breweries, as well as a large warehouse that house the city’s food and water supplies.
Harbor: On the water’s edge there is a busy harbor that houses fishing vessels, longboats, and specialized boats that transport fresh water from the nearby river. The majority of the boats are fishing boats that provide a steady supply of food for the city. Six 75ft longboats remain docked and currently unused. The last time the Norn sailed to battle was 14 years ago when an unsuccessful assault was made to drive Nidhogg out of Trelleborgen. Lastly, two medium sized boats are built specifically to transport large amounts of fresh water.
The Heroes Burden: A large timber hall stands above the nearby houses. This is the Heroes Burden, a gathering hub for the adventurers and warriors of the Norns. Here, people can submit or take quests ranging from collecting a rare material to slaying a dangerous beast. It doubles up as a way for adventurers to network and meet others to party up with.
Nidavellir
Deep beneath the Edge Mountains lies the Dwarven city of Nidavellir. Also known as ‘Dark Elves’, the Dwarves of the Hammerlands spend most of their days in the cool, dark caverns of their underground settlements, the largest of which being Nidavellir. The city spreads miles into the mountains and earth, comprising of hundreds of winding, interwoven tunnels.

It is incredibly rare to find a Human within the city, and nigh impossible to consider for a Valkyrie to make their way beneath the mountains.
The Dwarves have a mystical connection with craftsmanship and as such the underground streets of Nidavellir flow with magic and enchantment. A celebration of colour dances through the city. Someone might look to the ceiling and mistake the sight for a magical night sky as thousands of gemstones shimmer and glitter above them. Living statues patrol the city streets tirelessly, acting as both guides and protection. Magic potions, enchanted weapons, and imbued tools circulate their markets as often as fine alcohol and fabrics might be sold in Human society.
The King Under the Mountain
Nordri has ruled and guided the race of Dwarves since the realm’s creation. When they had nothing, it was he that carved into the mountains and founded a home worthy of his people. It was beneath the mountains that Nordri found the gifts Thor had left for them. Miles upon miles of gem-encrusted stone imbued with primordial magic. After careful study of these gems, Nordri learned, and later taught his people, how they could be used to craft powerful enchanted items. This knowledge is what allowed the Dwarves to become some of the most talented craftsmen and magic item smiths in not just the Hammerlands, but any of the realms.
As a ruler, Nordri is fair but strong. He cares deeply for his people and will react strongly to anyone that threatens them, regardless of whether that threat comes from within or without. Once a ruling has been made he will not budge on it, ignoring any of his personal connection or bias to them. This has garnered him a lot of respect from his supporters and fear from his rivals.
Nordri RP Reference
- Dwarf, Male, 2240 years old.
- Makes decisions with incredible conviction.
- A master of enchantment magic.
- Known as a teacher and guide to his people.
- Believes the needs of the many outway the needs of the few.
- His loyalty cannot be bought, it must be earned.
- He avoids the conflict with Nidhogg unless he directly threatens the Dwarves.
A Kingdom of Magic
Magic has been fully integrated into Dwarven society. They rely on it for transport, food, communication, and most other facets of their lives. The Dwarves have enchanted the tools they use in their daily lives for both practice and to compensate for the difficulties of living underground.
Due to the size of the sprawling city and its winding tunnels, it can take a very long time to traverse on foot. To help make getting around easier the Dwarves have built large, quadrupedal, stone constructs to transport them across the city. They have the appearance of colourful, featureless bears carved from soapstone.
Locations of Importance
Nidavellir is comprised of large caverns interconnected by 20ft wide, and 25ft high tunnels. Into the walls of the tunnels are built homes in which the general population resides. These houses are relatively spacious and, due to the abundance of magic, provide a high standard of living. They are carved directly from the gem-rich stone which means the walls glitter with colour. It is common practice to carve artwork of your family’s history into the stone.
