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Post by Admin: Otto on Dec 18, 2022 0:10:45 GMT -5
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Post by Admin: Otto on Mar 18, 2023 12:09:28 GMT -5
Cultural GroupsThe Bjorn
In the hinterland of the massive Frost Gale sub continent, north of the Pale City and expanding several hundred miles is a number of settlements belonging to the Bjorn. These folk are dark in hair and eyes, average in height and pale skinned. However a number of males sport red- auburn beards and hair. Likewise the women on occasion may have red hair and hazel eyes. Settling in unique wooden houses, fitting major buildings with large onion shaped domes and roofs and carved supports. The are quite orthodox in faith, hardy and are found of Zeinavian tobacco and strong ale. Unlike their western kinsmen, who they share descent with, they are not fond of water and raiding. More peaceful certainly, yet they pride themselves on the training of mammoths as beasts of burden, food stuff and war mounts. Cold hardy sheep and goats are kept year round of milk and meat, often grazing on grasses and grain imported from the south. A large river is home to the majority of these people, who settle along its banks as it courses inland from the Luna Sea. Expanding into a frozen delta near the tundra, where the peoples often gather for local festivals and the largest of these settlements, hosts the council of chieftains. The chiefs are called Boyar in their language, a hereditary title but may be passed down to brother or cousin. While patriarchal in nature, the women often serve as merchants and business owners, which is the driving force behind the local economy. The men, often are farmers, hunters and soldiers. The Bjorn wear simple tunics, often embellished with gold accents and large fur hats that cover the ears as well as the crown. The T'sayaLiving in the slopes of Frost Gale, east of the underground city of Bleakfort, lies settlements of the T'saya. They are a small, semi-nomadic community of hunters, animal husbanders, miners, and gatherers who have recently settled in a semi-permanent home among the slopes of the World's Crown. The T'saya are a proud community of fierce peoples who have long strived to overcome the harshest arctic environments Frost Gale could offer for centuries upon centuries after their migration from the Ash Lands. They are a generally peaceful, but protective people, who are willing to show generosity and kindness to those outside of their communities, unless their way of life, home, or people are threatened by them in some way. The T'saya hold great preference and respect for fire mages. T'saya oral history will tell of Vahtes, the first T'saya Fire Mage, who defeated an Ur-Beast long ago to claim the lands of the T'saya upon their first migration to the Frost Gale. As a result of its defeat, the spirit of the Ur-Beast blessed Vahtes and the T'saya by giving them the blessing of fire to their children. As a result, it is fairly common to have at least one child born with fire magi of varying strength in a household. This emphasizes to the people over time again and again, that fire mages were a blessing from the deities— with more fire magi being more generously blessed. As a result, fire mages are often considered to be a blessing upon a household; and while not ideal, this ideation often leads to prejudice against the abilities of those who were not born with an innate fire magi. Fire mages will often make up the most prestigious positions of the T'saya, being favored over their non-magi counterparts in internal politics. A fire mage will almost always be chosen, or groomed, to lead the T'saya from the current head's family— and will be labeled the Vahkte ("leader") in respect of Vahtes. When the T'saya first migrated to Frost Gale, they brought with them the domesticated Ravenbear, a bear-bird hybrid which was originally native to the Ash Lands. On the journey, many of the Ravenbear died as a result of the travel through Dragon's Cradle and the sudden chill of the Frost Gale— but the first named Ravenbear recorded, Karaye— can be traced back in history as Vahtes' loyal companion. Although Karaye is said to have died in the fight with the Ur-Beast to save Vahtes' life, she left behind three cubs who are believed to have been the first Ravenbears to survive Frost Gale. Generations upon generations later, the Arctic Ravenbear— a Ravenbear with lighter plumage— can be found exclusively among the T'saya people. Although smaller than their wild counterparts, with their massive wingspans, talons, and natural acclimation to the cold environment through their thick plumage— the Arctic Ravenbear makes a large and loyal mount and companion for warriors and hunters alike. Men and women work hand-in-hand in the T'saya, with little emphasis on a patriarchy or matriarchy. The innate fire magi ability will most often determine their position or hierarchy within the village. Those with stronger to moderate abilities will almost always deign the title of a warrior, hunter, or soldier; those with less may be story-tellers, dancers, blacksmiths, or artists; and those with little to none most often will take up the mantle for labor— working with the animals, mines, or what little gathering can be done in the cold environment. They are most often merchants, traders, and travelers. Fire also holds a large role in their artistic culture: fire-dances are incredibly common to see in festivals, oral story-telling sessions, and traditional celebrations and marriages. These traditional dances and celebrations are lovingly crafted, and grandiose marvels which the T'saya take great pride in. The concept of fire and warmth plays a large role in poetry and song as well. The garments of the T'saya can vary greatly depending on their roles; warriors and hunters will most often be seen dressed in tanned or bleached furs, with masks made to assist their vision in the blistering snow. Those within the village will most often wear brighter colors, highlighted by ornate and traditional handmade jewelries or textiles.
Dwarves A family's social standing in society measured by the age of family and overall benefit/goodwill towards the Bleak Fort, more so than wealth or individual prestige. The oldest families of Bleak Fort are the most valued and honored, back to when the Great Schism happened and those loyal to the first king of the Northern Crown left their ancestral lands in Dragon's Cradle and fled to what is the present day Bleak Fort.
Dwarves are a hardy and high spirited people, refusing to yield to outside pressures or abandon their cultural ways despite societal change. The hold their families and their people in the highest esteems and all those that would threaten them are enemies and worthy of rebuttal. They do not tolerate subjugation and will not bend their knee to anyone, their "fealty" to the High King in Sol City is more a trade deal then subjugation as they are an autonomous nation and in return for their autonomy give the crown a discount on the precious metals that only they can mine.
The Bleak Fort is the last great hold of the dwarves after the Great Schism, with only the smaller holds left in Dragon's Cradle and other places throughout Charon. Their ancient roads quiet and cold far beneath the surface of the continent. Their ancient halls of gold and adamantine long silent, vacated through centuries of in fighting and migration. The Caerdydd
The Caerdydd are a dwarven people who once resided in the safety of the Dwarven Fortress, Bleak Fort. They were artisans and shipbuilders, and more importantly, they were dissatisfied with the current rule. Dwarves of Bleak Fort are often known for being as stubborn as a stone, and true to their word, the Caerdydd bloodline clung to insults like urchins to seastone. Rumor has it that the great-great-great-great grand king once insulted the first leader of the Caerdydd by scorning his work, or so the story goes. Each variation of the story differs based on who you ask, but the pride and anger remain the same.
This petty grudge led them to become supporters of Clan Kjloven during the rebellion. However, when the first dissenters began to fall, the Caerdydd realized that the coup had no chance of succeeding. Not wanting to be rounded up and killed or made prisoner in the mines, they packed up their things and left Bleak Fort. Such an action made them exiles under the new ruler, King Tarvian the Third, but they cared little for the politics of the new ruler, or being stuck under the thumb of the same family who’d insulted their work. Such is the true reason for their departure from Bleak Fort… ask any Caerdydd, though, and they’ll tell you that the bloody king gave them the boot himself.
