JAKANDOR ISLAND OF WAR PDF

The barbarians who call themselves the Knorr, driven from their homeland, wanted nothing but freedom and an honorable existence when they landed on the shores of Jakandor. What they found was an island occupied by despicable wielders of vile magic - the Broken People, as the Knorr call them, who rely on legions of animated corpses to do their fighting. These enemies represent everything the Knorr find hateful and dishonorable, and no clansman will rest until the last of the Broken People has tasted Knorrman steel. New barbarian character kits, new forms of magic, and the oppurtunity for new styles of role-playing makeJakandor: Island of War a fresh experience for all players, novices and veterans alike.

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Known as both the Island of War and the Island of Destiny, Jakandor takes place on a single massive island, divided between two warring factions of humans. On the eastern half, you have the Knorr, an Iron Age culture of warriors and hunters, settlers from a distant land who venerate the concept of vengeance as essential to keeping the spiritual balance of the world in check.

In their homeland, the Knorrmen were as they are today; simple hunter-gatherers who found themselves unexpectedly enriched when foreign traders stumbled upon their lands and chose to trade with them. Eventually, this led to sharp cultural divisions between those who wished to embrace the foreigners and their culture and those who wished to maintain the old ways, in particular the rights of raiding and honorable warfare.

Not helping was that these foreigners, who had once been honestly named as Allies, eventually began to see themselves as masters over the Knorr and not their equals, demanding that the Knorrmen begin to abide by their laws and punishing them for refusing. In revenge, the Allies hired mercenaries and sent them into battle to punish the Knorr, who also fell into infighting as a civil war ripped clans and families apart over whether to side with the traditionalists or the Allies.

This all came to a head in a pitched naval battle between the traditionalists and the Allies, one that the priests of the Knorrmen swore was herald to an apocalyptic cleansing of the world by their goddess, the War Mother. During the battle, a huge storm erupted that swept the fleet of Knorrmen far westward into the sea. Naturally, they viewed this in a religious light, believing that the War Mother has destroyed their homeland for abandoning her and that it was now their sacred duty to sail westward and found a new homeland.

And, after traveling westward for weeks, they came ashore at Jakandor. Now, the Knorrmen battle to cleanse Jakandor of these foul wizards and their necromantic minions, in order to prove themselves worthy enough that the War Mother will restore the old world. Although this remains their overarching goal, the traditions of their people cannot be denied, and so there is endless war of Knorrman against Knorrman as well as against the Broken People. Of course, the truth is The "Broken People" are the Charonti, a culture of wizard-priests who called Jakandor their home long before the Knorr fell upon their shores.

To the Charonti, duty and justice are what makes a person human, fueled by a deep religious devotion to their creator, the God of Life and Death. Through this magic, the ancestors can return to walk at the sides of their descendants, serving the community even after life has fled by offering strong, unyielding efforts at manual labor, freeing up the living to focus on learning and thinking. Thousands of years ago, the Charonti held a mighty empire that stretched well beyond Jakandor, but a terrible sickness known as the Wasting Plague that fed on magic to sustain itself devastated their lands.

Only now, over five thousand years after their empire fell, are the Charonti truly trying to rebuild. Long story short? Bloodbaths ensue. Incidentally, Jakandor sells itself on its murky morality, depicting the conflict as one with no clear "good guys".

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JAKANDOR ISLAND OF WAR PDF

Known as both the Island of War and the Island of Destiny, Jakandor takes place on a single massive island, divided between two warring factions of humans. On the eastern half, you have the Knorr, an Iron Age culture of warriors and hunters, settlers from a distant land who venerate the concept of vengeance as essential to keeping the spiritual balance of the world in check. In their homeland, the Knorrmen were as they are today; simple hunter-gatherers who found themselves unexpectedly enriched when foreign traders stumbled upon their lands and chose to trade with them. Eventually, this led to sharp cultural divisions between those who wished to embrace the foreigners and their culture and those who wished to maintain the old ways, in particular the rights of raiding and honorable warfare. Not helping was that these foreigners, who had once been honestly named as Allies, eventually began to see themselves as masters over the Knorr and not their equals, demanding that the Knorrmen begin to abide by their laws and punishing them for refusing. In revenge, the Allies hired mercenaries and sent them into battle to punish the Knorr, who also fell into infighting as a civil war ripped clans and families apart over whether to side with the traditionalists or the Allies.

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Jakandor, Island of War

Apparently the idea was conceived by Jeff Grubb but not actually written by him. Is Jakandor as cool as the Isle of Dread? Does Jakandor have default locations for the main TSR settings? Thanks Click to expand

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The Knorr are a warlike people of Iron Age hunter-gatherers from far to the east of Jakandor. These Knorrmen, in particular, owe their presence to a long and bloody civil war, one instigated when a strong faction of traditionalists rose up against the cultural assimilation of their people by former trading partners from a more civilized empire. During a pitched naval battle, the Knorr traditionalists were swept away from their foes by an enormous storm that pushed them west until they landed on Jakandor. These believed that the War Mother, their most powerful and revered goddess, had destroyed "the corrupt old world" and given them Jakandor as a place to begin anew Advertisement: The Charonti are all that remains of a once-mighty empire of necromantic wizard-priests, laid low thousands of years ago by a magic-spread sickness of terrible lethality. Finally beginning to rebuild after some five thousand years of turbulence, their dreams of restoring their former glory were shattered when they found themselves invaded by mad barbarians from the far east. Clinging to what is left of their homeland, the Charonti refuse to give up, convinced that their Manifest Destiny is to wipe out the Knorr and reconquer the world.

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Learn More — opens in a new window or tab. Thursday, 7th February, If you have any questions, comments, concerns, need any issues resolved or need any help whatsoever please do not hesitate to contact us and we will get warr to you ASAP. Through this magic, the ancestors can return to walk at the sides of their descendants, serving the community even after life has fled by offering jakandorr, unyielding efforts at manual labor, freeing up the living to focus on learning and thinking. Seller assumes all responsibility for this listing. The barbarians who call themselves the Knorr, driven from their homeland, wanted nothing but freedom and an honorable existence when they landed on the shores of Jakandor. Apparently the idea iskand conceived by Jeff Grubb but not actually written by him. Navigation Main page Recent changes Random page Help.

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