In the large caverns, the city has built important structures and communal areas. The size of these caverns is varied and can be natural or man-made. Some of the important points of interest that can be found in these caverns are as follows:
The Farmlands Cavern: In one of the largest caverns the Dwarves have used advanced enchantments to set up several food-producing farms. This particular cavern spans 2 miles and has numerous powerful sunlight enchantments to allow for the growth of vegetables and fruits. They also rear livestock to provide meat. Herds of Cave Boars have been domesticated and are now raised for meat in this area. Hundreds of Dwarves have found work in this cavern, caring for the beasts or tending to and harvesting the crops.
There are many smaller farms but this one provides food for 70% of the population. As such it is heavily protected by both war constructs and Dwarf warriors.
The Lifeforge Cavern: Deep within the kingdom, a heavily protected and secretive cavern lovingly crafts and enchants the constructs that are so crucial to life here. Only the most skillful enchanters and artisans are allowed access to the lifeforge as the magics cast here is one of the most important secrets in the realm.
Huge forges made from enchanted steel heat stone to its melting point. Then the magma is funneled and handcrafted into the necessary parts, grafted with enchanted gemstones, and cooled rapidly. After the body is formed and cooled, it is enchanted for 3 days and 3 nights to fill it with the sentient magic required to make them function. Each construct is lovingly built with care and attention to detail which is slow but necessary. The Lifeforge, when working at maximum capacity can put out one new construct every 5 days.
In the current year there are 3623 constructs in Nidavellir.
The Commerce Cavern: Central in the kingdom, a massive, multilevel cavern hosts the largest market in the kingdom. Just over one thousand market stalls and shops have been set up by Dwarves looking to sell their crafts. Each is very personal to the craftsman and ranges from toys, weapons, armour to magic items and potions.
The following is a quick reference guide for what can be purchased and its (vague) price range. These can be changed depending on the circumstance.
Shopping Guide:
| Standard Items | Price |
|---|---|
| Food & Rations x10 | 2gp |
| Alcohol | 1 – 20gp |
| Toys | 1 – 3gp |
| Weapons | 1 – 50gp |
| Armour | 5 – 1500gp |
| Adventure Gear | Varied |
| Potions | Price |
|---|---|
| Common Potions | 50gp |
| Uncommon Potions | 150gp |
| Rare Potions | 600gp |
| Very Rare Potions | 1500gp |
| Legendary Potions | 3000gp |
| Custom Potions | On demand |
| Magic Items | Price |
|---|---|
| Common Magic Items | 70gp |
| Uncommon Magic Items | 500gp |
| Rare Magic Items | 2000gp |
| Very Rare Magic Items | 5000gp |
| Custom Magic Item | On demand |
The Travelers Cavern: Beyond the towering stone gates that make up the entrance to Nidavellir you will find the Travelers Cavern. This area houses a large, ornate building that acts as both an Inn and also a border control point. Outsiders who wish to visit the Dwarven realm must first spend 3 nights within this building. During this time they are free to eat, drink and make merry using the luxurious spaces that are provided to them. While the visitor enjoys their stay, the Dwarves that work in this cavern take this time to watch, research and, based on the motivations of the individual, decide whether access to the city will be granted to them.
Within this building the following resources can be found:
- 3 Large dining halls which serve excellent Dwarven classics.
- 4 Taverns of varying moods.
- Several hot springs / baths.
- An area for quiet reading or working.
- Access to a top quality Dwarven forge.
- A training courtyard for sparring.
- A theatre that hosts daily shows about Dwarven history.
Only trusted foreigners are allowed to enter the city unaccompanied. Most visitors, if they are successful in earning entry, are assigned a guide that will help them navigate the city and keep them from entering areas they shouldn’t.
Úlfdalir
High over the ocean, built upon the outcrops of stone of Mjolnir’s handle, lies the city of Úlfdalir; home of the illusive Valkyrie. Not long after their creation, the blessed winged women fled the conflicts of the ground and settled beyond the reach of most mortal beings. It is here that they built their city of star-forged steel and gravity-defying structures.

Úlfdalir is as high as it is wide. The shimmering metal buildings and statues float, suspended by not gravity but the magical properties of the metal. Due to their wings, the Valkyrie do not need bridges or pathways to traverse the city, instead soaring and weaving between the buildings. For flying creatures, it’s one of the safest places in the realm. For those confined to the ground, it is near impossible to traverse.