Since then, the Caerdydd have made a living with their boats. They now deal with matters of trade, both internal and international. Though they mostly deal with honest trade, they’ll smuggle just about any kind of illegal item for the right price. Their stubborn nature and will to survive have turned them into money-grubbing, hungry businessmen, often prone to scalping or even shrugging other trade businesses out of the way for their own prosperity. Most traders would describe them as “unpleasant to work with, but you can count on them to get the job done”. In the last quarter of a century, their business has seen exponential growth, and it has only served to make them more obstinate.
It doesn’t take much to get on a Caerdydd’s good side… or their bad side. You can buy them a drink or a meal and they’ll get to talking with you as if you were old army friends, but if you crack a joke at their expense, then they’ll curse your entire family’s name for the rest of their natural life. And the Caerdydd never, ever, forget a face.
Their keen memory and strong personalities are what makes them such good traders… and such bad ones. They don’t allow for any kind of haggling, but they also burn bridges with others quite easily. These traits are the reason that they have nearly cornered the market for traders in the Pale City, but it might also get them in trouble one of these days. One thing is for certain. No matter what happens to them, the Caedrydd will make certain they survive it. The Wardens of White
The Wardens of White are a group of shamans that reside in the Coldwoods. They are largely primeval wardens; the White Wardens have dedicated their lives to the protection of the animals and living creatures in the forest. They have cast away their old lives and abandoned society, rarely electing to interact with those from other settlements. On occasion, they will welcome travelers into their midst, so long as those who pass through the Coldwood prove that they mean no harm.
The Wardens are not particularly religious, though they are highly spiritual. They take care of nature and obey the circle of life. They are so tapped into nature that they recognize the power of ancient entities such as the Ur Beast and the Rime Guardian, the way a prey recognizes a predator. They fear and revere these beings as ancient, wrathful forces of nature, and dedicate themselves to turning the Coldwoods into a safe haven for these creatures.
The Wardens do not live in a fixed settlement in the Coldwoods; they sleep under the stars and cohabitate with nature. The young ones who have yet to come into their animalistic features are often raised in caves and campfires until they are old enough to embark on their coming-of-age journey. This trek involves getting to know one’s home - they must leave the Coldwoods behind for an entire year, and survive Frostgale on the merits of their own skills. Some choose to live amongst civilization and learn what it is like. Others travel to the harshest parts of the World’s Crown. The intent of the journey is to truly connect with one’s own skills, whether that be socializing, cooking, survival, or even foraging.
During this coming-of-age tradition, it is common for adolescents to connect with their primal, shamanistic being. They connect with a creature that comes to represent their soul and shapes their very way of living. This represents their first Bonded animal companion; from henceforth their souls become intertwined. When the Warden dies, their animal companion dies, and vice versa. The Wardens of White believe that Ur Beasts are born when a particularly powerful clan shaman and their companion pass away, their souls and physical forms merge to create a divine creature.
Not every single member of this clan walks the shamanistic path, but that does not make those members any less important. Those who go on their coming-of-age ceremony and do not become primeval wardens are the cornerstone of the survival of the clan. They become homemakers and childminders, and most importantly, scouts and guardians. They tend to the woods and help the wilds grow, fulfilling all the unmet roles that the wardens generally do not.
The Wardens of the White have a particular hatred for the Winged Expeditionary Force, and will often sabotage missions or hunts taking place in the Coldwoods. They believe that monsters, even enraged ones, deserve to live. Clan MowaAn offshoot of Caerdydd dwarves known as the Mowa Clan have taken up residence in Wyeth Peninsula as a form of big game hunters that chase leviathans on the open sea. These Caerdydd live a nomadic lifestyle on the sea, only coming to shore to replenish supplies, repair their ships, and to sell their catch. What these dwarves hunt are the Fame'laena, massive semi-bioluminescent whales, and the symbiotic sea creatures that follow them.
The Mowa dwarves hunt in a similar fashion as their prey, using a large vessel as a command ship with heavy weaponry leading a small fleet of faster ships that harry, harass, and act as reconnaissance. Once they find their prey, the smaller ships act as bait for the leviathans and harass with harpoons to weaken their target while waiting for the larger vessel to close the distance and finish off the catch. The materials gained from these hunts are invaluable to the way of life in the North, from providing high-content blubber for nutrition and for fuel, to bones used to make tools, corsets and other devices, to the glowing ambergris used in alchemical and ritual practices… and to make certain types of expensive perfume. Not one piece of the animal goes to waste, and the Mowa ensure they thank the creature for allowing themselves to be hunted by giving the heart of the leviathan a place of honor in the celebratory feast that takes place after the hunts. Clan WyethThe first of any people to settle the peninsula was the Wyeth clan of dwarves and in typical dwarven fashion named the peninsula after themselves and the village they founded, Wyethafordir. The Wyeth clan initially survived through fishing but eventually discovered the luxury goods and service that was providing ice to the southern cities of Charon. The demand for such a service began in the aftermath of a visitation from a royal surveyor representing the Royal Office of Treasury & Commerce out of Sol City.
The surveyor discovered that the Wyeth dwarves were using magic to constantly maintain freezing conditions within an igloo warehouse to preserve food throughout the warmer months. What the surveyor really saw was what once considered an impossibility in the warmer regions of Charon was in fact just an undiscovered reality.
Contracts were formed with the Wyeth clan and dwarves were sent out with the first shipments of ice to Sol City to teach the technique to maintain the ice at the Arcane Academy, their techniques became the basis for the Ice Over and Cold Touch spells currently found in the Sea Domain and the luxury of a cold drink on a hot summer’s day.
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Post by Admin: Otto on Jun 17, 2023 16:55:46 GMT -5
Regional CustomsInterment of the DeadFrost Gale has a relatively small population compared to other regions in Charon. As such, the impact of one's passing tends to be felt by a community much stronger than in places where people come and go often or blend into the masses. Disposing of bodies is also a greater problem for small communities, as a corpse can quickly attract desperate scavengers from the surrounding wilderness. Small, remote villages or rural homesteads without proper militia or defensive walls are easy pickings for roaming wildlife in search of food, and many creatures of Frost Gale are adept scavengers willing to eat just about anything they can find.
Ship Pyres Much of Frost Gale's economy heavily relies on trade by ship, thus sailors are held in high regard for their service in providing hard-to-acquire resources from faraway lands. Traversing the seas around Frost Gale is hazardous with tumultuous weather patterns, sudden storms, and rocky shorelines. Even if someone is only a simple deckhand, their service is given great respect.
This carries over even in death. When a sailor of high repute from Frost Gale dies (given their body is returned to Frost Gale), their life and service are honored by their body being placed within a small vessel filled with offerings from the community. The offerings can vary wildly depending on the rank of the sailor or the length of their service but often include the individual's favorite foods, personal items, and other trinkets. The ship is then escorted by manned vessels out into the open ocean before it is set ablaze.
Some have criticized this practice as it means that non-flammable treasures can be scavenged from the sites where the ship pyre is burned, but many retort that only the most foolish souls would dive into Frost Gale's icy waters for scraps of treasure.
