Feb 9, 2023 5:51 pm
The Lands of the Northlands
Overview: As one of the newest Northlander colonies, Estenfird is a wild land on the frontier of what the Northlanders call civilization (and considering that the rest of the world thinks of the Northlands as the frontier, that is saying something about its ruggedness). Less a nation than a quarrelsome collection of independent-minded settlers, Estenfird does not have a køenig or jarl, leaving the local Things and the Althing of Estenfird as the only semblance of government in the region. Estenfird ranges from the tip of the Skagerrok Peninsula northwest along the Ice River as far as Nieuburg. Few settlers have pushed beyond Nieuburg, as the climate becomes far too cold for agriculture and the Nûk, although not violent, have made it known that they do not appreciate people moving into their lands. Many brave words are said in the halls of Estenfird about pushing the Nûk out of the way, but so far none have dared to confront that enigmatic and mystical race.
The average Estenfirder is a rugged and forthright person, inured to hard work and dangerous environments. They are often stern and taciturn, slow to speak, but quick to act. Few Estenfirders go a-viking, as they have plenty of adventure at home. In the southern portions of the region, along the many rivers and on the coast, agriculture takes precedence, and many Estenfirders are farmers or herdsmen. The rivers of Estenfird are rich in fish, but the surrounding waters yield only a poor catch, making this region one of the few that sees little in the way of maritime activity. Inland and in the mountains, fur trapping and logging are the primary industries. In the spring, fur trappers and hunters come down the rivers and gather at Three Rivers and Nieuburg to sell their season’s catch. In the fall, the loggers come down in huge flotillas of cut timber, selling lumber to merchants from throughout the Northlands and beyond.
Estenfirders are notorious for their independent ways, a factor that causes worry in the more dictatorial jarls of other regions. There are no jarls in Estenfird, and to even suggest such a thing is to invite harsh words if not a duel. Many who come to the region do so to escape crimes or feuds or to live as free men and women beholden to and reliant upon none. The local Things meet once a year, drawing in people from the scattered farmsteads and logging camps. The Things of Estenfird are unique in that they do not have a landholding requirement — there is so much unclaimed land in the region that all a person has to do to become a landholder is to point at a place and say "mine." Instead, to speak or vote in the Thing, a person must be free and have the sponsorship of anyone who has spoken before at that Thing. The Althing of Estenfird works in a similar way, only the requirement is that the sponsor has already spoken or voted in the regional Althing.
Overview: Three centuries ago when the tribal moots of the Northlanders evolved into the system of government known today as the Thing, not everyone was in favor of the change. True, the Things do not have much power per se, but their social might is very high, especially in Hordaland, Storstrøm Vale, and Estenfird. One of the leading groups that opposed the growing power of the Things was the Gat clan, who took themselves and their followers and settled a harsh and distant region, naming it Gatland.
Gatland is ruled by its jarls, all of whom are connected to the Gat clan in some way. Each jarl is a king in his own domain, undisputed ruler of a piece of territory that contains only those who offer allegiance to him. Even Jarl Ljot Gatson, the eldest of the Gat clan, has no true authority over these petty tyrants, though his economic and military might means that his word is often heeded.
The land itself supports this sort of locally focused government. The interior of Gatland is dominated by the Olf Mountains, leaving only a coastal fringe capable of supporting farming. Even there, the soil is poor and rocky, forcing the people of Gatland to rely on the sea for much of their sustenance. To the sea they have turned, becoming the best fishers and whalers in the Northlands but also crossing the whale road to trade and raid. In fact, trading/raiding is such an integral part of Gatlander life that some have entirely given up farming.
Overview: Hordaland is a loosely governed kingdom that is on the brink of collapsing into warring jarldoms. The former Køenig, Ragi Steinson, passed away last year after a lengthy illness, leaving behind a 10-yearold son as his heir. Young Køenig Leif Ragison rules through his regent mother, Gudrid Ragiswif. The jarls are divided as to their loyalty, with some supporting the køenig, some throwing their might behind Ragi Steinson’s bastard son Amundi the Blond, and still others being courted by both the Gats and Hrolfs.
