Inept Wizard

Savage Tales

1: Gods of the North

An adventure for 4-6 characters of level 2

Compatible with 5e and Swords & Sorcery: The Pulp Fantasy systems

Copyright © 2026, Flavius @ Inept Wizard
This work is licensed under CC BY-NC-SA 4.0 licence.

This work is based on Gods of the North by Robert E. Howard (1934), a story in the public domain.

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.


Savage Tales is a series of tabletop adventures adapting the public domain works of Robert E. Howard — for fifth edition play. Each adventure follows Howard's original stories as closely as possible while adding encounters and mechanics to make them playable at the table. Characters in this series are assumed to be human, and class options are limited to those available in the SRD or the Swords & Sorcery: The Pulp Fantasy core rules — no exotic classes or subclasses. This keeps the tone faithful to Howard's world. The Gods of the North adapts Gods of the North (1934), one of Howard's earliest stories, in which a mysterious woman leads a warrior across a frozen wilderness toward her giant brothers — and something far older.

For a long time, your village and the surrounding settlements were ravaged by marauders — fierce men from the northern deserts who came from the icy wastelands to pillage and burn. With stern determination, you, the best warriors, took up arms, vowing to put an end to this scourge. You set off northwards, wandering through the winter wastes, where the cold is as sharp as any sword and the very earth seems to plot against you. Now, after a long chase, you stand before the robbers. The chase is over; the battle begins.

Story Background

This adventure follows the characters through a brutal chase across a frozen wilderness, led by a mysterious and cruel woman named Atali. What they do not yet know — and may not realise until they return home — is that they die during the night after the battle, weakened by wounds and cold. The events that follow take place in a liminal afterlife, and Atali is leading them toward her brothers, the Frost Giants, so that they might be slain. The players should not be told this. Let them piece it together.

Character Goals

I. The Battle

Players confront two Marauders and one Mounted Marauder in a frozen wilderness. After the battle, they make camp for the night.

II. Atali

In the morning, a strange woman appears — Atali. She is cruel, mocking, and evasive. She dares the characters to follow her across the frozen wastes.

III. The Chase

Atali leads the characters through a series of increasingly dangerous encounters, wearing them down before delivering them to her brothers.

  • Lesser Wyrms' Nest. Atali leads players across thin ice, sending them plummeting into a nest of wyrms below.
  • A King Bear. Drawn by the scent of blood, a king bear tracks the wounded party and attacks.
  • Wild Men Dwelling in the Rocks. Wild men stage a false ambush, using one of their number as bait.
  • Boars. Atali provokes a group of wild boars before vanishing.
  • An Aurochs. Atali soothes an aurochs, then abandons it — and the characters — as the beast turns aggressive.

IV. Frost Giants

Atali delivers the characters to her brothers, two Frost Giants, who attack without hesitation.

V. Ymir

With the giants defeated, Atali is cornered. If the characters show hostility toward her, she calls upon her father — the god Ymir — who appears in a war chariot of crackling ice-fire and banishes the characters back to their village.

I. Beginning of the Adventure: The Battle

A1 — Battle

The Chase is Over

For a long time, your village and the surrounding settlements were ravaged by marauders - fierce men from the northern deserts who came from the icy wastelands to pillage and burn. Many nights you have heard their war cries in the darkness, many times you have seen the smoke of burning houses on the horizon. With stern determination, you, the best warriors, took up arms, vowing to put an end to this scourge. Gathering all you could, you set off northwards, wandering through the winter wastes, where the cold is as sharp as any sword, and the very earth itself seems to plot against you.

You have walked many steps in that strange land, where you have been cut off from your friends and felt like strangers. You never found a stream or a warm house, but you had to catch up with the enemy - and the enemy was so fierce, so cruel and so angry that you had to fight him. So many miracles have you experienced that it would be too long to tell a tenth of them.

Now, after a long chase, you finally stand before the robbers. The chase is over; now the battle begins.

The game begins with a battle against two Marauders and one Mounted Marauder, set on a frozen wilderness plain.

