Home > 1.8.x, Map > Expanding Tide ~ Jotunheim Mountains

Expanding Tide ~ Jotunheim Mountains

Save for the World’s Edge Mountains and other key mountain chains, the Old World is a land ruled by humans. From the king of Bretonnia to the Tsarina of Kislev, mankind’s societies hold sway over much of the Old World. There is one region however where men are not subject to the wills of monarchs, but instead allow their minds to bend to the will of Chaos, this land is Norsca.

In eastern Norsca one region in particular is heavily tainted by Chaos, and in its mountainous passes shrines are dedicated to the twisted Chaos gods. Spanning the center of eastern Norsca are the Jotunheim Mountains, a range of mountains that lays situated between the collapsed gate that forms the Chaos rift in the north of the world, and between the realm of human kingdoms to the south. Located between the realms of the the Norse, the Kislevites, the Norse Dwarves, and of the Chaos gods, the Jotunheim Mountains are an important, and inhospitable, chain of mountains which are the crossroads of different societies. None dare claim these mountains, save for the giants after which they are named, but the taint of Chaos is so strong here as to send fear down the spines of the dwarves and Kislevites. The Norse, who know no fear, bow to the will of Chaos and claim the foul gods as part of their pantheon. In eastern Norsca, the will of the Chaos Gods is strong, and it is from these lands that they recruit soldiers for their mighty tainted armies.

During the arms race that arose between the forces of Order and Destruction, the Jotunheim Mountains were where the winds of Chaos stirred and roused the dangerous Harbingers of Tzeentch. In these icy wind-swept mountains, the Norse are a sturdy and rugged people, perfect for Tzeentch’s needs. And so the Harbinger’s marched from the Jotunheim’s east, spreading the will of Chaos as they went through the mountains, and firmly establishing Tzeentch’s dominance in this region. While the shrines of the other Chaos gods are left in tact and respected, the Raven Host holds sway over the mountains and works to proliferate Tzeentch’s message.

Kislev and the Empire have received word of the growing power of Chaos in these northern mountains and have decided the time has come for an offensive to weaken Chaos’s grasp over the minds of men. Striking forth is a small contingent of Empire and Kislevite soldiers, their strength lies not in their numbers but in their martial skill. A river marks the northern frontier of Kislev, and just beyond this river is the Norse town of Skraevold which sits within the Askreved Forest just at the foothills of the Jotunheim Moutains. Here at the Griffon Foothold, the realm of men has established their warcamp in an attempt to strike at Tzeentch and the Raven Host where their power grows stronger. Liberating the town of Skraevold, the forces of Order are positioned at the foot of Aesir Pass which leads them deeper into the icy Jotunheim Mountains.

The primary seat of power of Tzeentch in these rugged mountains is the might fortress, the Nexus of Change, and within its walls the Raven Host has garrisoned their elite warriors in the Chaos Undivided warcamp. This imposing fortress sits on the north face of the Gorge of the Damned, which travels from west to east across the Jotunheim Mountains, and below the Gorge of the Damned is the Valley of the Blind. Located in such a precarious geographic position, and force foolish enough to assault the fortress would have but a small footing of land to amass their forces, with their backs to the valley below. The Harbingers also established two smaller keeps elsewhere in the mountains to solidify the grip of Tzeentch in these lands. At the eastern end of the Gorge of the Damned, just before it ends and the realm of the Norse dwarves begins, lays the dark keep known as the Tempest Citadel, which harnesses the sheer winds that cut through the gorge. South of the Nexus of Change in Everthunder Pass is the Axiom of Change keep, the most southern foothold of the Harbinger’s in this territory, beyond that the land is given to the wild, or to the men of the wild.

The taint of Chaos runs deep in these mountains, and as such, many ‘shrine’s exist in the gods’ honor. In the town of Winterpyre which was the largest Norse settlement this far to the north, the forces of Tzeentch have fully integrated themselves into the Norse society. A grand temple stands centrally in the town, the Temple of the Warp, and near it a Chaos gate ripples with dark energy as daemons pass to and fro. East of Winterpyre high in the mountains of the Gorge of the Damned is the Clarion of the Winds of Change, a massive horn carved from the bones of a daemon which channels the dark winds and gives power to the Tempest Citadel. The noises from this horn sound different to each individual who passes by it, some hear cries of agony, others a sweet song played upon a lyre, and others still hear a deep emptiness that drives their thoughts to suicide.

South of the Gorge of the Damned lays the Valley of the Blind, a large snow-capped pine forest where the senses go astray and madness prevails. Wary travelers can enter the valley though many means, either by a rock-hewn ramp south of the Nexus of Change, or over a rope-bridge by the town of Winterpyre, or though a vast network of caves, or by simply falling to your death into it during a blinding snowstorm. The eastern end of the valley is marked by a tower of Chaos, a beacon calling to the lost souls of the Norse. At the western end of the valley is the Blood Altar, a shrine dedicated to Khorne and ever bubbling like a natural spring with the blood of the slain. One cave system leads out of the Valley and into Everthunder Pass. Another cave system leads into the putrid Caves of Decay, a mockery of a shrine in honor of Nurgle, the Lord of Decay. The last cave system leads to an anomaly that is the Ivory Pinacle – a graceful white tower surrounded by a lush garden of fruit trees and flowers.  Nature has no explanation for this exotic location, but those who dare venture into its tempting sanctuary find themselves drawn into a perverse nightmare that consumes their souls, for here Slaanesh plays games with the minds of men.

However, the Jotunheim Mountains are not entirely forlorn to the realm of Chaos. The eastern fringes are the territory of the Norse dwarves, with their westernmost settlement at Grung Trakakarag, a mining town. South of Everthunder Pass the icy wilds dominate the mountains, here only one god holds sway, and that is Tor, the Kislevite god of Thunder. North of the Askreved Forest a break in the mountains exists known as the Forlorn Gap. East of the Forlorn Gap is the Temple of Tor which sits on the southern face of the Jotunheims and looks unto the realm of Kislev. West of the Forlorn Gap a network of caves known as the Iceshard Underway connects to Everthunder Pass, though few dare travel its chilly interior.

Such is the twisted nature of the Jotunheim Mountains. Here the forces of Chaos have established their foothold to spread their message and corrupt the minds of all the Norse, and it is here where the forces of the Empire and of Kislev hope to strike a blow for the race of men and drive the Chaos gods from the Old World. The Jotunheim Mountains are an icy labyrinth where none wish to go, save for those who have no other options in life, but it is here where the Empire must come and strike at the Raven Host before the taint of Chaos has spread too far.

Categories: 1.8.x, Map Tags:
  1. No comments yet.
  1. No trackbacks yet.

Leave a Reply

Please log in using one of these methods to post your comment:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s

%d bloggers like this: