Jarl's Haven [50x40] - winter and spring, link to 150DPI maps in description

Jarl's Haven [50x40] - winter and spring, link to 150DPI maps in description

uploaded by Mixirica May 20, 2026

Map creator

DarthAvernus

Description

# Heil og sæl, and welcome to the far North!

*Whether it's storm-swept* [*Ruathym*](https://forgottenrealms.fandom.com/wiki/Ruathym)*, the winter-whipped lakes of* [*Icewind Dale*](https://forgottenrealms.fandom.com/wiki/Icewind_Dale)*, the northern reaches of* [*Rashemen*](https://forgottenrealms.fandom.com/wiki/Rashemen)*, land of Berserkers —or the harsh and unforgiving* [*Norsca*](https://warhammerfantasy.fandom.com/wiki/Norsca)*.*

*Long nights, illuminated by the aurora borealis. Fierce frost, deep snow, piercing winds—these lands create a unique and distinct breed of people.*

*On the fringes of civilization, where monsters don't hide from humans, where ancient magic and old gods are still present in memory and blood—dwell warriors and pioneers, quick to anger—but also willing to open their homes and hearts to guests in need... at least until they break the sacred laws of hospitality.*



For gallery, description and 72DPI day/night maps in grid/gridless version - visit this [free post on Patreon](https://www.patreon.com/posts/tier-i-jarls-and-158741092?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_creator&utm_content=join_link).

For 150DPI 3 variants map - [subscribe for free](https://www.patreon.com/posts/tier-ii-jarls-158787453?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_creator&utm_content=join_link) and enjoy the growing collection of maps and lore.

[Video presentation on YT](https://www.youtube.com/watch?v=1ZQ18wLeJNE).



# Map description:

* In the middle of the rocky, cliff-like coast lies a comfortable and safe bay, where a ***naust/boathouse*** with a basin was carved into the rocks to protect the longship from winter storms and ice. The tall structure protects against gusts of wind, also allowing for the hoisting and securing of sails and rigging, as well as for making necessary repairs.
* Next to the naust/boathouse is the ***longhouse*** – a place where the jarl and his most distinguished warriors or relatives live and feast. Only the leader has a separate chamber – the rest sleep in the great hall, on benches that serve as tables during celebrations.
* Less distinguished members of the household live in a ***wooden building, in another room of which goats are kept*** – it's warm, and as for the smell - the goats have somehow become accustomed to it...
* Jokes aside, the next room is the ***steam bath*** – a small, low stone building where a fire heats hot stones, on which hot water is occasionally poured. Then, all you have to do is open the door, run a few steps, and jump into the bay...
* The buildings are completed by a ***pantry*** and a ***woodshed***, as well as a stone wall protecting the household.
* Stairs carved into the rock lead to a rock platform on which we find two ***megaliths*** – the first with a phosphorescent figure representing an ancient deity or demon...
* And the second, with a circle carved into its center, surrounded by runes. On long winter nights, a greenish light radiates from it – and the ***shackles*** visible beneath the megalith reveal that it has other uses...

^(Variant 1: Human offerings)

^(Your party member/favourite NPC was chosen as an offering to long-forgotten demon, kidnapped and shackled to the monolith. Would you stop the ritual and slay the beast?)

^(Variant 2: Odin's sacrifice)

^(To gain wisdom or knowledge you have to endure the fasting and shackles for days - piercing by a spear optional. Useful in grim-themed campaign or just to set the mood for harsh and unforgiving north...)



# Adventure hooks:



***We Were Bears... or how the people change***

In the far north, danger lurks around every corner – so people gather in larger groups, and solitary farms are inhabited by those brave enough to dare – or... Surprise your players, exhausted by their journey through the icy wilderness, with hospitality and a feast that changes slightly in the moonlight...

*VARIANT: Lycanthropes does not attack first, bound by rules of hospitability.*



***Looted and Found***

The party searches for an artifact lost in a raid of axe- and shield-wielding sea raiders. The trail leads to the Jarl's residence – will they choose negotiations or take the treasure by force?



***Mead, poetry and a path to forgotten world...***

Yearly festival gathers the best and most ambitious minstrels, skalds and bards. Only here the tale of Myrkviðr, an enchanted forest is being told - and you yearn to find it's location...

The catch is - only recognized skalds and heroes are allowed to enter. Would you get acces through poetry - or through the trials of steel?

*VARIANT: you can use any place/location/artifact as a bait.... err, reward*



^(Credits and attribution:)

^(Map created in Dungeon Alchemist, with additional assets.)

^(Great thanks to DA asset uploaders: SAC, Centimar DeVarion, smashbear76, DangerWeasel, OgreSmash, Luminuus and others!)

^(As well as for sketchfab creators: Modbuff, massive-graphisme, nofaced3d, eb78, Studio Lab, kEam, CharlieCatling, Medv3D, Razzhivin\_Ivan, Valery. Li, Andrei.D and Tolibjon)

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