Marauders' fighting tactics:

  1. Each marauder has 6 arrows. As the party approaches, the marauders draw their bows, staying at distance and using rocks and scarce trees for cover, loosing arrows as they try to stay just out of reach.
  2. When their arrows are spent, the marauders discard their bows and draw their scimitars. The non-mounted marauders move in first, aiming to block the players and prevent them from reaching the mounted marauder, who continues to circle the group. The mounted marauder employs hit-and-run tactics, using his Cavalry Charge trait to deliver powerful blows before retreating out of melee range.
  3. When the non-mounted marauders are defeated, the mounted marauder engages in melee, using his bonus action to knock players prone with the horse's hooves.

When the mounted marauder's hit points are reduced to 0, before dying he says:

Last Words
  • Heroes! Tell me your names, so that my brothers in Tengri Halls may know whose swords I fell before!

This is an opportunity for players to introduce their characters.

After the battle, players may collect the following items: two leather armors, one studded leather armor, two shields, three scimitars, one longbow, two shortbows, 1d4 Potions of Healing, one silver ring, and one silver amulet. Each arrow fired by the marauders has a 50% chance of being intact and recoverable.

Marauder

Medium Humanoid, Neutral Evil


Armor Class 15 (leather armor, shield)
Hit Points 19 (3d8 + 6)
Speed 30 ft. (60 ft. when mounted)
Initiative +2 (12)


STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 14 (+2) 8 (-1) 10 (+0) 8 (-1)

Skills Perception +2, Survival +2
Gear Scimitar, Shortbow
Senses passive Perception 12
Languages Common
Challenge 1/2 (100 XP)
Proficiency Bonus +2


Tactical Awareness. The marauder has advantage on Dexterity (Stealth) checks made in natural environments such as forests, mountains, or plains.

Actions

Multiattack. The marauder makes two attacks: either with its scimitar or with its shortbow.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Reactions

Parry. The marauder adds 2 to its AC against one melee attack that would hit it. To do so, the marauder must see the attacker and be wielding a melee weapon.

Mounted Marauder

Medium Humanoid, Neutral Evil


Armor Class 14 (studded leather armor)
Hit Points 26 (4d8 + 8)
Speed 30 ft. (60 ft. when mounted)
Initiative +2 (12)


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 9 (-1) 11 (+0) 9 (-1)

Skills Perception +2, Survival +2
Gear Longbow, Scimitar
Senses passive Perception 12
Languages Common
Challenge 1 (200 XP)
Proficiency Bonus +2


Cavalry Charge. If the marauder moves at least 20 feet straight toward a target while mounted, the marauder can make a single melee weapon attack with its scimitar as a bonus action. On a hit, the attack deals an extra 3 (1d6) slashing damage.

Mounted Combatant. When mounted, the marauder has advantage on melee attack rolls against any unmounted creature smaller than its mount (Medium size or smaller).

Mounted Maneuver. While mounted, the marauder can use its bonus action to command its mount to take the Dash, Disengage, or Dodge action, or to attack a target with its hooves: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Actions

Multiattack. The marauder makes two attacks: either with its scimitar or with its longbow.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

A2 — Camp

After the battle, the characters' main goal is to make camp for the night.

Making Camp

The battle is over, and as you try to catch your breath in the cold, puffs of steam escape from your nostrils. You notice the setting sun and how the snowy landscape around you is bathed in a golden glow. You realize that you should find a place to camp.

Allow players time to tend to wounds, divide loot, and roleplay before they declare a Long Rest.

A3 — Atali

The premise of what follows is that the characters, weakened by harsh weather and wounds sustained in battle, die during the night. The events of the rest of the adventure take place in a liminal afterlife. Do not reveal this to the players; let them figure it out once they return to the mortal realm. You may ask players to make a group Constitution saving throw without revealing its difficulty, giving them a mechanical memory to revisit later.

Once players declare their Long Rest, describe the following.

Dawn

You lied down and tried to sleep, but you couldn't fall asleep for quite some time, feeling the cold seep into your bones. You looked at the sky, and there, far away, they shone — the stars, your ancestors who once accomplished great deeds. You thought that after today, one day you would rest amongst them. Then suddenly, the wind fell silent, and all the stars disappeared from the sky. The next thing you know, light fills your eyes as dawn breaks.

Unlike yesterday, you didn't feel the freezing chill, and the wind was completely still. You looked around; there was a strangeness about the entire landscape that you could not define — an unfamiliar tinge to the earth and sky.

You realized that you had very scarce food and supplies to travel back to your village, and without supplies, such travel would guarantee death in those wastelands. You should find a settlement where you can replenish your supplies, but you had never heard of or known about any settlement nearby.