Due to the nature of the Valkyrie’s rebirth cycle, the city has barely changed or grown in nearly a thousand years. The same impressive metal structures still stand today in the same glory as when they were first created. In the center of the city, the Well of Recollection floats surrounded by seven rotating golden statues. These statues represent the seven Valkyrie that first discovered how to activate the Well. Due to all Valkyrie being female, they cannot reproduce naturally. Instead, they have been gifted by Thor, the Well of Recollection. When a Valkyrie dies within the Hammerlands, her soul is pulled to Well, where it is reformed into a fresh being. Annually, on Thorsday, the Well shines with a bright light and the contained souls spring free in the bodies of newborn baby Valkyrie. It is tradition to name the children after the fallen warriors whose souls they now share.
The Council of the Heavens
Unlike the other kingdoms of the Hammerlands, the Valkyrie do not have an assigned ruler (or rulers), instead, they govern by a collective vote.
At the highest point in the city, the Chamber of Decisions acts as the meeting place for votes to be held. Because their population will never grow, there is a seat assigned to each Valkyrie, and the only bar of entry to take your seat is that you must be old enough to fly to the building unassisted. Once a month, all Valkyrie within the city are expected to meet in these chambers and vote upon the 31 most important topics of the upcoming month. Typically such topics include the level of involvement the Valkyrie will play in wars, who will be tasked with descending from the city in search of food, or how to best honour Thor in an upcoming festival. However, since the breaking down of the borders, the topic of what to do about invading Outsiders has become a constant concern with no real solution being decided upon.
For a vote to move on to being actioned, it must pass with 70% of the votes. This means that some of the smaller issues can take a long time to get resolved.
Locations of Importance
The Stables: The Valkyrie’s large wings are not the only method they use for getting around. When traveling long distances, or going into large-scale battles, the Valkyrie rely on Pegasus. These powerful, winged horses can fly many miles further without tiring or needing to rest.
Within the city of Úlfdalir, large grass plains and comfortable stables have been built to breed, train and care for the herds of Pegasus. Youngsters who cannot yet leave the city often work the stables and are trained in riding and mounted combat.
The Well of Recollection: The Well of Recollection is the Valkyrie’s most valued treasure. It is their means of continuing their species and a living memorial of their fallen loved ones.
It has taken the center spot in the city and is surrounded by seven golden statues. The well itself is a large stone and gold structure that floats freely in the air. While from the outside it is not taller than 6ft, when peering into the water, it descends hundreds of feet beyond the limits of sight.
Annually, on Thorsday, a calming golden light pours forth from the well, basking the city in its warming glow. When the light fades a number of babies are left floating on the water’s surface. These babies have the familiar features of the Valkyrie that were lost to age or adventure in the past year. It is in these children that their names, souls, and stories live on.
The Chamber of Decisions: This building has been crafted from gravity-defying metal and floats at the highest point in the city. It is oval in design with no need for doors or a ceiling. At either end, a large golden Pegasus wraps its wings around the walls, its feathers forming golden columns.
Each seat belongs to a specific Valkyrie. Their names and symbols are carved into the seat. Due to the nature of their births and rebirths, it is common to have empty spaces in the chamber while the new Valkyrie of that seat matures.
The Tower of Remembrance: This large tower rises with the city into the air and has points of entry all up its length. Within, the Valkyrie track the events of history, lost magic, and terrible wars. There is also a special room at the peak that scribes the deeds and deaths of each Valkyrie. It is common for a Valkyrie reaching maturity to traverse the tower and study the past of those who share her soul. While no memories return, many young Valkyrie feel inspired to continue past goals, whether it be revenge or the search for peace.
Trelleborgen
Once the pride of the Norn kingdom, the fortress of Trelleborgen is now home to the dreaded wyrm Nidhogg and his brood of a thousand dragons. The sounding forests were burnt away, the wildlife hunted, and those who stood and fought against the tide of scales, scattered across the rest of the realm.