The Hordalanders are more cosmopolitan than most of the other Northlanders, while remaining true to their Northlander ways much more so than the Hrolflanders. This is in large part due to the city of Halfstead, the Northland’s largest settlement and biggest trading center. Hordalanders are used to seeing strange travelers from distant lands, many of which come and stay for an entire season before sailing off for home. It is not unusual for a Hordalander jarl to host one or more strangers from the Southlands or even the distant Caliphate for the winter, and to do so is often considered a great boon and sign of status.
However, the people that settled Hordaland came from the Storstrøm Vale, the very heart of Northlander culture. Hordalanders cling tightly to their traditions, seeing every freeholder as his own ruler and giving the jarls only enough power to organize the hirth and see that the kingdom is well managed. The local Things are very popular, and most Hordalanders treat the rulings of the Things as being more law than suggestion.
Overview: The Hrolfs, one of the two most widespread and powerful of the many families of the Northlands, exert tight control over this area. The family is vast, and no one member has been able to convince the others to name him køenig and thus establish a third kingdom in the Northlands. Covering the entire Jarvik Peninsula from the Andøvan Mountains to the south to the Straits of Half, lies Hrolfland. The Hrolf clan rules this land with an iron fist, having either clan members or allies in every region in a position of power. Furthermore, the more powerful family members have begun attempting to institute more feudal systems of government and land management, even going so far as to dissolve local Things and outlaw the formation of an Althing of Hrolfland.
In order to shepherd their resources and stave off the land-greedy Gats, the Hrolfs have imported ideas and strategies from the Southlands, including employing Southlander mercenaries to fight fellow Northlanders. In Hrolfland, one can find the beginnings of a true feudal system, the use of crossbows and siege engines, and nobility who have taken to fighting from expensive (and imported) warhorses.
The common people of Hrolfland are little more than thralls at best, kept in bondage to the Hrolfs by vows of obligation. Even the townsfolk owe much of what they produce to their local jarl, who is always a Hrolf. The entire network of related jarls is officially ungoverned; however, Jarl Magnus Hrolfsblood is the predominant member of the clan and exerts a great deal of influence. Jarl Magnus fancies himself a king (not the lesspowerful Northlander køenig), though he has yet to openly claim that title.
Overview: Beyond the Northlands, indeed at the edge of the world, lies the vast evergreen forests and open tundra of Nûkland. How far it stretches north of its beginnings along a line running from the conifer forest of the Frozen Taiga just north of the World’s Edge Mountains to the far ice of the Endless Glacier, no one knows. Nûkland is at least several thousand square miles in extent, and likely more.
The taiga is home to a variety of large fauna such as saber-toothed tigers, giant beavers, cave bears, and huge palmate-racked deer. The trees of the taiga slowly give way from towering pines and spruces to stunted versions of these evergreens and eventually to clumps of dwarf trees sheltering in any nook or cranny the land provides. The terrain changes from soft pine needle-covered forests to boggy tundra, frozen throughout most of the year and providing fodder only in the short summer.
On the tundra itself, only the hardiest animals such as arctic wolves, musk oxen, reindeer, giant bears, and the legendary woolly mammoth thrive. Other megafauna have been reported, but many in the Northlands dismiss stories of tigers the size of horses, woolly rhinoceroses, and even giant sloths as just tall tales. What is known is that the strange beasts unlike those found in more southerly climes can be found here, and returning with the claws, fangs, or pelt of such a great beast would put a hero well on the way to having his own saga sung in the mead halls of the Northlands.
Overview: The coast is a wild region known as Seagestreland, the home to the savage barbarians known as the Seagestrelanders. These barbarians are not Northlanders, and live by herding and farming in the rich forestlands along the coast. For generations, there has been a mixed relationship between the Northlanders and the Seagestrelanders. Longships come to trade, bringing iron tools and luxury goods to exchange for gold, furs, amber, and slaves. Sometimes the Northlanders arrive and just take what they want, causing the Seagestrelanders to be very wary of the approach of a longship. Numerous temporary trading posts along the Seagestreland coast are inhabited for a few weeks or months during the year. Only one of these is a permanent settlement that sees traffic year-round and, even then, the winter population is small.
