Kingdom of Nordengaard
The Kingdom of Nordengaard is a kingdom of Nordenfiir located on the frozen tundras of Eretejva. It stretches from the high peaks of the mountains where the capital city of the same name is located, down to the southern shores where the southmost settlement of Withereach can be found. This landscape is an unforgiving one and the Nordenfiir have evolved over many hundreds of years to live quite contently within it.
There are no sprawling meadows of green or vibrant forests stretching across the horizon. What marks this land are the jagged white peaks of the mountains and the stark, endless tundra. A deciduous forest lines the base of the mountains where the storms aren't quite so bad, but they are more often than not covered in ice and snow.
Winter lasts for the majority of the year and summers are typically brief and forgettable. There are very few records of a summer lasting long enough to melt the landscape and reveal the greenery hidden beneath the snow.
As a whole, most Nordenfiir are not well-traveled beyond the realm of Eretejva and their Kingdom. Those that venture beyond often do so on the basis of exile, self or otherwise. At present day, trade with foreign Kingdoms has only been established within the past five years under the rule of the late King Iordahn and continued by the present Queen, Gemaudelene.
Any lands south of Eretejva are collectively referred to as "The Summerlands / Summer Lands" or simply as "The South" by Nordenfiir. Only the more educated of their kind are familiar with foreign nations and their names. The settlements situated closest to the coast have the most interaction with these foreign nations.
Kingdom Map
Nordengaard Settlements
Nordengaard, Capital
- Nordengaard - The name of both the Kingdom and its capital. Nordengaard is located high in the mountains, a massive city built upon and into a spire of stone. This is the location of Yjallaglask, also known as The Frozen Halls, the royal palace.
- Yjallaglask - (The Frozen Halls) The royal palace of Nordengaard and home to the Queen, her retinue, and her closest followers. Built into the far side of the capital spire, this monument is carved directly into the ice-covered stone. Highly defensible, it's regarded as the safest place in all of Nordengaard Kingdom.
- Solstal - Less a settlement and more a foundry. Solstal is accessible only by those of Royal and Noble blood, or those that have received honors from the King. This is a great underground forge hall kept by Jorn Helle - the greatest Nordenfiiri Solstal Smith recorded in history. Helle started her life as a Shieldmaiden and earned her honors from King Iordahn to attend the forges of Solstal. There she laid down her shield and dedicated her life to the forge. Solstal is the only location in all of Nordengaard where Solstal Steel can be mined. An exceptionally rare and heavy metal, it is highly revered by the Nordenfiir for it is the only metal that will maintain its form through a Svalen transformation and has a strong resistance to many other magics. The process of mining and forging it is a highly kept secret, and only those who are worthy of entering the halls of Solstal may craft weapons and armor of their own.
- Hjerim - A settlement in the western mountain slopes known and prized for its honored Shield Maidens. Ruled by Jorn Thurna, one of the few female Jorns, her daughters (seven in total) all grew to be warriors of legend within the King's army and have trained their fellow women of Hjerim just the same. They are highly sought-after as mates and mentors and said to be some of the toughest and most dangerous women in the Kingdom.
- Faarin - Located just west of Hjerim, this settlement prides itself for its bounty of the hunt. Though every settlement has its own ways of honoring tradition and the heritage of the Nordenfiiri kind, Faarin is one of those few beyond the Capital that speaks primarily Fiirevik. The Faarin people are excellent hunters, trappers, and skinners, providing for Nordengaard when the winters are long and prey is scarce. The Jorn of Faarin, presently a man named Erik Larsson, upholds the sacred pact with the Pale King - a massive white ox who shepards the herds of prey animals across the tundras to the Sanctuary to rest, give birth, and rejuvinate upon the rare grasses and greenery of his small kingdom. The people of Faarin protect the Sanctuary and hold an annual festival to pay tribute to the Pale King. Without this sacred pact and the health of the Pale King's herds, many Nordenfiir (as well as the other peoples of Eretejva) would likely starve and die. [View the full Faarin Wiki Article for more info.]
- Withereach - A mining settlement in the far south of Eretejva known for its abundance in iron and the town's backwards, uncouth ways. Though its significance is marginal now, it was once the site of an important battle in the early days of Nordenfiir emancipation. Formerly ruled by Jorn Irvad the Only, a recent Havraekae conducted against himself and his retinue lead by Vand has upset the corruption that had nearly run the citizens to death in the mines. As the farthest reaching settlement from the capital, many of Withereach's Nordenfiirs lack the cultural upbringing that would lead them to finding their Svalen and thus - many have not. [View the full Withereach Wiki Article for more info.]
- Sittekar - A port settlement whose primary purpose is fishing and building the ships. Some of the best crafters and sailors of Nordengaard live here. Jorn Mulgot is an accomplished Captain and specializes in hunting the larger fare of the sea. Also called Mulgot the Madman, he's been known to sail his ships straight into storms because "that's where the best fishing is." The famed shipbuilder Kanuut lives here as well, a Norden of rare elemental magic skill that is said to be able to speak to nature in order to craft his amazing ships. He is known throughout ports around Arethil for his work.
- Colburn - A settlement located within the rare greenery of Eretejva. Present day Jorn Eigil Colburnson is a direct descendant of the famed warrior Harvik Colburnson who defeated the great beast of the forest in the name of King Eogorath and established the settlement there. Colburn's Jorns have held it for near ten generations, establishing the line of inheritance through ritual combat between sons, of which there are many. Colburn supplies all manner of resources throughout the kingdom, namely timber, leather, pelts, and game. Some of Nordengaard's best hunters are born and raised here.
