A Guide to the Northern Isle

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A Guide to the Northern Isle

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GEOGRAPHY:

Surrounded by icy waters, floating icebergs, mountains of ice and snow, and enormous glaciers, this is the northern-most settlement of the Seven Isles. The area is not truly an island, but a peninsula located on the edge of a huge polar continent. Regardless of this fact, the small region that remains inhabited still bears the title of 'Northern Isle'. To those hardy souls that brave the wind-swept landscape, however, the land is known as Trothgard.

A huge range of mountains, known as Gymir's Talons, block any northward travel from the peninsula. There are stories of a pass leading through to the lands beyond, but there has been no evidence to support this claim. Beyond that expansive mountain range, an unexplored tundra known as the Wastelands exists. Travel in that direction is generally considered suicidal. The rugged coastline of cliffs and offshore reefs make landing anywhere but the southern most settlement impossibly dangerous. Because of this and other factors, smugglers find no hold or profit in Trothgard.

The harsh climate of the region makes living conditions for most vegetation, except coniferous trees and the hardiest plants, difficult. The inhabitants have managed to perfect the art of planting, growing and harvesting the hardiest of crops in the four months of the year that Trothgard is not covered with heavy snow. Summer temperatures, such as they are, are moderate, though Trothgard's inhabitants naturally find what a Citadelian would call cool, warm. Despite the harsh weather, wildlife abounds. Trothgarders also maintain communal herds of goats, sheep and shaggy mountain horses. Numerous wolves are known to roam the forests, their cries heard in settlements every night.

There is one exception to all this harsh weather, but it remains wholly unknown to those outside of the clans. Fronigtalle, the valley of the hippogryphs, is a valley that remains green and lush in the deepest of winter. The hippogryphs are native to this one valley, and the high mountain cliffs serve as perfect perches for their nests. The wildlife that naturally flocks to this unnatural summer paradise keep the hippogryphs full and satisfied. The clans do not question how this came to be, it is as obvious to them as it may be bewildering to an outsider.

POLITICS AND TRADE:

In the overall scheme of things, the Kona recognizes the Caesar's authority, but only due to the Ice Queen's direction, or so it is claimed. No one knows what would happen if their Goddess withdrew her favour from the Caesar, and few outlanders seem worried about what a settlement of some hundreds think. The Northern Isle is a 'small fish' in the sea of Tazlure politics.

Trothgard has trading contacts with mainly Muchislie and Kislovan.

Major exports:

*Gems
*Silver
*Furs
*Seal/walrus oil
*Walrus tusks

Imports include:

*Cloth
*Fruit
*Weapons

The one unofficial export of Trothgard is the special crystal mined in the mountains. The people of the Northern Isle have learned to create many objects from this crystal, which once prepared properly will not break and has great magical properties, especially as a focus or talisman. Everything from weapons, to amulets, to figurines has been made from this wondrous crystal, but it only ever leaves the Isle through theft or emigration. It is extremely rare outside of Trothgard, much to the frustration of Tazlurian mages.

PEOPLE & CULTURE:

The humans that inhabit the settlements of Trothgard live in a matriarchal clan society. The technology level is primitive in comparison to the rest of Tazlure. Women alone serve in all leading political, military, merchant and religious capacities. It is left to the men to mine the mountains, hunt the forests, fish the icy seas, build and repair homes, grow, gather and prepare the stores and take up arms when necessary. The men are not slaves, but neither are they quite equal. When entering a marriage, the men move into the house of their bride, taking her clan name. The people, including the men, do not find this barbaric or unusual. Rather, they feel that women are more wise, nurturing, and protective, making them better suited to deciding what is best for the clans. Their Goddess is, after all, a woman.

The clan leader is referred to as 'Kona', meaning Lady, by all. The Kona leads a council of women that consists of the family heads from each of the nine powerful families. The Kona is the political leader of Rimehold, and hence of The Northern Isle, but she is also the spiritual leader; the people serve the Ice Queen through her. She serves as their high priestess or shaman, as well as a powerful rune magic sorceress in her own right. The current Kona is Tryggva da'Yrsa, formerly of the Yrsa clan. Once a Kona attains her status, she is considered to be of all clans, not just one.

Of the nine Clan families in Trothgard, the majority of them reside in the main settlement of Rimehold. Each family is traditionally well known for one area of expertise.