Overview: The long valley of the Storm River runs from the lower slopes of the Waldron Mountains to the North Sea. It is the longest-inhabited and most heavily populated area in the North, and as such is often considered the heart of the Northlands. There is currently no køenig of the Vale, but in times past, one or another jarl had amassed enough power to claim the crown. Today, the Vale is divided into a host of petty jarldoms, each vying with the others to become powerful enough to claim the title of køenig. The local Things exert a great deal of authority, often vying with the jarl for power. Many of the Things’ jurisdictions cross the boundaries of more than one jarldom. The Althing of Storstrøm Vale meets once every ten years, and is the scene of some of the most heated political battles in the Northlands, for it is the vote of the Althing that decides who shall wear the crown. More than once over the years, these votes have resulted in spilled blood.
The Vale is the cultural heartland of the Northlands, the place where the Northlanders society as it exists today originated and where Northlander social mores find their greatest expression. While the coasts of the Hord Peninsula are nearly as densely settled, and the Gatlanders are the epitome of the viking ethos, the Vale-folk are the standard by which all others are judged. Here the largest godshouses, the burial cairns of some of the Northlands’ greatest heroes, and many of the most popular ballads sung by the skalds are set.
A wealthy and industrious land, the Vale is rich in good farmland and pasturage for their famed sturdy ponies, has plentiful fishing both offshore and in the Storm River, and even has access to iron and silver in the Waldron Mountains. The land is deficient in only two things: true wilderness (though the foothills of the mountains are somewhat wild) and room. Every generation sees individuals or entire families leave the Vale seeking their own land in less-crowded regions.
Overview: Harsh, rugged lands breed hard, strong people, and no land is as harsh and rugged as Vastavikland. Estenfird may have its deep forests and tall mountains, and Nûkland its vast snow-covered tundra, but Vastavikland surpasses them all in natural wonders that can kill. The Olf Mountains do not so much roll toward the sea as march down to do battle, forming steep cliffs cut only by narrow fjords. Small holdings fill every habitable and arable inch of these valleys, but even so there are always more mouths than the land can support. Thus, the Vastaviklanders have developed a culture centered on raiding and trading the steady but tiny trickle of gold that flows down melt-water streams from the glacier-choked mountains.
To say that Vastaviklanders are violent is an understatement; even jarls and køenigs are chosen by ritual combat. Men and women are raised to become warriors, and even the few thralls are trained to fight. Every spring, hundreds of longships set sail; those that come back bring much needed supplies, those that don’t have reduced the number of mouths to feed during the winter.
Estenfird
[ +- ] General Information
Alignment: Neutral
Capital: Three Rivers (1,640)
Notable Settlements: Nieuburg (156), Risør (867), Vöss (1,367)
Ruler: Althing of Estenfird and local Things
Government: democratic
Population: 22,200 (22,200 Northlander)
Humanoid: dwarves (few), Nûk (few)
Monstrous: giants, drakes, wyverns, linnorms, dragons (Wyrm Fang Mountains); giant animals, barghests, worgs, fey, vlkodlak, megafauna, grimmswine, ajatars, erdhenne (woodlands); trolls, ice trolls (Troll Axe Pass); yeti, remorhaz, vlkodlak (Bloody Pass)
Languages: Nørsk, Common, Dwarven, Nûk
Religion: Æsir, Vanir, Ginnvaettir
Resources: timber, furs, foodstuffs, copper, gems
Technology Level: Dark Ages
Capital: Three Rivers (1,640)
Notable Settlements: Nieuburg (156), Risør (867), Vöss (1,367)
Ruler: Althing of Estenfird and local Things
Government: democratic
Population: 22,200 (22,200 Northlander)
Humanoid: dwarves (few), Nûk (few)
Monstrous: giants, drakes, wyverns, linnorms, dragons (Wyrm Fang Mountains); giant animals, barghests, worgs, fey, vlkodlak, megafauna, grimmswine, ajatars, erdhenne (woodlands); trolls, ice trolls (Troll Axe Pass); yeti, remorhaz, vlkodlak (Bloody Pass)
Languages: Nørsk, Common, Dwarven, Nûk
Religion: Æsir, Vanir, Ginnvaettir
Resources: timber, furs, foodstuffs, copper, gems
Technology Level: Dark Ages
The average Estenfirder is a rugged and forthright person, inured to hard work and dangerous environments. They are often stern and taciturn, slow to speak, but quick to act. Few Estenfirders go a-viking, as they have plenty of adventure at home. In the southern portions of the region, along the many rivers and on the coast, agriculture takes precedence, and many Estenfirders are farmers or herdsmen. The rivers of Estenfird are rich in fish, but the surrounding waters yield only a poor catch, making this region one of the few that sees little in the way of maritime activity. Inland and in the mountains, fur trapping and logging are the primary industries. In the spring, fur trappers and hunters come down the rivers and gather at Three Rivers and Nieuburg to sell their season’s catch. In the fall, the loggers come down in huge flotillas of cut timber, selling lumber to merchants from throughout the Northlands and beyond.
