For too long have pen-and-paper gamers gone without a worthy northern
home wherein they may braid their beards (where applicable), sharpen
their axes, and raise their horns to god-oath and ring-hoard. Too long
have brave and lusty RPG'ers yearned without hope for a snow-hardened
hall-land of gods and heroes, where bravery is measured in bloody
deeds, and greatness immortalized in fame-song.
Like the lifting of doom-curse, or the end of long-winter's night, does
the Blood-Clans of Jorikk open up before us, offering a glimmer and
scent of something wild, ancient and honorable, that perhaps we thought
was lost, or perhaps forgot even to remember.
So do we venture into the great Lake Jorakk wilderness, set in the
furthest reaches of Tellene’s northeastern Wild Lands. As an RPG
campaign setting, this remote and grim landscape provides a Nordic home
all but limitless in its scope and possibility.
While integrally part of the greater world of Tellene, the
expansiveness of the Lake Jorakk Wilderness makes it possible to run a
purely Nordic story, where characters need never cross paths with the
mundanity of a more tame and "civilized" world.