*The Melorka family is one of miners, known for their luck in finding the best gems or crystal in the mines that make up so much of Trothgard's income. By default, this would make them one of the wealthier families in the Rimehold, as such things are normally measured. However, all actual income and stores in Trothgard are divided equally amongst all her people.
*The Hei-bjort clan is one known for their skills in hunting.
*The clan of the Thorhildrs is one who is sought out for their skills in carpentry.
*Members of the Bergliin clan are excellent blacksmiths, providing the tools and weaponry of Rimehold.
*Jofrio clan members are artisans in their own right, specializing in the making and designing of the crystal objects, as well as jewelry and clothes.
*Healing and medicine, such as it is in the harsh environment is the specialty of the Margeir clan.
*Not every family is known for a trade skill. Valour and integrity is the hallmark of the Waelkyrige clan.
*The Yrsa family is one known for their wisdom and has a long tradition of Kona's in their ranks.
*Finally, the Svafa family is the mystical clan of the Rimehold, known for their abundance of magical aptitude.

By default, this would seem to make the Melorka one of the wealthier families in the Rimehold, as such things are normally measured. However, all actual income and stores in Trothgard are divided equally amongst all her people, making this sort of distinction meaningless.

Trothgard surnames not only indicate what family clan one is from, but their status within that clan as well:

Solei da'Yrsa: Solei, a daughter of the Yrsa family
Johan so'Svafa: Johan a son of the Svafa family
Kylie ve'Melorka: Kylie, a slave of the Melorka family

While each clan has a traditional specialty, there is no penalty for being good at something outside of that area of expertise. A so'Thorhildr could be very good at jewelry making or da'Berglin could have a gift for magic. Unlike positions of power in the clan, men can gain some status through their craftsmanship, especially in the Melorka, Hei-bjort, Thorhildr and Waelkyrige clans. Trothgard men who show great magical gifts are sometimes allowed to sit in on teachings, magery being the one and only way a man gains any sort of "position" within the clans.

Slaves, either captured during summer raids or foundlings washed up on the shore, care for the children and households. Slaves are treated well and like a part of the family in some respects, almost like pets. Members of another clan can not punish a slave without the slaves’ owning clan's permission. Slaves can not be injured in a cruel or permanent manner. However, they are traditionally tattooed to display their status. Trothgard slaves can not earn their freedom within their society, but their children are considered free and full citizens of Trothgard. A slave couple must have the permission of the Kona to bear a child, of course. There was a time when slaves were obtained by summer raids on the shores of other islands, but in the current political structure, the Kona has stopped those raids, for the time being. Those unwilling to serve, or those who try to rebel are simply driven out of the settlement and left to the mercy of the elements.

The other inhabitants of Trothgard are the long time natural enemies of the Ice Queen’s people: Ice trolls. Nasty creatures who are rumored to have been born in the Wastelands, they hide and sulk in the mountains, usually making small, harassing raids in the dead of winter, when hunger drives them to try anything. Recently the raids have increased in both size and frequency.

Joining the clan is relatively simple. A family must support your desire for membership and be willing to adopt you into their family structure. Once a member, your family is responsible for your actions and for disciplining any misdeeds. Prospective members are then issued the same rite of passage given to children who wish to be recognized as adults. If the prospective member passes the rite, they are welcomed into the clan. Those who fail are welcome to remain in Rimehold as outsiders, but are often considered beneath contempt and lower than slaves for their failure to complete the task.

The rite of Passage for the people of Trothgard is seemingly straightforward. A young child or sponsored clan member must journey to Fronigtalle Vale, the valley of the legendary hippogryphs. Once there, they must find and bring back a hippogryph primary wing feather. This task is further complicated by the fact that molted hippogryph feathers turn to ice within 72 candlemarks. The feather then, must come from a live specimen. Hippogryphs are considered the crest of Trothgard. They are considered to be a gift from the Ice Queen, and are rarely hunted, or captured. Legend says they have repelled overly ambitious conquerors from Trothgard shores on more than one occasion. A very few hippogryphs have consented to being ridden in rare circumstances, usually as a favor from the Ice Queen. Once the feather is obtained, they are decorated and worn by adults as indication of their marital status and position within the clan.

In actuality, the ritual is a bit more complicated then that. The clan member takes with them two offerings, one for the Hippogryphs, and one for the Ice Queen. They are dropped at the mouth of the pass to Vladimir, and must journey on foot to the valley, where a large flat stone lays in the middle of the valley. Once there, they place their offering to the Ice Queen on the stone, and sit nearby, with the offering to the Hippogryph nearby. The clan member will pray and fast for what can be days in the relative warmth and safety of the valley, until their offering is accepted by the Goddess. Once the offering turns to ice, a sign of her acceptance, a hippogryph will soon follow. If the clan member continues to show proper respect, by neither startling, insulting, or trying to capture the hippogryph, the creature will accept its offering, and pluck a feather for the supplicant, leaving it behind.