Estenfirders are notorious for their independent ways, a factor that causes worry in the more dictatorial jarls of other regions. There are no jarls in Estenfird, and to even suggest such a thing is to invite harsh words if not a duel. Many who come to the region do so to escape crimes or feuds or to live as free men and women beholden to and reliant upon none. The local Things meet once a year, drawing in people from the scattered farmsteads and logging camps. The Things of Estenfird are unique in that they do not have a landholding requirement — there is so much unclaimed land in the region that all a person has to do to become a landholder is to point at a place and say "mine." Instead, to speak or vote in the Thing, a person must be free and have the sponsorship of anyone who has spoken before at that Thing. The Althing of Estenfird works in a similar way, only the requirement is that the sponsor has already spoken or voted in the regional Althing.
Gatland
[ +- ] General Information
Alignment: Neutral
Capital: Nakøbin (1,800)
Notable Settlements: Javik (1,850)
Ruler: Jarl Ljot Gatson
Government: Northlands feudal with an Althing and local Things
Population: 17,800 (16,900 Northlander; 900 Seagestrelander thralls)
Humanoid: dwarves (few)
Monstrous: giants, jotund trolls, vlkodlak, dragons, linnorms, primal dragons, grendels, shantaks (Northern Olf Mountains); ogres, giant snapping turtles, draugs, dragonships, fjord linnorms (coastline); whales, reefclaws, trow, sea drakes, brine dragons (Virlik Bay)
Languages: Nørsk, Common, Dwarven, Seagestrelander
Religion: Æsir, Vanir
Resources: furs, coal, iron, plunder
Technology Level: Dark Ages
Capital: Nakøbin (1,800)
Notable Settlements: Javik (1,850)
Ruler: Jarl Ljot Gatson
Government: Northlands feudal with an Althing and local Things
Population: 17,800 (16,900 Northlander; 900 Seagestrelander thralls)
Humanoid: dwarves (few)
Monstrous: giants, jotund trolls, vlkodlak, dragons, linnorms, primal dragons, grendels, shantaks (Northern Olf Mountains); ogres, giant snapping turtles, draugs, dragonships, fjord linnorms (coastline); whales, reefclaws, trow, sea drakes, brine dragons (Virlik Bay)
Languages: Nørsk, Common, Dwarven, Seagestrelander
Religion: Æsir, Vanir
Resources: furs, coal, iron, plunder
Technology Level: Dark Ages
Gatland is ruled by its jarls, all of whom are connected to the Gat clan in some way. Each jarl is a king in his own domain, undisputed ruler of a piece of territory that contains only those who offer allegiance to him. Even Jarl Ljot Gatson, the eldest of the Gat clan, has no true authority over these petty tyrants, though his economic and military might means that his word is often heeded.
The land itself supports this sort of locally focused government. The interior of Gatland is dominated by the Olf Mountains, leaving only a coastal fringe capable of supporting farming. Even there, the soil is poor and rocky, forcing the people of Gatland to rely on the sea for much of their sustenance. To the sea they have turned, becoming the best fishers and whalers in the Northlands but also crossing the whale road to trade and raid. In fact, trading/raiding is such an integral part of Gatlander life that some have entirely given up farming.