From this point of power within the realm, Nidhogg schemes and launches attack after attack on the Norns. The Dwarves stay hidden beneath the mountains only engaging to repel curious scale-born. The Valkyrie keep to their homelands, high above the threats facing the ground dwellers, only descending to clash with the horrors of the Frostwoods or collect food supplies.
And so it falls to the Human Norns to hold back the tide of scales. For the 699 years since Nidhogg emerged from beyond the clouds and took the fortress, the Norn have battled endlessly to take it back. Each assault came with countless death but the Norn slowly learnt how to kill dragons and even got rather good at it. But Nidhogg is no normal dragon. And so sadly, during the last siege 14 years ago, the defeat was so absolute at the hands of Nidhogg that the Norn are yet to recover their numbers and find the strength to attack once again.
The Tide of Scales
Nidhogg’s army consists of all manner of draconic terrors. The strongest of which are his own brood. They in turn had broods of their own which eventually diluted the pure wyrm’s blood into the draconic abominations that make up his army today.
The Tide of Scales includes the following creatures, although you are free to add any creature that you think makes sense to your story:
Creatures of the Tide of Scales
| Creature | Rarety | Notes |
|---|---|---|
| Nidhogg | Unique | The Dreaded Wyrm. |
| Ancient Dragon | Very Rare | Nidhogg’s first brood. |
| Adult Dragon | Rare | 2nd Gen descendents of Nidhogg. |
| Young Dragon | Uncommon | 3rd Gen descendents of Nidhogg. |
| Wyrmling Dragon | Common | The newest descendents of Nidhogg. |
| Drake | Common | Wingless draconic beasts. |
| Wyvern | Common | Flameless, draconic creatures. |
| Dragonborn | Uncommon | Humans forcibly crossed with dragons. |
| Abishai | Very Rare | Valkyrie forcibly crossed with dragons. |
| Nidhogg Cultist | Rare | Norns who have turned to Nidhogg for survival. |
| Scale Cursed | Uncommon | Cursed humans. The failed experiments leading to dragonborn. |
| The Failed | Very Rare | Failed attempts to cross dragons with Dwarves. |
The Dreaded Wyrm
699 years ago, the stormy clouds around the Hammerlands crackled with flame and low rumbles of thunder were replaced by chaotic roars that echoed across the realm. From beyond the pained clouds emerged Nidhogg, the first dragon to fall upon the realm. Though no one truly knows where he came from, it is rumoured that he tore through a yet unopened barrier between the southern realm.
Since his arrival, he has caused nothing but pain and strife for the population of the Hammerlands. He burned their villages, took their land, and killed their warriors. Nidhogg is a being of pure rage and hatred. He knows not where he is, just that everything here fills him with an insatiable need to destroy. Unbeknown to him, this is due to the Game of Gods and its influencing hostility to realms of the other colour.
Not hours after his arrival, Nidhogg attacked the Norn fortress of Trelleborgen. The Norns, never haven’t dealt with a dragon before were underprepared and overwhelmed. Less than 30% of the people occupying the fortress survived. From this seat of power in the realm, Nidhogg has launched attack after attack. Realising the scale of the realm, he birthed a brood of 7 eggs. These 7 eggs hatched into the 7 ancient dragons that now act as his most trusted military leaders.
Since their birth, 2 have since been slain. The first to fall was Capaneus, felled by a party of Norn heroes at the Battle of Hilt. The second was Parthenopaeus, who at a young age took her brood into the skies to lay waste to the city of Úlfdalir. Her confidence proved her downfall and she never even saw the city. The Valkyrie instead hid within the clouds and ambushed her and her hoard, leaving hundreds of dragon corpses to strike the ocean below like a meteor shower.