A silvery laugh cut through the air, and you looked up. Before you stood a woman. Except for a light veil of gossamer, she was as naked as the day. Her slender bare feet were whiter than the snow they touched. She laughed down at you. You understood that a village must be very nearby — after all, who could traverse such a wasteland dressed like that?

Players may attempt to speak with Atali. She will dare them to follow her. Atali communicates in a mocking and evasive manner, never giving direct answers. Her words are interspersed with laughter, and her expression is cold, sadistic, and cruel.

Atali
  • Who are you? — "What matter?"
  • Have you seen a village nearby? — "I have seen the hoar-frost glittering in the sun. I have heard the wind whispering across the everlasting snows."
  • Where did you come from? — "This place is further than you can walk."
  • We need to find a village. — "Then why do you not rise and follow me? Who is the strong warrior who falls down before me? Lie down and die in the snow with the other fools. You cannot follow where I would lead."

Atali's objective is to lead the characters to her brothers, the Frost Giants, so they can be slain. Before that encounter, she lures the players into a series of traps to wear them down.

II. The Continuation: The Chase

B1 — Lesser Wyrms' Nest

The first trap Atali sets involves leading players across thin ice, sending them plummeting into a wyrm's nest below.

Thin Ice

With laughter, Atali ran across the frozen wilderness as you followed her. Your feet broke through the frozen crust; you sank deep into the drifts and forged through them by sheer strength, the ice crunched under your feet. But the woman danced lightly across the snow; her bare feet scarcely left an imprint on the icy surface.

If players suspect they are in danger of falling through, allow them to take precautions and grant advantage on the DC 15 Dexterity saving throw to each player who proposes a reasonable solution. Players who do nothing automatically fail. Those who fail plummet into the Lesser Wyrms' Nest, where a battle with five Lesser Wyrms begins.

The Nest

The ice gave way beneath you with a sharp crack, and you plummeted into a dark, icy pit. Out from the frost emerge serpentine forms as they circle you.

The wyrms, while lacking true draconic intelligence, possess a jackdaw-like instinct for shiny objects, dragging gleaming things back to their nest. Players may find the following items among the debris: 1d4 Potions of Healing [SRD p68], a silver necklace, a golden ring, a silver crown.

After the battle, Atali may call down:

Atali
  • What took you so long? Are you brave warriors you claimed to be, or rather mere, useless farmers?

Lesser Wyrm

Medium Beast, Unaligned


Armor Class 12 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 0 ft., fly 40 ft.
Initiative +2 (12)


STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 12 (+1) 2 (-4) 12 (+1) 6 (-2)

Skills Perception +3
Damage Resistances lightning, poison
Senses passive Perception 13
Languages
Challenge 1/4 (50 XP)
Proficiency Bonus +2


Flyby. The lesser wyrm doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 3 (1d6) poison damage.

Lightning Bolt (Recharge 5–6). Ranged Weapon Attack: +4 to hit, range 30/60 ft., one target. Hit: 11 (3d6 + 1) lightning damage.

B2 — A King Bear

This encounter occurs when at least one character has had their HP reduced by more than half during combat. The king bear, foraging nearby, detects the scent of blood and begins tracking what it assumes is easy prey.

A Musky Scent

You continue to follow Atali as the wind direction suddenly changes, and you feel a strong musky scent.

Players may make a DC 13 Perception check. On a success, they spot the bear before it attacks and are not Surprised.

Spotted

You glance in the direction of the wind and notice a large king bear standing behind three slender birches, observing you cautiously. Upon realizing it has been detected, the bear suddenly growls and charges towards you.

If players fail the check or do not make one, they are Surprised.

Ambush

Suddenly you hear a loud growl and realize that out of nowhere a king bear charges towards you.

King Bear

Large Beast, Unaligned


Armor Class 12 (natural armor)
Hit Points 47 (5d10 + 20)
Speed 40 ft., swim 30 ft.
Initiative +0 (10)


STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 18 (+4) 2 (-4) 14 (+2) 6 (-2)

Skills Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages
Challenge 2 (450 XP)
Proficiency Bonus +2


Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. On a hit, the target must succeed on a DC 13 Strength saving throw or be knocked prone.

B3 — Wild Men Dwelling in the Rocks

Atali lures the characters to a place where wild men reside among the boulders. The wild men have staged a scene: one of their number lies on the ground clutching his leg, boar's blood spilled around him, playing injured bait.