- Kiringssal - The fabled home of the original Norden people of Eretejva. Kiringssal is the oldest settlement of Nordengaard and home to their most devout. A massive statue of Eogorath was erected here at his passing and many of the Nordenfiir's fallen Kings of the past were burned and honored here. This place is considered hallow ground - if one needs to do some soul searching they need only seek out the Kiringssal Priests. They are the keeper of the Nordenfiir lore and knowledge, the lineages, and maintain the annals of the Nordengaard histories. Those seeking to learn Fireviik or pursue a career in magic also travel here to here to be tutored. Lead by Jorn Haldebar.
- Indeholm - Located at the base of a smaller mountain range, Indeholm is an oddity among the Nordengaard settlements. The valleys here are frought with prey and wildlife, most notably with a species of aggressive, giant boar called Molvaniir. Indeholm people have tasked themselves with not only hunting the boar, but raising, taming, and training them as mounts. Boar hide and tusks are prized among Nordenfiir as some of the toughest leather and beautiful ornamentation for weapons and the like. Boar-hide leather armor is incredibly hardy at half the weight of steel. Their tusks make superb grips for swords and daggers. Indeholm is also the only settlement that raises and trains horses known as Nordenstrekkers, or Strekkers for short. Lead by Jorn Aggar.
Leadership
Nordenfiir settlements are lead by a Jorn (pronounced "yorn") who answers only to the reigning King or Queen. Leadership is commonly handed down through the generations by blood, from parent to groomed and worthy child, but the opportunity for another Nordenfiir who thinks themselves suitable for the seat is always there. At any given time any Jorn and, yes, even the King, can be challenged for their position by another Nordenfiir. This challenge is referred to as Havraekae and demands its own rights and honors to be followed.
A challenger must fight for themself and the fight must be deemed fair. Both parties should be provided armor and weapons should either party be without. Challenges can be held in either human or Svalen form, but both fighters must be capable of taking their Svalen form. At any time either fighter may relent and that mercy must be granted. The winner must then offer the loser the chance to pledge their loyalty or leave the settlement in exile, never to return. Should they chose exile, it is customary for the family of the losing party to depart with them, but this does not always happen. Historically, hundreds of years ago, Havraekae was a highly bloody affair. The losing fighter was not always granted the opportunity to live or leave and often they and any of their progeny were purged from the settlement. This act of savagery was outlawed during the reign of King Iordahn, who opted to bring his people to a more civilized style of life.
Economy
Among the Kingdom of Nordengaard there is no form of currency. The Kingdom maintains a General Economy based on a system of trade in services, goods, and supplies - which lends well to the diversity of their settlements spread across Eretejva. Most settlements will create a specialty for themselves, be it mining, hunting/trapping, crafting, forging, etc.
Coin is accepted from outsiders, but only for the present value of the material the coin is made from, and not all traders or merchants will accept coin. Coins are typically then smelted to be used in the creation of other items. Paper currency has no value within the Kingdom.
Communication
Contact is kept between the settlements through the use of Herrevens (also commonly referred to as ravens) - large, semi-sentient black birds of prey bearing three eyes and the uncanny ability to speak, recall, and carry messages. Every settlement keeps a Ruuk that houses the trained Herrevens.
Should a Herreven be unavailable, Rangers are often the next swiftest option.
Roleplay Sources
- https://chroniclesrp.net/threads/eretejva-ive-come-to-bargain.1301/
- https://chroniclesrp.net/threads/the-aftermath.1678/
- https://chroniclesrp.net/threads/wolf-among-cubs.1705/
- https://chroniclesrp.net/threads/another-iron-in-the-fire.1955/
- https://chroniclesrp.net/threads/deafening-silence.1969/
- https://chroniclesrp.net/threads/a-rowdy-night-eretejva-tundra.1852/
- https://chroniclesrp.net/threads/farewell.2069/
- https://chroniclesrp.net/threads/make-time-refuse-to-pass.1691/
- https://chroniclesrp.net/threads/when-mountains-crumble.1981/
- https://chroniclesrp.net/threads/southward-a-tundra-tale.2048/
- https://chroniclesrp.net/threads/he-is-no-king-of-mine-vand.98/
- https://chroniclesrp.net/threads/where-the-world-ends.1731/
- https://chroniclesrp.net/threads/the-silver-flame-and-violet-cold.1700/
- https://chroniclesrp.net/threads/to-a-new-friend-and-accidental-adventures-in-the-tundra.1692/
- https://chroniclesrp.net/threads/pale-faces-around-the-fire.1968/
- https://chroniclesrp.net/threads/mirrors-in-the-ice-open-to-northmen-nordenfiir.1698/
- https://chroniclesrp.net/threads/break-bread-with-me.1689/
- https://chroniclesrp.net/threads/paths-diverged.1055/
- https://chroniclesrp.net/threads/those-beyond.815
- https://chroniclesrp.net/threads/mud-and-snow.393/
- https://chroniclesrp.net/threads/the-pale-king.212/
- https://chroniclesrp.net/threads/the-season-of-the-pale-moon.551/
- https://chroniclesrp.net/threads/the-kings-hunt.472/
- https://chroniclesrp.net/threads/leave-all-but-the-memories-behind.128/
- https://chroniclesrp.net/threads/misery-is-the-river-of-the-world.124/
- https://chroniclesrp.net/threads/by-the-light-of-the-silvery-moon.2392/
- https://chroniclesrp.net/threads/what-absence-makes.2490/
- https://chroniclesrp.net/threads/bedside-manner.2457/
- https://chroniclesrp.net/threads/peace-and-quiet.2033/
- https://chroniclesrp.net/threads/deafening-silence.1969/