Ice Float The most unceremonious way that bodies are disposed of in Frost Gale is simply by dumping a body on an ice flow and letting nature do as nature does. This is only resorted to when the person who has died has a poor reputation amongst the populace, or during particularly harsh winters. It consumes the least amount of resources and can be done quickly before the deceased starts to attract unwanted scavengers.
Disposing of a body of a local this way is considered shameful, but is acceptable under dire circumstances. The same cannot be said of the bodies of foreigners. Dying in Frost Gale as a foreigner almost guarantees the body will be disposed of this way as the locals have zero interest in wasting resources on the dead of those not from their own region even if conditions are not particularly harsh.
This biased treatment has been scrutinized by foreign merchants and traders which has resulted in tense business relations. To counter this and foster more healthy trade relations, Frost Gale's nobility often include promises of more respectful treatment of the body of anyone who dies while under contract as part of the contract's terms.
Frigid Crypts Far from the convenience of the coast, disposing of bodies becomes a lot more challenging. Permafrost sinks deep into the soil for the majority of the year which makes it nearly impossible to make burial mounds or grave pits without resorting to magical means. Since there's never a guarantee that a traveling mage will be available to assist with burying the dead, most inland settlements will instead utilize caves or crypts carved out of or built of stone to be used as storage for the recently deceased.
The goal of these crypts is not to be the permanent resting place for the deceased, but rather be a secure structure to protect the bodies from being eaten by local wildlife. The bodies remain in these crypts until weather conditions are good enough to be transported across the land to the nearest coastline where they will be properly disposed of.
Ideally, these structures are placed far away from settlements to avoid attracting predators to people's homes, though this does mean that these structures are often left unsupervised. This can increase the risk of the corpses disappearing without a trace. Honoring the DeadSince Frost Gale does not have interment practices that result in permanent structures that could be places of memorialization of the dead aside from frigid crypts, the people practice other symbolic means of honoring the spirits of the departed.
Death Walks A death walk is a ritual in which the passing of an important member of the community is honored with a vigil that lasts the length of time that it takes an oil lantern to burn out. Individuals gather in a single file line and walk the perimeter of their settlement while the person in the front, often the person who was closest to the individual who passed, carries a lit oil lantern. These processions often start during the day and then last into the night.
The lantern signifies the life of the mourned individual and the role that person played in leading or supporting their community. By walking around the perimeter of the settlement, the vigil is said to act as a way of warding off evil spirits that may prey on those who are grieving the loss. This procession is traditionally done in silence or with only the accompaniment of a drum beat.
During the procession and through the rest of the night, the community fasts. Even those who are not physically able to participate in the procession participate in the fast, with only the sickly, elderly, and very young allowed to eat during the vigil.
Auroras In the far north, it is not unusual to see mysterious brilliant-colored ribbons of lights dancing across the sky on cloudless nights. These auroras are believed by the denizens of Frost Gale to be the spirits of the departed dancing amongst the stars. Their appearance has been interpreted in various ways across history with conflicting beliefs that they are ill omens or good luck.
These days, the appearance of auroras is interpreted as the spirits of the departed growing lonely and wishing to connect with those they left behind. As a result, Frost Gale locals often gather under the light of the shifting lights to dance with them while hooting and hollering so that their voices will reach the spirits to let them know they're seen. These spontaneous celebrations tend to last as long as the auroras are visible in the sky which means sometimes no one gets any sleep even if they do not participate given how loud everyone else is.
Auroras that appear consecutively for multiple nights are said to be warnings of impending tragedy seen by the spirits up in the sky. Villages tend to have a spiritual medium whose whole role in the community is to interpret what the colors, motion, and quality of the auroras could mean. The accuracy of their interpretation varies wildly.
Stone Ships Similar to cairns, stone ships are constructed out of specifically placed rocks, only these stones are not stacked and instead are placed to form the outline of a ship's hull across the ground. These formations can be fairly small and simple or can be extremely elaborate and span across several yards. The sizes of stones also vary, usually depending on the material available or the significance of the life or lives they are honoring.
Generally speaking, the more extravagant and stone ship means that the loss is considered great. These massive stone ships can symbolize the loss of many lives or of a life that is very important to a community such as a settlement or spiritual leader. Stone ships also tend to grow over time, with each additional stone representing someone else who has passed. Stones can have names or designs carved into them to help identify who they are honoring.
Disturbing a stone ship is considered incredibly disrespectful and taboo. Punishment for being caught vandalizing a stone ship often results in being ostracized or exiled from the community. Foreigners risk more severe punishments such as being stripped of their belongings and then sent out into the wilderness without any supplies. NecromancyPracticed mainly in secret, necromancy in Frost Gale falls into the realm of folklore and cautionary tales for the common folk of Frost Gale. Stories of reanimated corpses roaming the snow-blasted landscape of the Ice Fields are used to discourage children and ill-prepared travelers from risking getting lost roaming the icy wilds. Necromancers are synonymous with the boogieman, mad magic practitioners scouring the land for forgotten frozen corpses to add to their collections and can be used to infiltrate towns.
There is some truth to these tales, with plenty of stories of people who look beyond frostbitten appearing in towns only to stumble about incoherent and then disappear the following day. These zombie-like figures are called 'cold ones' and are closely monitored by local guards but are rarely directly confronted or run out of town. The reason for this is a belief that necromancers can be fairly vengeful individuals, and messing with their precious thralls may bring misfortune upon the populace. With survival being so difficult in Frost Gale to begin with, many support the sentiment of caution over confrontation.
While the frigid climate of Frost Gale makes it possible for bodies to be preserved for long periods of time, the relatively small population of Frost Gale compared to other regions in Charon makes it not the ideal place for necromancers looking to grow a large following quickly. Many of the creatures native to Frost Gale pose a major problem for necromancers as well as they have adapted to eat anything and everything they come across with keen senses for scavenging. Raising an army of the dead essentially acts as a beacon for Frost Gale's more hunger-driven fauna which only grow more aggressive in the face of competition for resources. Frost Gale Cultural Events
Commonly practiced events in Frost Gale are often a consequence of the harsh, northern climate and the societies that have formed in scattered pockets of the vast country. Though their original functions have changed, many are rooted in dwarven customs that haven’t yet faded to time. Idiosyncrasies may vary from culture to culture, but at their core, they are the same - in a land where mountains of snow and ice separate them, the people of Frost Gale put the most emphasis on community and warmth. HarmonochOtherwise known as the Night of Endless Song, Harmonoch’s origins have dwarven roots, back in the days when the only common language shared between soldiers were war chants, drunken laments, and working songs shared during endless nights of toil. Though they’re not as widely known, old dwarvish folk songs are still commonly shared amongst the people of Frost Gale.
They are the most popular on Harmonoch - the event gained popularity during long nights on merchant ships, where sailors would fill the night with music to shoo away the moon and bring about the dawn once more. Since then, the holiday has grown; once a year, Harmonoch is celebrated across Frost Gale.