The women and men of Trothgard wear their hair long, with many braids at their temples or in the men’s case, beards as well. A man is not allowed to wear a beard, however, until he has passed his rite of passage. The Feather of Clanhood is worn in the hair, and its decoration and position indicates many things to a fellow clan member. Marriage status, clan status, and profession, as well as renown are all indicated through various factors with the feather. Feathers are decorated with metal or gemstone beads, the more elaborate and varied the decorations, the higher the person’s clan status. A feather worn on the right side indicates being married. Wearing it high indicates they are happy with their current spouse(s), and not seeking any changes or additions. (Yes, Trothgard women can marry more then one man, as the population tends to veer towards a 2:1 men to women ratio.) The feather farther down on the hair indicates someone seeking better or more spouses. It’s also a good nudge to their current spouse(s) to make sure they are happy!! Wearing it on the left side indicates someone unmarried. Again, wearing it high means they are quite happy that way, wearing it low means they are seeking to change the situation.

The basic decorations and their meanings are as follows:

*Right side: Married
*Left side: Single

Beads indicate position/career and the status within those positions (more beads mean a higher position).

*Garnet: military
*Emerald: merchant
*Silver: member of the Kona’s Council
*Crystal: Mage
*Topaz: Priestess
*Copper: Mother
*Gold: Kona
*Tiger's Eye: Warrior of valour
*Hematite: Has shown great wisdom
*Star Sapphire: Marked or blessed by the Ice Queen

Additionally, a large wooden bead is placed on the quill of the feather, nearest the feather part, carved with the person’s clan name, or mark, and the personal mark of the owner, as follows:

*Melorka: Mountain
*Hei-bjort: Running deer
*Thorhildrs: Hut
*Bergliin: Hammer
*Jofrio: Scale
*Margeir: Leaf
*Waelkyrige: White bear
*Yrsa: Eye
*Svafa: Star

HISTORY & LEGENDS

Since Trothgard has an oral tradition, very little is known by scholars of their history. However, within the Clans, many legends and stories exist. The human language is the only one spoken as far as scholars know. They have no written language, with the exception of the runes. While a limited number actually know the magical runes, a sort of runic language made of symbols has sprung up in Trothgard, but thus far it is only used for simple bookkeeping, or communication. Very few people of Trothgard bother to learn to read or write, much less need to.

MAGIC & RELIGION

Trothgard is one of the most well-known practicing societies when it comes to runic magic. It is also one of the most closed-mouthed. Runic magic is considered a gift from the Goddess, just like the mines and the Hippogryphs. The teaching of the runic magic is passed from one generation to another on a very limited basis. It's rare that a male learns runic magic, unless he shows unusual aptitude for magic. For a Trothgarder to teach the magic to one not of the Clans is considered a great blasphemy against the Goddess, and risks her wrath every time it is done.

The mysterious goddess of Trothgard, the Ice Queen is unique to the Northern Isle. She guards the Isle as well as Gymir’s Talons, the only route to the Wastelands. She can control the weather, and can strike her enemies with vertigo, or freeze their hearts. She is said to have a lovely voice that creates ringing echoes in the great mountains she guards. When a mortal man catches her fancy, or she wishes to enslave one for her purposes, she drives a piece of crystal into his heart, making him forget his loved ones, and all emotions, save devotion to her.

Her avatars are threefold: a salmon or an eagle, both pure white; and a slim, lovely woman, pale in complexion, with frosty blue hair that swirls about her like a snow storm. In her human form, she usually wears a gown of ice and snow that glitters in shades of pastel silver, blue and white. She can also appear at times wearing armour made of crystal and silver, astride her white gryphon companion, Gymir. Such appearances proclaim a time of war or great strife for her people. By tradition, they also indicate the beginnings of the seasonal slave raids.

The Ice Queen is said to have a palace of blue ice somewhere in the mountains where she keeps an incredible treasure of the most exquisite gems. Some claims to this effect have been made by the famous group of adventurers called the Party of Light, though scholars have expressed doubt as to the validity of those claims.

She is also known as the creator of the hippogryph species. The people of Trothgard worship her exclusively, as their supreme Matron. They ask her permission to mine the gems and crystal in her mountains, which is a major source of income. The also thank her for the hippogryphs and her protection from the Ice Trolls. She has given her people many gifts for their faithful devotion, including the hippogryphs, their valley, the Trothgard crystal, and the secrets of runecrafting.
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