Thundain Thursday: The Northern Reaches — Verdun, Vogmur & the Blood Plains
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There is a point on every map of Thundain where the carefully drawn borders of nations give way to something less certain. Roads thin out. Settlements become outposts. The names on the map shift from the names of kingdoms to the names of things — the Blood Plains, the White Fang Orc Wastes — and that shift tells you everything you need to know about what awaits travelers who push north.
The northern reaches of Thundain are not uninhabited. They are simply unforgiving.
Verdun & Vogmur
The two northernmost nations of Thundain — Verdun and Vogmur — sit at the edge of the world as most of the continent understands it. They are cold, proud, and deeply shaped by the Nordmen culture that dominates the far north: fair-skinned, fair-haired people who are loud, boisterous, and entirely comfortable with the idea that life is hard and the strong survive.
Nordmen are often metalworkers, bards, warriors, and sailors — people who have learned to find meaning in craft and conflict in equal measure. Their religion reflects this: the Nordmen pantheon is built around Tiamat, the primordial sea goddess who birthed the first gods and then made war on them, and Mitra, the god of strength and battle who split her in two to form the heavens and earth. These are not gentle creation myths. They are the myths of a people who look at the violence of the world and see it as the natural order of things.
Verdun and Vogmur maintain their independence through a combination of geographic isolation and the simple fact that conquering them would cost more than it would be worth. The Thunder Rail does not reach this far north. No gnome engineer has yet made a compelling business case for extending the line into territory where the return on investment is measured in frostbite and orc raids.
The Blood Plains
South of the deepest northern wilderness but north of anything most travelers would call comfortable lie the Blood Plains — a stretch of open, wind-scoured territory that has earned its name honestly. The Blood Plains are contested ground, the kind of place where the borders between civilized lands and the orc wastes blur into something that can only be described as a permanent state of low-grade war.
Settlements on the Blood Plains are fortified by necessity. Places like Mithril Keep and Stoneguard exist not because the land is particularly valuable but because someone has to hold the line. The people who live there know this. They are not frontier romantics. They are people who have made a practical decision to stand between the civilized south and what comes out of the wastes to the north, and they have built their lives around that decision.
The Blood Plains are also where the Quldar dwarves occasionally venture down from their arctic strongholds — the most aggressive and primitive of the dwarven subraces, hunters of whales and seals who resort to violence easily and negotiate rarely. An encounter with Quldar on the Blood Plains is rarely a diplomatic one.
The White Fang Orc Wastes
Beyond the Blood Plains, the map essentially gives up trying to describe civilization and simply names the threat: the White Fang Orc Wastes. This is orc territory — vast, cold, and organized enough to be genuinely dangerous rather than merely chaotic.
The orcs of the White Fang Wastes are not the disorganized rabble of lesser settings. They raid with purpose and return home with plunder and prisoners. The settlements of the Blood Plains exist in a constant state of readiness because the orcs of the White Fang have demonstrated, repeatedly, that they are capable of coordinated assaults on fortified positions. Thrym Hounds — massive predators that come down from the mountain peaks — add another layer of danger to anyone traveling the roads near the wastes, whether they are orc or human.
The Church of Ultimus maintains a significant military presence in the region, viewing the containment of the White Fang orcs as both a practical necessity and a religious duty. For the soldiers stationed here, the distinction between the two has long since stopped mattering.
Why the North Matters
The northern reaches of Thundain are easy to dismiss as a distant danger — something that happens to other people, in other places, far from the Thunder Rail and the comfortable cities of the south. But the north has a way of making itself relevant. The Scornwood barbarians who threaten Western Andar came from the north. The Quldar dwarves who occasionally appear on the Blood Plains came from the north. The orc raids that keep the Blood Plains settlements perpetually on edge come from the north.
The north is where Thundain keeps its oldest problems. And old problems have a habit of traveling south.
For GMs looking to populate the northern reaches with worthy threats, Book of Beasts: Wandering Monsters 1 is an excellent resource for encounter tables that fit cold, dangerous frontier territory. And for players building Nordmen warriors or clerics of Mitra, Book of Beasts: Bestiary offers a wealth of northern-appropriate creatures to test them against.
Thundain is the personal campaign setting of John Reyst, creator of d20pfsrd.com — the world's most popular free Pathfinder 1e rules reference, used by millions of Pathfinder players worldwide. Support John's work and get exclusive early access to Thundain content on Patreon.