The celebration arrives with the setting sun, where a small group of bardic virtuosos take to the streets, singing an old dwarven song about the passage of time. As they walk through the streets, people who hear the song will leave what they were doing behind to join the choir. Throughout the rest of the evening, new folks will join in the festivity, and as singers grow tired, they will leave the group, allowing new singers to carry on the tune. By the end of the night, as the sun rises, the chorus will be composed of entirely different people than it started with. The holiday represents community - that everyone is willing to come together to carry one unbroken tune. To create a night of endless songs together. WishmealA tradition that started in small villages by families who would throw the scraps of their food into a stew to tide them over until crops arrived once more. The first true Wishmeal was said to have been practiced by witches who were casting a ritual spell and preparing a broth at the same time. Nowadays, Wishmeal has grown, becoming a village-wide ceremony commonly practiced around the coming of the new year.
Wishmeal is commonly celebrated by an entire village. It is started by a village authority, commonly an alderman or tribe leader, setting out a large pot in the center of town hall. The community comes together to contribute firewood, water, and leftover ingredients for stock. Each individual then picks out a piece of food representative of their greatest wish for the coming year - such as cabbage for health, apricots for solars, or meat for strength - which they then contribute to the pot. Once the entire village has given a wish to the pot, the community spends the entire day making a stew which is shared amongst the people when it is complete.
Though the stew rarely tastes good, most believe that eating the hearty Wishmeal fills them with the strength to achieve their dream in the coming year.
Certain villages have changed this custom to include the incorporation of non-food items into the pot to represent people’s wishes, believing that it makes the ritual stronger, but such stews generated in these Wishmeal Pots are far less edible. The Festival of the SunThe origins of this festival are shrouded in obscurity; most attribute their beginnings to patrons of a Pale City Tavern during a drunken dare. The festival’s moniker is perhaps misleading, as it does not truly relate to the sun at all.
This festival is commonly held throughout the first week of spring, in the Pale City town square. The Festival of the Sun is dedicated to eating, drinking, and celebrating local artisans through laughter and merriment. The festival's crowning event is a brewer’s competition, in which participants compete to see who can brew the spiciest beer. Folks will often spend the entire year trying to perfect their brew to emerge victorious at this event.
The quality of drink and spiciness is judged based on how long a particular brew can keep a judge out in the snow longest in only their plainclothes, as both alcohol and spice are commonly believed to be sources of warmth in the bitter chill. This is where the name’s origins are derived from - the first spicy beer ever consumed was said to have made the drinker feel as if he were feeling the sun on a cloudy day.
The Festival of the Sun is a rather rowdy event, one which serious brewers are determined to win; as the winning beer is sold at the Winter’s Howl for the coming year, giving small artisans a chance to get their name out. For those who don’t brew, or drink, the festival is mostly just a good opportunity to cut loose and enjoy local food and art. Yeti Pit FightsYeti Pit Fights are a tradition that originated from, unsurprisingly, fighters and gamblers looking to make a quick buck. The general story is that right before a big ceremonial fight, both opponents went missing. Their managers, desperate for content for their audience, hired two poachers to bring two alive yetis to the battlegrounds and had the audience place bets on the winner.
Nowadays, the joy of a Yeti Pit Fight is found in the thrill of the hunt as well as the fight. A group of people will carve out a pit in the ice and snow to serve as an arena. Once the stage has been set, the two challengers will figure out the best way to lure the yeti into the pit without getting hurt or killed. Once both yetis are brought to the pit, the audience is brought in from a safe location, where people will bet on the winner. The sport requires constant care from the contestants, where the true challenge is leading the yeti around without provoking the violent beast. Contestants who are too cocky often find themselves killed before the yeti even reaches the arena.
These events do not operate on a set schedule, but rather, they are carried out whenever people need entertainment to stave away the boredom, or - for some people - a way to settle out arguments and disagreements by having their yetis fight by proxy. These pit fights are a common source of entertainment for adrenaline junkies.
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Post by Admin: Otto on Jun 17, 2023 16:55:50 GMT -5
Flora and FaunaIce BeansLocation: Found in the Frost Gale, generally growing in the frozen lakes of the World Crown and Coldwood, where Girallons tend to linger Ice Beans are an accursed little set of black seeds found just beneath the surface of lakes in the Frost Gale, meaning they are almost always frozen over and difficult to obtain. They’re small in size, growing within larger black pods, and grow in abundant clusters underwater. They don’t look particularly special and derive their name from their location, not necessarily their aesthetics, though frost does cling to them for abnormally long. Working with Ice Beans is a bit tricky, to tell the truth; they work excellently as a paste to ease various cuts, gashes, and otherwise, aiding in stopping bleeding and easing irritation, but getting enough of them for a substantial amount is… hard. However, they’re easier to work with in potions, working well in heat-resistance potions and even in numbing poison– I’ve heard talk that they may have their use in a calming potion, as well. Toxicity: None, whatsoever– in fact, I think it’s a cruel trick of nature that they’re remarkably nutritious and can provide a decent amount of energy when consumed. Shame that they’re so difficult to obtain, and if you’re desperate enough to eat them, then you’re likely knocking at Death’s doorstep as is. The Gods are all pranksters, not just Salina, I swear by it. Additional Notes: If you intend to go looking for Ice Beans, you had best over-prepare. However prepared you think you are, you are not prepared enough. Girallons adore these pesky things and flock to the lakes they grow in, so you had best be prepared to either obtain the beans very quickly and flee, or come ready to fight a hungry Girallon or three. You’re in for a wretched time, either way. CandelieLocation: Found in caves in the Frost Gale, usually in the World Crown These flowers are impossible to miss when you find them; they are strange and intricate works of art, with delicate red and golden petals that almost seem to glow, with cut-outs that make them almost resemble paper lanterns. Their pistils and stamens glow a bright orange and simulate the movement of a flame. Overall, the entire flower looks like a heat source; that is their key trick. A careful eye will note that the snow does not melt around them and steer clear.. but that depends on how close you already are. Candelies are extraordinarily dangerous; they produce a faint gaseous pollen with hallucinogenic and sedative properties that deliberately deceives those who get too close into believing they've found a heat source amidst the brutal cold, enticing them to lay down and rest. If you do, you will likely never wake; Candelies are carnivorous and magical, feeding off the nutrients of the dead, and are far larger than they may appear. The flower itself is just the bait. Its pollen is, obviously, capable of being broken down and utilized for sedatives and hallucinogenic poisons, but I wouldn't want to go after it, myself. If you hate someone enough to want to poison them, you have to really hate them to want to use a Candelie. Toxicity: Extreme; they lack any inherent deadly toxins, but they produce a powerful hallucinogen and sedative that, in tandem with the weather, is ultimately lethal to anyone who gets too close and cannot break free of it. You will not suffer if you eat or touch