Hordaland
[ +- ] General Information
Alignment: Lawful
Capital: Halfstead (4,750)
Notable Settlements: Galvë (1,350)
Ruler: Køenig Leif Ragison, Regent Gudrid Ragiswif
Government: Northlands feudal with local Things
Population: 78,200 (73,100 Northlander; 5,100 Seagestrelander thralls)
Humanoid: dwarves (few), giant-blooded (few), trollblooded (few)
Monstrous: reefclaws, kelp devils, sea spiders, mudmen, trow (coastline); oozes, will-o’-the-wisps, wights, bog hags, shadows, devil dogs, witchfires, catoblepas, bog horses, bog hounds (moors); blood hawks, fey, dire animals, spriggan, grimmswine, vlkodlak, lycanthropes, tatzylwyrms, ajatars, woldgeist (Forest of Woe)
Languages: Nørsk, Common, Dwarven, Seagestrelander
Religion: Æsir, Vanir
Resources: trade hub, shipbuilding supplies, foodstuffs, whale oil, ambergris
Technology Level: High Middle Ages
Capital: Halfstead (4,750)
Notable Settlements: Galvë (1,350)
Ruler: Køenig Leif Ragison, Regent Gudrid Ragiswif
Government: Northlands feudal with local Things
Population: 78,200 (73,100 Northlander; 5,100 Seagestrelander thralls)
Humanoid: dwarves (few), giant-blooded (few), trollblooded (few)
Monstrous: reefclaws, kelp devils, sea spiders, mudmen, trow (coastline); oozes, will-o’-the-wisps, wights, bog hags, shadows, devil dogs, witchfires, catoblepas, bog horses, bog hounds (moors); blood hawks, fey, dire animals, spriggan, grimmswine, vlkodlak, lycanthropes, tatzylwyrms, ajatars, woldgeist (Forest of Woe)
Languages: Nørsk, Common, Dwarven, Seagestrelander
Religion: Æsir, Vanir
Resources: trade hub, shipbuilding supplies, foodstuffs, whale oil, ambergris
Technology Level: High Middle Ages
The Hordalanders are more cosmopolitan than most of the other Northlanders, while remaining true to their Northlander ways much more so than the Hrolflanders. This is in large part due to the city of Halfstead, the Northland’s largest settlement and biggest trading center. Hordalanders are used to seeing strange travelers from distant lands, many of which come and stay for an entire season before sailing off for home. It is not unusual for a Hordalander jarl to host one or more strangers from the Southlands or even the distant Caliphate for the winter, and to do so is often considered a great boon and sign of status.
However, the people that settled Hordaland came from the Storstrøm Vale, the very heart of Northlander culture. Hordalanders cling tightly to their traditions, seeing every freeholder as his own ruler and giving the jarls only enough power to organize the hirth and see that the kingdom is well managed. The local Things are very popular, and most Hordalanders treat the rulings of the Things as being more law than suggestion.
Hrolfland
[ +- ] General Information
Alignment: LE
Capital: Osløn (3,350)
Notable Settlements: Burgenheim (1,545), Ceaster Pool (1,785), Tallsinki (560)
Ruler: Jarl Magnus Hrolfsblood the Bold
Government: Northlands feudal
Population: 76,000 (60,900 Northlander; 10,800 Seagestrelander thralls; 4,300 Southlander); unknown number of savage humans in mountains
Humanoid: None
Monstrous: giant crabs, bunyips, merrow, brine zombies (coastline); dire animals, leucrotta, giant pike, grimmswine, giants, trolls, bog hags, vlkodlak, bog horses, bog hounds, erdhenne (Fangerøm River Valley); giants, glacier toads, thrydregs, trollhounds, gargoyles, trolls, nachtjäger, dracolisks, yeti, thunderbirds, blood eagles (Andøvan Mountains)
Languages: Nørsk, Common, Seagestrelander
Religion: Æsir, Vanir, Southlander gods
Resources: foodstuffs, slave trade hub, gold, wool, timber, tin, manufactured goods, silver, quarry stone, whale oil
Technology Level: High Middle Ages (Stone Age in mountains)
Capital: Osløn (3,350)
Notable Settlements: Burgenheim (1,545), Ceaster Pool (1,785), Tallsinki (560)
Ruler: Jarl Magnus Hrolfsblood the Bold
Government: Northlands feudal
Population: 76,000 (60,900 Northlander; 10,800 Seagestrelander thralls; 4,300 Southlander); unknown number of savage humans in mountains
Humanoid: None
Monstrous: giant crabs, bunyips, merrow, brine zombies (coastline); dire animals, leucrotta, giant pike, grimmswine, giants, trolls, bog hags, vlkodlak, bog horses, bog hounds, erdhenne (Fangerøm River Valley); giants, glacier toads, thrydregs, trollhounds, gargoyles, trolls, nachtjäger, dracolisks, yeti, thunderbirds, blood eagles (Andøvan Mountains)
Languages: Nørsk, Common, Seagestrelander
Religion: Æsir, Vanir, Southlander gods
Resources: foodstuffs, slave trade hub, gold, wool, timber, tin, manufactured goods, silver, quarry stone, whale oil
Technology Level: High Middle Ages (Stone Age in mountains)
In order to shepherd their resources and stave off the land-greedy Gats, the Hrolfs have imported ideas and strategies from the Southlands, including employing Southlander mercenaries to fight fellow Northlanders. In Hrolfland, one can find the beginnings of a true feudal system, the use of crossbows and siege engines, and nobility who have taken to fighting from expensive (and imported) warhorses.