The remaining dragons of the first brood are as follows:
Dragons of the First Brood
| Name | Notes |
|---|---|
| Tydeus | The first to hatch. A terrible beast of volatile paralyzing gases and igniting scales. |
| Capaneus | Deceased. |
| Eteoclus | Blessed with Ooze-like properties and the ability to split its form. Believed to currently be invading smaller Dwarven settlements. |
| Hippomedon | The largest dragon in the realm. He abandoned his wings for thick armour. Reports say he has been dormant for many years. |
| Parthenopaeus | Deceased. |
| Amphiaraus | An impossibly fast flier and empowered with lighting and stolen storms. |
| Polynices | A dragon with the inexplicable power to morph its body at will. Since the discovery of his powers, people are particularly untrusting of strangers that have magical potential. |
The Surrounding Landscape
A single dragon can irreversibly change the landscape surrounding its lair so having a veritable hoard of dragons all living in one place has turned once lush woodlands into a churning, cursed landscape where the ground itself seems to be trying to destroy itself.
Sinkholes open up without warning, spouts of lava pierce the earth erratically, once fresh water boils into toxic acid. The land is truly inhospitable to any ground-dwelling creature. Even the dragons themselves are unwilling to land directly on the ground.
When travelling in the area surrounding Trelleborgen roll on this chart for every 10 minutes of travel:
| d8 | Environmental Hazard |
|---|---|
| 1 | Sinkhole: A 10ft hole opens up below the a member of the party. They must succeed a DC 15 dex saving throw or fall 2d4 x 10 and take the appropriate amount of fall damage. |
| 2 | Lava Spout: A spout of lava shoots up from beneath the party. They must succeed a DC 14 dex saving throw or take 8d6 fire damage. |
| 3 | Fissure: A fissure tears through the ground in front of them adding an additional 20 mins to their travel. |
| 4 | Acid Rain: Acid begins to fall from the sky. It deals 1 acid damage every minute as long as they are in it. The rain lasts for 2d10 minutes. If they spend more than 10 minutes in the acid, any metal armour or weapons they are carrying take a permanent -1 penalty. |
| 5 | Dragon Bones: The party is attacked by 1d4 (Per party member) undead dragon wyrmlings. |
| 6+ | No Hazard |
Mjolnir’s Peak
At the highest point in the realm, a lone longhouse crowns the highest mountain. Within the building of hardy wood and gold-encrusted stone, Atli, and his wife Hrist, train the brave and strong warriors that made the deadly climb to meet with them.

As Thor’s representative in his realm, Atli was created within this building at the realm’s birth and has remained here for most of his life, only descending to the ground when the entire realm itself is at risk from outside attack.
Training the Heroes of Tomorrow
To take the long and dangerous climb to Mjolnir’s Peak requires years of training to begin with. No small amount of grizzled heroes have fallen to their deaths trying to make the journey to meet with Atli. Steep, slippery climbs, wild hungry beasts, and thunder clouds that seemingly chase you across the peaks all test the people who think they are worthy to meet with Thor’s representative.
Those that are found worthy and reach the longhouse alive are greeted by warm hearths, limitless ale, and the wisdom of Atli. Whether it be spear, axe, or hammer, Atli is an incredibly proficient fighter and is eager to pass his knowledge on to those strong enough to receive it. For those of a magical persuasion, Hrist trains them to boost their body and mind to unlock their latent potential. Many that reach Mjolnir’s Peak are assumed dead, only to return years later wielding power beyond the limits of those they left.
If the players were to survive the climb, they would be greeted by 2d4 Norn and/or Valkyrie that are at various points in their training.
Blesses and Boons
As Thor’s representative, Atli is tasked with helping the realm survive the Game of Gods. Although he is not directly conscious of the game or Thor’s influence, he makes decisions and offers gifts based on Thor’s goals. If a group of heroes traveled to Mjolnir’s Peaks and beseeched Atli for help in a personal goal, he would look at the request on the merits of how it would affect the Game of Gods. For example, if the request was “We need more power to travel to the Frostlands and slay a Frost Giant that has what we need to cure a sick ally”, he would grant them the strength they need, not to help their ally, but because a Frost Giant is a serious threat to the realm and its defeat would tip the Game of Gods in the Hammerlands favour. Conversely, if the request was “We need the power to wipe out the dragons once and for all” he would refuse, as losing the strongest motivation the realm has to foster heroes, would result in fewer and weaker warriors and as such, make the realm vulnerable in the Game of Gods.