these, but they themselves have the power to kill you, and they will eagerly do so. Additional Notes: Where do I begin? These things are horrible. Terrifying. Half of their actual structure is underground and absorbs you through the snow while you're under magically-induced sleep. You're a madman if you think going near one is a smart idea. Seithr's BaneLocation: Found in the mountains of the Frost Gale, where the snow falls at its heaviest and coldest Seithr's Bane is a rather beautiful flower that grows in clusters; each blossom is a pale blue with five petals exactly, often with dark blue veins spread across them and a pale purple gradient at the edges of the petals. They have multiple stamens that curl inward, each of them a dark and brilliant blue, and these tend to be the most likely thing to catch your eye, as they poke out above the snow and stand out against the white. They reflect a blue shadow upon the skin, interestingly, no matter what your complexion is, and they have an eerily pleasant scent. These flowers have no medicinal or edible worth whatsoever, nor are they especially useful in any form of craft; they're extraordinarily difficult to find and are very, very poisonous. Their key use comes in alchemy, really; they serve as a powerful toxin, and can be very useful in a variety of poisons and detrimental potions. They can be difficult to handle in crafting, however; they are extremely resistant to heat and seem to stave it off with their deep coldness, and require very thorough and careful handling. They aren't poisonous to the touch, at least-- but you might get frostbite handling them. Toxicity: Extreme; in fact, I would not be surprised if this ranks as one of the most poisonous flowers within Charon. When consumed, you... really do not have very long to live afterward, unless you have someone capable of cleansing the poison from your body on standby. The toxins present within this flower effectively shut down your respiratory system bit by bit, and... I will refrain from going on, but it is not a pleasant way to go. Don't eat the flower. Additional Notes: Their name is derived from a folk story about a fire giant named-- you guessed it-- Seithr, who sought immortality. They say this plant was his downfall; he consumed it, believing it might grant him strength and eternal life because of its rarity, but it instead quenched the fire within him and slowly drained him of his power. Of course, it has many colloquial names as well: Frostbiter, Slushcups, Frost Devil's Star, so on, so forth. NihililacsLocation: Found in the Frost Gale, primarily in the Coldwood at the base of the trees that grow there
Nihililacs would ordinarily be a bit of an easy flower to miss in a place like the Frost Gale due to their stark white color– they’re a series of small, pale blossoms growing from one thick, pale blue stalk, making them blend in well with the snow they thrive in. However, what spares them from being missable would be the mist they produce, which serves as a deterrent for potential predators, and an excellent beacon to their location.
This is quite the… unique plant, to be truthful: they are eerily cold no matter where you’ve taken them, making them quite useful in a variety of ice-based potions and remedies, but that mist is their key attraction no other flower can replicate. Nihililacs have a property that makes them capable of shifting the properties of liquids, preserving their qualities and converting them into a gaseous state, making them excellent diffusers. However, this plant most famously is used in the Miasmic Catalyst potion devised by fellow Consortium member, Lady Gwendolyn Mystwud– a potion capable of amplifying and spreading the effects of other potions.
Toxicity: Mild: they’re quite bitter and are likely to make you sick if you try to eat one, with nausea and extreme dizziness or disorientation manifesting as primary symptoms of consumption.
Additional notes: Again, they can be used as excellent diffusers, but they thrive best in cold environments– shame, I’d love to use one with some lavender powder or something to make the Desert Rose smell a little nicer. It mostly smells like medicine.
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Post by Admin: Otto on Jun 17, 2023 16:55:54 GMT -5
Military Factions
Bleak GuardThe Bleak Guard serve as the military, police, and city guard of the Bleak Fort and hold a unique place in dwarven society. While in service the service member and their family are considered to have an older family age and the benefits that come with it, when they retire from their service their service years are added on to their family's age, forever enshrining them and their kin for their service to the kingdom. Bleak WardensThe Bleak Wardens serve as the rangers and special forces of the Bleak Fort, in charge of keeping all threats internal and external at bay. They are in a position of utmost prestige and valor and do not retire, but train the new generations. When they are no longer able to be serviceable they typically go on one last ranging and will die in honorable combat against some known threat as a final parting gift to their kingdom.
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Post by Admin: Otto on Jun 17, 2023 16:55:59 GMT -5
Criminal FactionsFrost Gale SpectersAs civilization continues to grow and expand, the wilderness of Frost Gale slowly gets encroached upon. Many tribes that call the north home are being pushed further and further north, losing claim to their ancestral lands. In addition, the local wildlife, which these tribes revere and use to survive, are starting to dwindle in number, being hunted as prizes by the rich upper-class. Because of this, a unique band of "freedom" fighters have popped up in the north calling themselves the Frost Gale Specters. This group consists of several members from different tribes and clans across the north, individuals who have banded together to fight against the crown and the progressing Pale City. Bjieak Shorne, a war veteran, has seen the damage the upper-class and urban expansionists have caused to his people. He has had enough, now vowing to fight back. The group is still currently in its infancy, gathering support from the other tribes and building up its forces. The surrounding settlements have not taken them seriously, but as their attacks continue to increase, it is quickly becoming undeniable that the northern tribes are fed up. The Shadowdancers of Frost GaleDeep in the valleys of Frost Gale, where the nights are longest and the shadows darkest, ancient practitioners of a secret discipline. In the days of the Age of Renewal, as the dark elves were pushed to the cold north, they began to embrace their domain… eventually developing their own unique brand of stealth. Their very essence soon became tied with the winter’s shadows, which they learned to harness - and the first order of the Shadowdancers was born.
This coalition was a secretive bunch; they were closed off to the world at large, electing to influence Frost Gale politics from the subtlety of the shadows. Historical texts have likened them to puppeteers, where their blades hidden in the dark have been the defining point of internal politics within the Pale City. Though their numbers quickly grew and expanded, the coalition of rogues encompassing the people of Frost Gale who possessed natural gifts with the darkness, the Dark Elves believed themselves the progenitor of these secrets and the true owners of the night.
Because the Dark Elves were the leaders of this secret order within the Pale City, their operations… fractured by the time the Elven Wars rolled around. The Dark Elves had differing opinions on their stake in the war, and the role that the Shadowdancers should play in disabling the sun elves. The infighting caused mounting instabilities, eventually resulting in an incident that nearly destroyed the Shadowdancers entirely. The Dark Elves eventually concluded - to preserve their ways, the opposing schools of thought would split off into their own branches, independent of one another.
And thus, the Order of the Duskdancers and the Order of the Dawnbreakers were born.
Now, the ways of the Shadowdancer have spread across Charon, far beyond the Dark Elves themselves. But their styles can be traced back, no matter how distantly, to these two distinct groups. The Duskdancers and the Dawnbreakers have long since developed their own unique styles and way of life - and as the Sun Elves attempt to reform the councils of old, they have only grown more active.