The common people of Hrolfland are little more than thralls at best, kept in bondage to the Hrolfs by vows of obligation. Even the townsfolk owe much of what they produce to their local jarl, who is always a Hrolf. The entire network of related jarls is officially ungoverned; however, Jarl Magnus Hrolfsblood is the predominant member of the clan and exerts a great deal of influence. Jarl Magnus fancies himself a king (not the lesspowerful Northlander køenig), though he has yet to openly claim that title.
Nûkland
[ +- ] General Information
Alignment: Neutral
Capital: None
Notable Settlements: None known
Ruler: None known
Government: tribal
Population: Unknown
Humanoid: Nûk (many)
Monstrous: dire animals, megafauna, adlets, taiga giants, cold fey, moss trolls, winter wolves, sasquatches, grimmswine, bandersnatch, forest drakes, vlkodlak, treants, humbabas, linnorms, ajatars (taiga forest); megafauna, dire animals, winter wolves, hoar spirits, linnorms (tundra); ice trolls, glacier toads, frost giants, cave giants, vlkodlak, yeti, frost worms, sleipnirs, linnorms, dragons, drakes, ajatars (Harfin Mountains)
Languages: Nûklander
Religion: nature spirits (primarily Landvaettir)
Resources: reindeer, gems, timber (unharvested)
Technology Level: Stone Age
Capital: None
Notable Settlements: None known
Ruler: None known
Government: tribal
Population: Unknown
Humanoid: Nûk (many)
Monstrous: dire animals, megafauna, adlets, taiga giants, cold fey, moss trolls, winter wolves, sasquatches, grimmswine, bandersnatch, forest drakes, vlkodlak, treants, humbabas, linnorms, ajatars (taiga forest); megafauna, dire animals, winter wolves, hoar spirits, linnorms (tundra); ice trolls, glacier toads, frost giants, cave giants, vlkodlak, yeti, frost worms, sleipnirs, linnorms, dragons, drakes, ajatars (Harfin Mountains)
Languages: Nûklander
Religion: nature spirits (primarily Landvaettir)
Resources: reindeer, gems, timber (unharvested)
Technology Level: Stone Age
The taiga is home to a variety of large fauna such as saber-toothed tigers, giant beavers, cave bears, and huge palmate-racked deer. The trees of the taiga slowly give way from towering pines and spruces to stunted versions of these evergreens and eventually to clumps of dwarf trees sheltering in any nook or cranny the land provides. The terrain changes from soft pine needle-covered forests to boggy tundra, frozen throughout most of the year and providing fodder only in the short summer.
On the tundra itself, only the hardiest animals such as arctic wolves, musk oxen, reindeer, giant bears, and the legendary woolly mammoth thrive. Other megafauna have been reported, but many in the Northlands dismiss stories of tigers the size of horses, woolly rhinoceroses, and even giant sloths as just tall tales. What is known is that the strange beasts unlike those found in more southerly climes can be found here, and returning with the claws, fangs, or pelt of such a great beast would put a hero well on the way to having his own saga sung in the mead halls of the Northlands.