The Rocks

Atali burst into an area where a few dozen massive boulders rested and gracefully weaved around them, crossing the space. You, however, noticed a wild man near one of the boulders, lying on the ground and grasping his leg, moaning in pain, with blood scattered around.

Players can make a DC 15 Perception or Investigation check. On a success, they realise the man is feigning injury.

The Setup

You realized it is a setup, and a few wild men are hiding nearby, waiting for the opportunity to attack.

If players fail or do not check, they are Surprised when the wild men attack. If players approach the "injured" man, describe:

The Trick

As you reach the injured wild man, he quickly jumps to his feet and runs away, taking cover behind a rock.

Wild men fighting tactics:

  1. The "injured" wild man flees using Nimble Escape if approached and immediately makes an Earth Throw attack. All wild men try to maintain at least 15 ft. distance from the boulder.
  2. As the first wild man flees, two hidden wild men throw rocks from a safe distance, using Pack Tactics to gain advantage on their attacks.
  3. All wild men then try to engage from distance and will attempt to flee if things go badly for them.

Note that the boulder will attack any party to the conflict within its vicinity.

The Boulder

A boulder disturbed by the struggle happening nearby suddenly reveals its mouth and spits gravel right into your faces.

After the combat, Atali may say:

Atali
  • Look at that! The brave warriors boldly confronted the wild creatures and fought for their lives, barely emerging victorious.

Wild Man

Medium Humanoid, Unaligned


Armor Class 11
Hit Points 13 (3d8 + 9)
Speed 30 ft.
Initiative +1 (11)


STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 16 (+3) 4 (-3) 13 (+1) 6 (-2)

Skills Perception +3, Stealth +3, Survival +5
Senses passive Perception 13
Languages
Challenge 1/2 (100 XP)
Proficiency Bonus +2


Nimble Escape. The wild man can take the Disengage or Hide action as a bonus action on each of its turns.

Pack Tactics. The wild man has advantage on an attack roll against a creature if at least one of the wild man's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bone Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Stone Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Earth Throw. Ranged Weapon Attack: +3 to hit, range 15/30 ft., one target. On a hit, the target must succeed on a DC 12 Constitution saving throw or be blinded until the end of the target's next turn.

Rock Throw (Recharge 6). Ranged Weapon Attack: +3 to hit, range 10/20 ft., one target. Hit: 8 (2d6 + 1) bludgeoning damage. On a hit, the target must succeed on a DC 12 Strength saving throw or be knocked prone.

Boulder

Large Elemental, Lawful


Armor Class 16 (natural armor)
Hit Points 52 (5d10 + 25)
Speed 0 ft.
Initiative -5 (5)


STR DEX CON INT WIS CHA
14 (+2) 1 (-5) 20 (+5) 6 (-2) 16 (+3) 2 (-4)

Skills Perception +7
Damage Resistances bludgeoning, piercing, slashing from nonmagical attacks
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone
Damage Immunities poison, psychic
Senses tremorsense 30 ft., passive Perception 17
Languages
Challenge 1/2 (100 XP)
Proficiency Bonus +2


False Appearance. While the boulder remains motionless, it is indistinguishable from an ordinary boulder.

Actions

Gravel Shrapnel. Ranged Weapon Attack: +4 to hit, range 10/15 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

B4 — Boars

Atali provokes three wild boars before vanishing, leaving the characters to face the animals' anger alone.

The Boars

You continued the chase and noticed a group of wild boars digging through the frozen snow with their hooves in search of food. Atali was nearby, playing with a young boar and teasing it with a handful of acorns. The same scene caught the attention of a few mature boars, and Atali, with her piercing laughter, gracefully covered her face with her veil and suddenly disappeared into thin air. The older boars snorted angrily, their eyes fixed on you, and in a moment of dawning realization, they began to charge towards you in retribution for messing with their young.

After the encounter, Atali reappears:

Atali
  • Come, there is not much left. Or has your courage faltered, and you would rather freeze here with the boars?

Wild Boar

Medium Beast, Unaligned


Armor Class 11 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 40 ft.
Initiative +0 (10)


STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3)

Senses passive Perception 9
Languages
Challenge 1/4 (50 XP)
Proficiency Bonus +2


Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Relentless (Recharges after a Short or Long Rest). If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

B5 — An Aurochs

Atali soothes an aurochs with a song, drawing the characters close — then vanishes, leaving the now-agitated beast to face them.