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Post by Admin: Otto on Jun 17, 2023 16:56:07 GMT -5
Important NPCsZalen Marrowvine, Prince of the Pale CityFrost Gale, Dark Elf, MaleAppearance |
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Description | Personality | Zalen is the youngest son of nobles, Lillia and Zaden Marrowvine. His older brother took the seat of power from their father, but recently died, passing the seat to Zalen. He now rules from a place of entitlement, enforcing his own believes and ideas on the people of Frost Gale. He uses his parents position of power in Sol City to get away with his own ambitions. | Zalen is a spoiled, snobby and entitled young elf. He cares not for his people or those outside of the city. Recently the dark elf has secluded himself in the city, rumoring to have had a breakdown over his brother's death. |
King Tarvian the ThirdFrost Gale, Dwarf, MaleAppearance |
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Description | Personality | King Tarvian the Third, leader of the Bleak Fort and the 26th King of the Northern Crown is a man who has seen many long years as a soldier and Bleak Warden, serving as a ranger in the North keeping all who would harm the Bleak Fort far away from its borders. He has ruled for over twenty five years and his edge seemingly never wanes, as he looks upon his hold with love and a strong guiding hand. | First impressions of Tarvian would suggest that he is like any other dwarf, proud and stalwart. His past, however, has left its scars on him and the burden of responsibility weighs heavily on his shoulders and mind. Dutiful and loyal to the citizens he rules over, he tries to lead to the best of his abilities, but self-doubt and the ghosts of his ancestors plague his dreams. |
Zavier HedelsgaardFrost Gale, Half Elf, Female
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Description | Personality | Zavier Hedelsgaard is the current commander of the Civic Harbor Guard, she comes from one of the major merchant houses of the Pale City. As with all commanders of the Civic Harbor Guard, they come up through the force as a volunteer and are chosen to be trained to take command. The commander of the Civic Harbor Guard is also the current captain of the Sea Wolf which acts as the main headquarters for the Civic Harbor Guard. | Mrs. Hedelsgaard, a half elf who married for political reasons to another wealthy merchant house, exudes a quiet motherly authority as she has given birth while at sea and even during combat and has acquired the nickname turned title of Matron of the Pale City. As a mother of twin boys and three daughters, Mrs. Hedelsgaard takes to command as a fish takes to the sea. The ability to turn hardened grown men into obedient lap dogs is a rare talent and it is something she has cultivated from the beginning of her volunteer service with the Civic Harbor Guard. |
Jeanne du LucPale City, T'saya, MaleAppearance |
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Description | Personality | The founder of Espadrille, Jeanne was a former sailor who primarily worked on fishing vessels that lead out of the Pale City. He was at the fore of the workers attempts to unionize, at a time when Frost Gale penalized any who dared threaten or accost someone of high social status. It was he who developed the art as a means of circumventing the law, taught to others so that they might have the means to defend themselves from an oppressive society that would not hear them. In the decades that followed, Jeanne Du Luc has been held up as a local hero, and elevated to the heights of nobility. His primary school of Espadrille is located in the Pale City, and tournaments are held across Charon.
| Jeanne Du Luc has been accused of being haughty and impersonable, but it would serve those critics well to remember that Jeanne was a born and bred sailor for the majority of his life. While he bears the title of noble now, it has allowed the reach of his teachings to expand beyond the borders of Frost Gale. He is dedicated and stalwart, a man of few words and one who will not hesitate to act. He has been more active in the realm of politics, endorsing the rights of the working class where he can to his new associates in the upper echelon.
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Cezanne BellegardePale City, Dark Elf, femaleAppearance |
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Description | Personality | Believing Jeanne du Luc to be a sell-out, a former protege, Cezanne, decided to take Espadrille back to the streets where the art was founded. Many consider her to be the true spiritual successor to the art, eschewing the trappings of fame and popularity that her once-mentor enjoys. She has no dedicated dojo, preferring to teach the disenchanted and disenfranchised of the Pale City how to defend themselves.
| Blunt, to the point, and no nonsense, Cezanne is known to be a brutal teacher-- and incredibly effective. She believes that the power should be in the hands of the people, and uses this philosophy as a basis for her techniques. While her reputation is for being something of a blunt instrument, her compassion and incredible ability to organize people to her cause cannot be understated.
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Durmith Norathean CaerdyddFrost Gale, Dwarf, MaleAppearance | |
Description | Personality | The current master of Clan Caerdydd. He has been clan head for seventy-five years, and he has no intention of giving his seat up now. It is partially for this reason that he ordered Clan Caerdydd to evacuate Bleak Fort in the wake of the coup, despite their support of the rebellion, and the reason he currently - perhaps stupidly - refuses to have any children. He is currently the shipmaster of Clan Caerdydd's primary ship, known as "The Stone's Throw". He prefers to travel the world as opposed to staying in the Pale City, and he'll do just about anything for money. Because he has no heirs, the rest of his clan is pretty much just waiting for him to hurry up and die already so they can fight for his spot. | The only trait larger than his stubbornness is his cowardice. Durmith believes himself above using the hammer he uses, which is mostly for show when he can merely hire hands to take care of dirty work for him. He possesses an extremely loud personality and is quick to both bless and curse his own fortune. He has no desire to give up his seat anytime soon; he will often say that leaving Bleak Fort was the best thing to happen to their clan, as it has given him a comfortable life as a trader... but at the first sign of the storm, he'll be the first to complain. |
Yungristr Tusdruni Silverforge CaerdyddFrost Gale, Dwarf, FemaleAppearance | |
Description | Personality | Once a member of Clan Silverforge, Yungristr married Durmith in a political marriage between the clans. Where the Caerdydd were shipbuilders, the Silverforge were metalsmiths. They would supply the canons for the seafaring vessels constructed by the Caerdydd. Yungristr herself is an expert in the creation of etching enchantments of the Formulae Arcanum into metalwork, such as blades and armor. | A fierce and unapologetic woman; the courage to her husband's cowardice. Yungristr is an expert weapon maker and a weapon master to boot. She is often the woman who acts as the muscle during her husband's meetings. She has a fondness for playing hard and partying hard, and she enjoys partying hard. She's been banned from half of the taverns in the Pale City.