Seagestreland
[ +- ] General Information
Alignment: Neutral
Capital: None
Notable Settlements: Dnipirstead (136), Stavie (45)
Ruler: None known
Government: tribal
Population: Unknown (many Seagestrelander; few Northlander)
Humanoid: None
Monstrous: ogres, dire animals, winter wolves, lycanthropes, giants (coastal forest); giant crabs, giant vermin, quipper, carnivorous plants, hags, lizardfolk, trow, shambling mounds, ajatars (Dnipir Delta)
Languages: Seagestrelander
Religion: Seagestrelander tibaz
Resources: slaves, foodstuffs, gems (amber), furs, gold, timber (unharvested)
Technology Level: Stone Age
Capital: None
Notable Settlements: Dnipirstead (136), Stavie (45)
Ruler: None known
Government: tribal
Population: Unknown (many Seagestrelander; few Northlander)
Humanoid: None
Monstrous: ogres, dire animals, winter wolves, lycanthropes, giants (coastal forest); giant crabs, giant vermin, quipper, carnivorous plants, hags, lizardfolk, trow, shambling mounds, ajatars (Dnipir Delta)
Languages: Seagestrelander
Religion: Seagestrelander tibaz
Resources: slaves, foodstuffs, gems (amber), furs, gold, timber (unharvested)
Technology Level: Stone Age
Storstrøm Vale
[ +- ] General Information
Alignment: Lawful
Capital: Trotheim (3,980)
Notable Settlements: Numerous villages, steadings, and jarldoms
Ruler: Althing of Storstrøm Vale with individual jarls and local Things
Government: Northlands feudal
Population: 119,000 (112,000 Northlander; 7,000 Seagestrelander thralls; an unknown number of Mongat raiders along the Hardöen River)
Humanoid: dwarves (some)
Monstrous: giant crabs, gulper eels, reefclaws (coastline); giant pike, leshies, monstrous crayfish, bog mummies, bog hags, bog horses, bog hounds, erdhenne (Storm River Valley); giant scorpions, amphisbaena, giants, ogres, bhuta, nachtjäger, yrthaks (Waldron Mountains); dire animals, giants, thrydregs, glacier toads, trollhounds, gargoyles, trolls, nachtjäger, dracolisks, yeti, thunderbirds (Andøvan Mountains)
Languages: Nørsk, Common, Dwarven, Seagestrelander
Religion: Æsir, Vanir
Resources: foodstuffs, wool, Trondheim ponies, silver, iron, linen, chalk, ironwork, gems (primarily alabaster)
Technology Level: Dark Ages
Capital: Trotheim (3,980)
Notable Settlements: Numerous villages, steadings, and jarldoms
Ruler: Althing of Storstrøm Vale with individual jarls and local Things
Government: Northlands feudal
Population: 119,000 (112,000 Northlander; 7,000 Seagestrelander thralls; an unknown number of Mongat raiders along the Hardöen River)
Humanoid: dwarves (some)
Monstrous: giant crabs, gulper eels, reefclaws (coastline); giant pike, leshies, monstrous crayfish, bog mummies, bog hags, bog horses, bog hounds, erdhenne (Storm River Valley); giant scorpions, amphisbaena, giants, ogres, bhuta, nachtjäger, yrthaks (Waldron Mountains); dire animals, giants, thrydregs, glacier toads, trollhounds, gargoyles, trolls, nachtjäger, dracolisks, yeti, thunderbirds (Andøvan Mountains)
Languages: Nørsk, Common, Dwarven, Seagestrelander
Religion: Æsir, Vanir
Resources: foodstuffs, wool, Trondheim ponies, silver, iron, linen, chalk, ironwork, gems (primarily alabaster)
Technology Level: Dark Ages
The Vale is the cultural heartland of the Northlands, the place where the Northlanders society as it exists today originated and where Northlander social mores find their greatest expression. While the coasts of the Hord Peninsula are nearly as densely settled, and the Gatlanders are the epitome of the viking ethos, the Vale-folk are the standard by which all others are judged. Here the largest godshouses, the burial cairns of some of the Northlands’ greatest heroes, and many of the most popular ballads sung by the skalds are set.
A wealthy and industrious land, the Vale is rich in good farmland and pasturage for their famed sturdy ponies, has plentiful fishing both offshore and in the Storm River, and even has access to iron and silver in the Waldron Mountains. The land is deficient in only two things: true wilderness (though the foothills of the mountains are somewhat wild) and room. Every generation sees individuals or entire families leave the Vale seeking their own land in less-crowded regions.