The Song

You pressed on in your pursuit, and there she was — Atali, singing a beautiful song to an aurochs. You didn't know the tune or the language woven into her melody, but you felt every hair on your body quiver in response. As you drew closer, Atali laughed before she vanished once more, leaving you face to face with the now agitated aurochs, the soothing song fading into silence.

After the battle, Atali appears again and runs further ahead.

Wild Aurochs

Large Beast, Unaligned


Armor Class 12 (natural armor)
Hit Points 39 (6d10 + 6)
Speed 40 ft.
Initiative +0 (10)


STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 13 (+1) 2 (-4) 11 (+0) 5 (-3)

Senses passive Perception 10
Languages
Challenge 1 (200 XP)
Proficiency Bonus +2


Herdingcall. Characters can attempt to lure or soothe the aurochs by singing a special herdingcall song. A successful DC 15 Performance check attracts a passive aurochs, or calms an aggressive one for 1 minute.

Protective Parent. The aurochs becomes particularly aggressive in defence of its young, gaining advantage on attack rolls if its offspring are within 60 ft.

Actions

Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.

The Conclusion: The Frost Giants

C1 — Frost Giants

Atali finally lures players to meet her brothers, two frost giants. Read the following scene after what the battle begins.

Brothers!

Atali runs across a plain embraced by icy mountains looming on three sides, and lets out a joyous shout: "Brothers! Look who follows! I have brought you warriors to slay! Rip their hearts that we may lay them smoking on our father's board!"

The very soil beneath your feet began to tremble, and from the snow emerged two frost giants. They answered Atali's call with roars and raised their shining mauls above them.

The giants fight without strategy or adaptability — they simply attack with their mauls.

Frost Giant

Huge Giant, Neutral Evil


Armor Class 13 (natural armor)
Hit Points 76 (8d12 + 24)
Speed 20 ft.
Initiative -1 (9)


STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 16 (+3) 9 (-1) 10 (+0) 8 (-1)

Saving Throws Str +6, Con +5
Skills Athletics +6, Perception +2
Damage Vulnerabilities fire
Damage Resistances cold
Gear Maul
Senses darkvision 60 ft., passive Perception 12
Languages Common, Giant
Challenge 2 (450 XP)
Proficiency Bonus +2


Cold Aura. Any creature that starts its turn within 5 feet of the frost giant must succeed on a DC 13 Constitution saving throw or take 2 (1d4) cold damage.

Legendary Resistance (1/Day). If the frost giant fails a saving throw, it can choose to succeed instead.

Snow Strider. The frost giant is immune to difficult terrain created by snow and ice.

Actions

Maul. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage. On a hit, the target must succeed on a DC 13 Strength saving throw or be knocked back 10 ft. and take an additional 3 (1d6) bludgeoning damage from the fall.

Snow Boulder (Recharge 5–6). Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage. On a hit, the target must succeed on a DC 13 Strength saving throw or be knocked prone.

C2 — Ymir

Cornered

With a frightened cry, Atali turned and fled. She pressed herself against the rock wall of a mountain, unable to run further, and covered her body with her arms. The cold and cruel expression faded from her face, and now only fear was visible on it.

If any player touches Atali:

Cold as Snow

You touched Atali and realized that she was cold as snow.

If the players show any hostility toward her:

Ymir

In that instant, she flung her arms toward the skies above her and cried out in a voice that would ring in your ears forever after: "Ymir! Oh, my father, save me!"

Instantly, the entire sky erupted into icy fire. Atali's ivory body was suddenly enveloped in a cold blue flame. For a fleeting moment, the skies and snowy hills were bathed in crackling white flames and frozen crimson fires. The girl was gone.

Then, suddenly, thousands of fireballs burst forth with showers of sparks from above, and a titanic war chariot appeared in the sky, rushing forward behind steeds whose frantic hooves struck lightning from the clouds. Ymir himself sat in the chariot and shouted: "How dare you attack my daughter? Prepare for a fight."

If the players draw their weapons:

Return

As you draw your weapons, Ymir lets out a booming laugh and shouts: "Bold mortals! You believe you can fight with a god?" A thick mist covers everything around you. As it disperses, you find yourself standing next to your home village.