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NivalisColdwoods, Half-Elf, FemaleAppearance | |
Description | Personality | The current Leader of the Wardens of White. Her clan considers it fortunate that, in her youth, she wandered away from her caretakers and was lost to the woods. No one is quite sure what happened to her in this period of her life; all they know is that her serendipitous return in her adulthood was marked by a new era of change for the wardens. Nivalis claims that she was raised by monsters... that she is the rightfully chosen Warden to bring about a new era of nature. The increase in Ur Beast sightings in the wake of the Sol Stone's destruction has only spurned these lofty ideals. Nivalis holds a particular hatred of the Winged Expeditionary Force and will often lead her people in raids against monster hunts that occur within their domain. Recently, rumors have begun that she has taken up necromancy in secret... | A woman who has an innate understanding of the harsh reality of wild nature. Nivalis is dedicated to the Primeval Warden beliefs in a way that almost borders on fanaticism. Where her kin adopt the traits of animals, Nivalis believes herself to truly embody their spirit, and that their souls live within her. Some might even liken her demeanor and goals to arrogance - Nivalis would call it the will of the Wild. Her ultimate goal is to turn the Coldwoods into a haven for all animals, which will protect their way of life and allow them to grow. Perhaps her desperation would even turn her towards the practice of raising the dead, to bring back the dead beasts of old, all to do her bidding. |
Hérforao IngotoreIce Fields, Half-Dwarf, FemaleAppearance | |
Description | Personality | Few know the treacherous terrain of the Ice Fields like Hérforao. She has made a living for herself as a shrewd navigator for travelers through the main pass of Frostgale in search of the Pale City, particularly non-natives who enter the country in Dragon's Cradle in search of someone to act as a guide. She is also, as some might say, a scalper. She charges ridiculously high prices for her services, and she's not above hiring local gangs and cutpurses to 'act as a threat' to scare travelers and share in a cut of the profits. Employing her is a double-edged sword, for her presence is guaranteed safety through dangerous areas, but she's just as likely to bleed you dry of every solar you have in your pocket. | A shrewd and money-centered woman. Her father, an ice harvester from a dwarven clan of no repute, and her mother, a tavern hostess, equipped her early on with an implicit understanding of the power a solar has. Her status as a half-dwarf has left her feeling like an outsider in both worlds like she's never truly belonged... so she's determined to make a space where she belongs. She utilized her father's experience in the Ice Fields to learn the ins and outs of the area until she understood them like the back of her hand, and people would need to depend on her to safely traverse the dangerous areas. She knows her skills are essential, and she can be insufferably smug about it at times. |
Khaffa, Keeper of the HearthFrost Gale, Tsaya, GenderfluidAppearance | |
Description | Personality | Due to the nature of the culture and beliefs of the T'saya, fire mages, and pyromancers are often innately favored for the 'blessings' they hold. Khaffa is one such individual who has benefitted from this favoritism. They hold the position of 'Keeper of the Hearth', a prestigious title in the community. It is the keeper's duty to act as a source of warmth kindness and support, both for the T'saya Peoples, and to travel the country and extend that kindness to others who need it. Khaffa takes this job quite seriously and currently wanders Frost Gale to offer their fire magic to those in need. | Khaffa is generally an even-tempered person, who rarely flies off the handle. It was this demeanor that earned them the position they hold now. They are an extremely skilled pyromancer, though they hold the power of primordial fire at their fingertips, they refuse to cast offensive spells against a living creature save in self-defense. Their magic revolves around helping the people, warming homes, and melting ice where needed. They offer their services with a smile and a kind word; though their position and the T'saya's beliefs have left them with an arrogant streak. |
Kili'el EfriitFrost Gale, Aviankin, MaleAppearance | |
Description | Personality | Kili'el is not native to Frost Gale, though recent events have caused him to settle here. He is a scholar from Sol City, who taught at the Arcane Academy for years until the events of the Sol Stone forced him to question everything he knew. Unwilling to believe the Crown's statement as the blanket truth, he ventured to the Pale City to learn more about the events that took place in the Arid Mesa. He frequently leads study ventures to the small island country, hiring mercenaries from Frost Gale to help protect him while he uncovers the secrets held within. He is determined to uncover the truth behind Scern's story, and the secrets of the world; and learn exactly why the crown wants to cover it all up. | A rather erudite and learned fellow. Others who meet him might even describe him as eccentric. Kili'el dedicated his life to the pursuit of ancient, arcane truths. His area of study is history and the effect these events have had on the world's natural magics. He has had suspicions that facts haven't been adding up for a while, but word of the Sol Stone has only left him questioning everything he knows. Though he is a bit timid and soft, nothing will stop him from learning the truths that need to be shared, so that knowledge can be spread to the people. He will ascertain the truth behind the cloud of misinformation and political agendas, no matter what target he paints on his back. |
Meline D'AccostePale City, Half-Draconynh, FemaleAppearance | |
Description | Personality | A member of the Civic Harbor Guard, though not one who holds a particularly high position. The illegitimate daughter of a merchant trader, she spent a good portion of her life on the sea, brokering deals and intimidating thugs. She is a stickler for laws to-the-letter, and is determined to keep the peace in the Pale City. She is extremely skilled in swordplay, and little else - though her lack of charisma doesn't bother her. Either people will submit to her will, or they won't. | Meline is a no-nonsense kind of woman; though she holds no real position of power, she has taken it upon herself to keep watch for any sign of criminal activity. She has an extreme prejudice for smugglers and pirates and often finds herself frustrated that she lacks the administrative authority to do anything about it. As the world becomes more unstable, and monsters and men wreak havoc on the world, perhaps she will simply have to be the one to take matters into her own hands. |
Inva BhurthiFrost Gale, Dark Elf, FemaleAppearance | |
Description | Personality | One of the members of Zalen Marrowvine's inner circle. Though she has his ear, as is the way with politics, she trusts him about as far as she can throw him. Their relationship is entirely circumstantial and transactional - quid pro quo, where both parties seek to use one another. She had once been a confidante of Zaden Marrowvine before his untimely death, seeking to use the Marrowvines for their parent's connection in Sol City and their spot on the newly-reformed council - and in turn, the Marrowvines use her for her dark, arcane talents. With Zalen's recent reclusive streak, she has taken it upon herself to try and wedge in as a de facto leader, to no success. | Inva looks like she has been perpetually sucking on a lemon for the last six centuries of her life. She has an unpleasant personality and even darker ambitions, but she has a way of getting what she wants one way or another. She wormed her way into the Marrowvine's inner circle, likely through bribes and dark favors. Her skill with dark magic has cemented her as the type of woman you want to go to when you need a body disposed of... or a body created. Her ambitions lie beyond Frost Gale, towards Sol City. She does not seek to become a true member of the Council, but to become a leader from the shadows, puppeting their decisions with her dark enthralling magic. |
Iema BhurthiFrost Gale, Dark Elf Vampire, MaleAppearance | |
Description | Personality | Rumors have long since spread about Iema's untimely death some one and a half centuries ago at the hands of an assassin. Inva would not stand this embarrassing blight to her family's name, and in secret, hired a vampire to have him turned and brought back to 'life' to hide this shame. She utilizes this 'favor' as a way to keep Iema indebted to her and ensure that his natural skills are still under her employ. Iema reluctantly carries about her orders while playing the part of a hapless bardic virtuoso. This persona is to gain secrets and information for his mother. He yearns for the day he may find the freedom to live his own life. | Though he plays at being loud and stupid, that was the Iema of the past. Before his death and subsequent undeath, he was a flirt and a reckless adolescent, causing trouble for his mother and scandals wherever he could. Since rising from the dead, he has become quiet and thoughtful, while still maintaining his persona of the past to appear nonthreatening. He is a skilled orator and engages in the performance of spoken word poetry, using his status as a traveling bard as a guise for his spy business. He engages in quiet rebellion where he can, secretly sabotaging his mother's schemes when he can get away with it; hoping for the fall of house Bhurthi. |
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Post by Admin: Otto on Jun 17, 2023 16:56:16 GMT -5
Important LocationsBleak FortBleak Fort is a large stone city built right into the World Crown of Frost Gale. A city carved out from the stone, with many of its buildings and homes built into the mountain side and under its peak creating a dome like effect over the city, in which half of it is covered. With most of the city sheltered from the cold by the earth itself, the city also boasts many caverns and winding passageways that bore deep into the earth. The city can be accessed by either its massive front gate, or several different well hidden passages that exit out into the ice fields. It boasts a massive wall of finely hewn and crafted black stone that makes up the outer perimeter of the dwarven capital. The domed nature of the city itself creates a dichotomy between the outer layer and inner layers, that is reflected in the pseudo caste system its denizens follow as they get closer to the Grey Keep.