Vastavikland
[ +- ] General Information
Alignment: Neutral
Capital: Smølsünd (780)
Notable Settlements: Volskøl (varies)
Ruler: Kol the Redhanded
Government: Northlands feudal
Population: 22,400 (Northlander)
Humanoid: None
Monstrous: barracuda, devil kelp, sea hags, dragonships (coastline); dire animals, fire giants, megafauna, mountain trolls, thrydregs, nachtjäger, thoqqua, devils, volcano giants, grendels, red dragons, blood eagles (Olf Mountains); whales, kelpies, trow, sea hags, dragon turtles (Bornhølm Sound)
Languages: Nørsk, Common, Dwarven
Religion: Æsir, Vanir
Resources: plunder, gold, gems
Technology Level: Dark Ages
Capital: Smølsünd (780)
Notable Settlements: Volskøl (varies)
Ruler: Kol the Redhanded
Government: Northlands feudal
Population: 22,400 (Northlander)
Humanoid: None
Monstrous: barracuda, devil kelp, sea hags, dragonships (coastline); dire animals, fire giants, megafauna, mountain trolls, thrydregs, nachtjäger, thoqqua, devils, volcano giants, grendels, red dragons, blood eagles (Olf Mountains); whales, kelpies, trow, sea hags, dragon turtles (Bornhølm Sound)
Languages: Nørsk, Common, Dwarven
Religion: Æsir, Vanir
Resources: plunder, gold, gems
Technology Level: Dark Ages
To say that Vastaviklanders are violent is an understatement; even jarls and køenigs are chosen by ritual combat. Men and women are raised to become warriors, and even the few thralls are trained to fight. Every spring, hundreds of longships set sail; those that come back bring much needed supplies, those that don’t have reduced the number of mouths to feed during the winter.
North Sea, The
Part of no specific land, but central to all, the North Sea is the lifeblood of the Northlanders. The whale road of the Great Ocean Ûthaf and the infamous Northern Passage finds its terminus in the North Sea, and the waves that lap upon the rocky shores of the Seal Coast find their genesis in those same cold waters. For the Northlanders whose culture and sustenance relies upon the tradition of going a-viking, the North Sea is their highway and their escape route. The lives and livelihoods of a great portion of the population of the Northlands rides in longships upon the eddies and currents of the North Sea, and as its tides pull so too does their fate.
While the waters and cold are capable of quickly killing those that fall in for long, that is not the only danger that the dark waters hold. Storms are swift and sudden on the North Sea, and these gales have left the wrack of many a longship of doughty warriors upon some desolate shore or at the bottom of Rán’s domain. As a result, ghost ships crewed by draug and worse haunt the campfire tales of many a stalwart sword brother, and it is not unknown for brine zombies to rise from the surf on a foggy coastal night. In the deeper waters, brine dragons, devilfish, grindylows, sea drakes, sea serpents, dire sharks, dragon turtles, gigantic specimens of octopi and squids, and even the legendary krakens pose hazards for the merchants, fishermen, and raiders alike that ply the sea’s steel waves and freezing spray. The Sea is a fickle mistress, from the secrets she holds to her deadly children, and even the mightiest køenig dares not forget to pay her homage.
While the waters and cold are capable of quickly killing those that fall in for long, that is not the only danger that the dark waters hold. Storms are swift and sudden on the North Sea, and these gales have left the wrack of many a longship of doughty warriors upon some desolate shore or at the bottom of Rán’s domain. As a result, ghost ships crewed by draug and worse haunt the campfire tales of many a stalwart sword brother, and it is not unknown for brine zombies to rise from the surf on a foggy coastal night. In the deeper waters, brine dragons, devilfish, grindylows, sea drakes, sea serpents, dire sharks, dragon turtles, gigantic specimens of octopi and squids, and even the legendary krakens pose hazards for the merchants, fishermen, and raiders alike that ply the sea’s steel waves and freezing spray. The Sea is a fickle mistress, from the secrets she holds to her deadly children, and even the mightiest køenig dares not forget to pay her homage.