The gifts Atli can offer range from simple training to magical weapons and blessings. When offering these gifts it’s important to be mindful of the party’s current level and goals. You don’t want to gift them with something that trivialises the upcoming challenges they face, but they need to be significant enough to be worth the journey. To avoid derailing an adventure you can try offering magic items with a finite number of uses, magical blessings that last a specified duration, or weapons that grow in power as the characters level up.
Atli is also a very useful plot device when your story needs a time skip or sudden power increase. If the party agrees, they can spend an extended period of time training at Mjolnir’s Peak to gain levels and have a cool training montage.
Free Locations
Alongside these four main locations, there are many smaller settlements that you are free to use as needed. You can populate these villages and towns with friends or foes to craft the story you want.
As it stands, the current territories have the following additional free locations:
| Territory | Local & Amount |
|---|---|
| Norn | City / 1 |
| Norn | Town / 4 |
| Norn | Village / 2 |
| Dwarf | Town / 2 |
| Dwarf | Village / 1 |
Realm Gateways
As a central square on the board, the Hammerlands has four gateways to other realms. Currently, two of those are open.
Northern Gateway: Frostwoods
The realm to the North of the Hammerlands is Loki’s realm, Frostwoods. The entrance to this realm is as tricky as the God of Mischief himself. Within the lush forests of the Hammerlands, a tree can be found with is kissed by frost, no matter the weather or season. The roots of this tree spread wide leaving large burrows into the earth. Crawling into these burrows leads you out of a similar tree, emerging into the Frostwoods. At mid-day and midnight each day, the tree moves to a random location in the realm’s forests.
Eastern Gateway: Machi Vasilikós
The realm to the East belongs to Ares, God of War. On the far eastern shore, beneath the shadow of the handle, there is an archway. At first light on every fourth day, the archway shimmers to life and for a brief time, you can pass through into the warring city of Machi Vasilikós.
Southern Gateway: Unknown
The way is shut.
Western Gateway: Unknown
The way is shut.
Adventure Hooks
There is plenty of adventure to be had in the Hammerlands, whether you’re just passing through or basing your campaign here. Here are a few adventure ideas to inspire you or get you started.
The Stagnant Well
Thorsday has arrived, a day of celebration and prayer, and for the Valkyrie, the day that their fallen heroes return to them. But this time something is wrong. The warm golden light never came and the souls of their loved ones remain trapped within the Well of Recollection. All the while a sickness grows within the Well, breeding something dark and awful.
Shadow and Slime
Beneath the mountains, in the isolated Dwarven settlements to the north, Eteoclus the Ooze Dragon lays siege. Blocked by an army of dragons, the Dwarven king Nordri calls for aid from any who would offer it. Save his distant people from the torment of death.
The Approaching Blizzard
While the Norn’s attention lay upon Nidhogg, the Valkyrie try unsuccessfully to warn of the coming armies of Loki. They’ve seen signs of increased scouting and can hear the matching of beast and giant beyond the borders of the gate. The Frostwoods are coming, and the realm seems ill-prepared.
A Cursed Paring
Nidhogg has long been known to force his draconic blood on other species, trying to breed weapons of war. But now he may have gone too far and endangered the entire realm to destruction. There have been sightings of dragons fleeing the north and whispers of a monstrosity born of a captured Frostwood invader.
Thorsday Celebrations
With the coming of another year, the Norn’s preparations are well underway. But the task remains of finding a worthy offering to Thor on his day. Last year a huge, white stag made for the finest offering, but you can do better than that surely!
Final Notes
This was a pretty big one! My intent here was to give you the tools to run an adventure in the Hammerlands. I wanted to provide you with fun lore, but leave it open to adaptation and give you space to add whatever you need to tell your own stories! If you do run an adventure or oneshot in the Hammerland I’d love to hear about it! Either in the comments or in my Discord server!
Thank you for reading and may your next session be filled with glory!

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