The first layer closest to the gates belongs to the new blood, and those that have most recently called Bleak Fort home, followed by the mercantile district which holds all of the inns, taverns, shops and entertainment venues within the last citadel of the dwarves. The next layer which is the first under the cavern ceiling is the trade quarter which houses all of the smithies, workshops, and training halls of the walled city. The following tier is that of the old blood, those families who have been aligned with the Bleak Fort the longest or contributed the most to the city and its people, their lineage charts are treated much the same as the deed to ones house or property as it defines inheritance, and standing. The last layer and closest to the heart of the mountain is that of the Grey Keep and the nobles themselves, all who hail form the original six families who threw their lot in with the first king, see their family forever enshrined with their place in dwarven society. Warden's BreachLocationBleak Fort, Frost GaleDescriptionNot much is known about this prison, for few that have been close enough to see where it is located deep in the crust of the earth have returned to tell about it. What is known is that Warden's Breach is incredibly large, far larger than the population of its inmates suggests. Those imprisoned within are usually here for life... though as the name suggests, there is no way of knowing just how long prisoners here live before they meet their end. However there exists one loophole, a way out of the general population... for a price. Warden's Breach is the only prison where an individual can serve out their sentence within Warden's Breach as either an inmate-- or one of the guards. HistoryWarden's Breach is Charon's oldest prison, constructed around the Collapse and still in use today. The walls were constructed of heavy stone and the fixtures within, of which there are countless thousands, are all said to be cold iron. It was once used to house prisoners of war during the Collapse, where no expense was spared. The cell blocks are wide and well-carved, and the Breach Guards operate like a well-oiled machine that allows little room for error. No one has successfully managed to escape even the walls of this prison, with only two attempts ever being recorded in history, both having failed before they could even get beyond the cell walls. Inmates of violent crimes are primarily kept here, where they will serve out their days with others of their ilk under the watchful eye of Bleak Fort guards. The guards often retired soldiers or former prisoners themselves, are known for being incredibly strict in their administration of the mandates of the prison. The prison has always been much larger in size than what it has been able to house. Even during the height of the war, when some sections were used to train new recruits during the time of the Collapse, it was never even near full, the capacity being obscenely large compared to who was kept there. Some theorize that something else is kept here, something that would explain the heavy presence of cold iron and the recruitment of prisoners into the secret cabal of Breach Guards. Port of CoureursA port town situated at the end of a chain of mountains in Frost Gale and at the beginning of the inlet that leads into the inner sea of Charon. The Port of Coureurs serves a very small permanent population and a massive transient population of Woolful herders and fur traders who head to the town to have their goods shipped out before the sound freezes over for the winter. The town is divided into two spaces, the town with the harbor located on the water and a massive stone structure on top of a bluff that may look like a castle or fortress from the outside is in fact a massive barn and lighthouse combined.
From here, we find the majority of imports and exports tend to be minerals, rocks, and even ice from the fresh-water glaciers in the nearby mountain range. The goods are shipped carefully overseas to other areas of Charon, especially the precious metals that are sourced here, as they are destined for the treasury in Sol City for minting. Those who choose to live here seem to have a special relationship with the cold and tend to be quite insular. Fellbloods and Astralbloods tend to be in abundance, along with a healthy smattering of dwarves, humans, and beast-folk. BarnstokkrLocated among the dense forest of Frost Gale near the Western edge of the coast, Barnstokkr is primarily a lumber and logging community. Lumberjacks and millwrights from all over Charon come to work here during the majority of the year, cutting down hardwood by the tonne to be shipped all across the continent for construction in other places. Of special note for the area is the very expensive and hard-to-source Iron Wood, a gray-black tree that will dull even the strongest axe or the sharpest saw. These logs are also exceptionally heavy, requiring multiple people to carry, and a specially made barge with which to ship them.
In the winter months when work is more difficult due to the frequent snows and bitter cold of the North, Barnstokkr becomes something of a safe haven for travelers and a port of calm for people seeking aid to rescue others who may have been lost in the wilderness or at sea. The community is made up of any who can stomach the cold winter and prefers nature to society, though it is worth noting that a cluster of the Sylvan elf diaspora thrives here. Caerdydd MôrKnown in the common parlance as "Leviathan's Passage", Caerdydd Môr is the North-most cove shared by Frost Gale and Dragon's Cradle. The legend goes that a creature so massive it creates the very tides clashed with the progenitor king of the Rime Guardians. The ensuing battle tore the pair of divinities and the very earth asunder. Now, all that remains are the vaulted, shattered cliff faces bearing the battle scars of this ancient battle to the death, and a bat littered with the broken teeth of creatures that were larger than the heavens. So the story goes.
The rocky, jagged shores of the bay freeze over during the winter months, allowing for ice to be harvested at the mouths of rivers and for easy passage between Frost Gale and Dragon’s Cradle. However, there are plenty of creatures who use the sea ice as their hunting grounds and much care needs to be taken when going between. Certain pods of Emperor Akhlut are known to use the comparably still waters of the bay in the spring months as a nursery before their young are strong enough to venture out into the open ocean. WyethafordirFounded thousands of years ago by Dwarven explorers looking to stake claims in Northern Charon, Wyethafordir is one of, if not the most Northern village on the continent. The area is so deep in the Crown of the World that there are some weeks out of the year where the sun never rises, and others, during the summer, where it never sets.
Wyethafordir is a close knit community. While primarily dwarven in heritage, there are many peoples that have been here for centuries, descended from sailors lost at sea, escaped prisoners, intrepid explorers, or refugees of conflicts further South. While the North is a harsh place, it is the people that make it a kind, welcoming place, so long as all the inhabitants are treated with respect.
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Post by Admin: Otto on Jun 17, 2023 16:56:20 GMT -5
Economics and TradeThe Caerdydd AegisThis guild's claim to fame is that they are the designated caretakers of the Wyelth Woolful, and thus, the primary producers of all the Steel Wool that hails from the region. After getting Wyelth Woolful registered as a heritage breed, they have ensured that the goods produced from Steel Wool can only feature materials from this specific area of Frost Gale. As a result of this, the industry of the area is constantly bustling, hindered only by the strict standards adhered to by the guild itself. Because the Caerdydd pride themselves first and foremost in the care of their animals, the quality of the Steel Wool is exceptionally high and therefore much harder to obtain than it would be if the guild simply "commercialized the process" as many of the whinging wealthy would prefer.
That doesn't stop people from trying to replicate the process, of course. Many through the years have tried to steal the trade secrets of the Caerdydd Aegis, even going as far as to steal a few of the animals for themselves. While thieves, saboteurs, and rivals have all been present in the past, none have been able to replicate the high quality of the humble Frost Gale guild… and more still have never been seen again, after they were caught.
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Post by Admin: Otto on Jun 17, 2023 16:56:24 GMT -5
stuff
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