This Land
Uldenor | |
---|---|
Capital | [Pax Argentum](Pax Argentum) |
Largest City | |
Languages | Norrœna |
Government | Network of jarldoms under imperial rule |
Land Area | 402,096 sq mi |
Population | 861,000 (est.) |
Geography
The land of [Realm Name] lies far to the north, characterized by rugged coastlines, deep fjords, and dense evergreen forests. The climate is harsh, with long, frigid winters and brief but vibrant summers. Its dramatic landscape is dominated by towering mountains, glacial valleys, and coastal settlements nestled along the shores of icy seas. Rivers and waterfalls cut through the countryside, providing vital trade routes and sources of freshwater for the population. Isolated islands dot the coastline, serving as bases for the region’s famed seafaring culture.
Regions
Jarldoms
[Realm Name] is not a unified kingdom, although it is still formally considered one, with the monarchical line currently interrupted (the last royal descendant died in the war with the Southern Empire, but it is thought that there is some living scion to be found). Officially, a council of Jarls rules in the king's stead, although the presence of Imperial Governors and liaisons within each Jarldom ensure no political power concentrates in any small set of hands.
Realm | Tribe | Seat | Population | Leader | Known For |
---|---|---|---|---|---|
Wolfheim | Wolf | Fenkirk | 82,000 | Sigvarr Bloodtooth | Fierce warriors and raiders |
Ursland | Bear | Urskaal | 96,000 | Ingrid Strongarm | Physical strength and endurance |
Korvaldr | Raven | Korvund | 54,000 | Hakon Blackwing | Mysticism and rune magic |
Elvenholt | Stag | Elvhall | 60,000 | Freya Silverhorn | Skilled hunters and woodsmen |
Vindland | Eagle | Vindaer | 70,000 | Tyrbjorn Skybreaker | Mastery of the skies and highlands |
Næssgar | Serpent | Næssgard | 65,000 | Vilda Nightfang | Diplomacy, espionage, and political intrigue |
Brannsmark | Elk | Brannskogen | 88,000 | Eirikr Windhorn | Horsemanship and livestock trade |
Thrymfell | Troll | Thrymsfell | 40,000 | Thrymr Stonefoot | Alliances with ancient beings and dark magic |
History
[Realm Name]’s history is steeped in conquest, war, and exploration. For centuries, its people—fierce warriors and sailors—raided the southern lands in swift, brutal campaigns much like the Vikings of old. They were deeply rooted in a warrior culture, placing great value on honor, strength, and loyalty to their gods.
However, the tides of power shifted when the Southern Empire, a vast, Rome-inspired force, extended its reach into the northern territories. Rather than engaging in prolonged conquest, the Empire adopted its preferred method of vassalization. The Jarls, local rulers of [Realm Name], were allowed to retain much of their authority, provided they swore fealty, paid taxes, and contributed troops to the Empire’s military. This arrangement has created a period of uneasy peace, as the people of the realm adjust to their diminished autonomy.
Government
[Realm Name] operates as a loose confederation of Jarldoms, each ruled by a Jarl who manages local affairs and controls their own lands. The Jarls, once completely independent, now answer to the Empire, and their status is defined by their loyalty to the Southern Emperor. A governor appointed by the Empire oversees the region’s compliance, but most daily governance is left in the hands of the Jarls. While this provides a degree of continuity for the people, many see the Empire’s rule as a stain on their ancient sovereignty.
Culture
The people of [Realm Name] are proud and fiercely independent, with a culture that revolves around their connection to the sea and the land. Seafaring, hunting, and fishing are essential to their livelihoods. Their oral traditions are rich with sagas of gods, heroes, and magical creatures. Even in the shadow of the Empire, the old ways hold great sway over the population.
Religiously, they worship a pantheon of gods inspired by the Norse tradition. These deities, however, are seen as having already fought their great, world-ending battle—an event they call the “Twilight of the Gods.” In this mythology, the gods survived, though weakened, and now look to their mortal followers for strength. The “Twilight” serves as a somber reminder of the realm’s lost sovereignty, with many viewing the Empire’s domination as the mortal consequence of that cosmic event.
Though the Southern Empire allows the worship of these gods, it has also introduced its own religion, a monotheistic faith centered around an all-powerful entity of light. This religion, while outwardly tolerant, views the northern gods as false deities and encourages conversion through its more subtle channels, promising salvation and divine favor. This tension has led to a cultural divide, with some natives embracing the new faith while others cling fiercely to the old ways.
Economy
[Realm Name] is economically supported by a mixture of agriculture, fishing, and trade. Its long coastline makes it a key player in maritime trade across the northern seas, where goods like furs, timber, and iron are exported in exchange for southern luxuries. Despite the harsh climate, the land is rich in resources, and the people have long been self-sufficient, maintaining a barter-based economy in more rural areas. However, the imposition of imperial taxes has strained this system, especially in more remote Jarldoms where imperial control is weaker.
Military
The warriors of [Realm Name] are legendary for their skill and ferocity. Historically, they organized into raiding parties and warbands, but under the Southern Empire’s rule, these warriors have been integrated into the Empire’s military forces. The realm’s people now contribute troops to the Empire, though many of these soldiers retain their northern fighting techniques, using axes, swords, and shields in the tradition of their ancestors.
While the Empire prefers to avoid direct conflict with unruly Jarldoms, small uprisings have been met with swift reprisal from both imperial forces and compliant Jarls. Secret groups of rebel warriors still operate in the wilderness, using guerrilla tactics and ancient magic to resist the Empire’s hold.
Religion
The pantheon of gods in [Realm Name] has a deep connection to the natural world. Gods of storms, the sea, the hunt, and the earth dominate their mythology, along with figures representing death, war, and magic. Following the “Twilight of the Gods,” their influence has waned, but they are still revered in rituals and festivals that celebrate the changing seasons, battle victories, and rites of passage.
In contrast, the Empire’s dominant religion worships a single god, an entity known as the “Lightbringer,” representing purity, life, and divine order. Missionaries of this faith have begun to establish themselves in [Realm Name], subtly converting some of the population, particularly in regions where imperial influence is strongest.
Magic and Mythical Creatures
Magic is a tangible force in [Realm Name], deeply intertwined with its people’s beliefs. Many of the older Jarls and their followers still practice rune magic, a form of spellcraft said to be gifted by the gods themselves. This magic is often tied to the land and its creatures, granting control over nature, weather, and even the sea.
The wilderness of [Realm Name] is home to a variety of fantastical creatures—trolls, elves, and other mythic beings roam the forests and mountains. Some of these beings, particularly the elves, maintain an uneasy alliance with the human population, while others, like the trolls, are hostile and dangerous. In recent years, some of the more rebellious factions in the realm have sought out dark alliances with these ancient creatures in a bid to regain their freedom from the Empire.
Notes
- Triad: man, woman, god