Trothgard

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Trothgard is 'CLOSED'.

Population

400 - 500 Total. (Human: - 99%, Others: - 1%)

Religion

Nearly all of the inhabitants of Trothgard are worshipers of the Ice Queen. Representatives of any other gods of the Pantheon can only be found here in the rarest of circumstances.

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 amour made of crystal and silver, astride her white Hippogryph 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 Trothgardian crystal, and the secrets of runic magic. The Ice Queen is an aspect of the Father of the Heavens.

In recent yahren, an old religion has again emerged. Seven primal gods who were once imprisoned have been released. The consequences of this remain to be seen. These gods are Braagi, Brynja, Emyr, Kjasmmyr, Nkemdilim, Tor and Vigidis.

Language

Human.

Climate

Sub-Arctic. The climate in the Trothgardian Plains is distinguished by sudden and violent storms with high winds and blowing snow in the coldest months. From Yulember through Darkenry the land is locked in a deep, penetrating cold characterized by long nights and short days. The sun does not usually appear above the horizon and high noon is similar to dim twilight. During these months, there is heavy snow to depths of twelve feet or more. In Jaym and Jygust the days grow much longer and the sun does not set below the horizon. Midnight is as dim twilight, the opposite and reverse from the winter months. During these warmer months, the snow melts to form thousands of lakes and flowing rivers.

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 months of 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.

In the woods commonly referred to as the Hunting Plains, one finds a number of species including these:

Deer / Elk / Wolverine / Lemming / Rabbits / White Squirrels

On the vast expanses of ice and snows roams everything from white bears to ermines.

Wolves / Hare / Fox / Musk Oxen / Walrus / Seal / White Bears / Reindeer

In the cold sea surrounding the Northern Isle, one will in addition to the seals and walrus find abundant sea-bound life.

Krill / Salmon / Shellfish / Trout

But also in the air is Trothgard a wildlife resource rarely matched.

Tern / Eider / Grouse / Northern Fulmar / Kittiwakes / Seagulls / Northern Skua / Sanderling / Geese / Ptarmigan / Sandpiper / Snow Owl

Trothgardians also maintain communal herds of goats, sheep and shaggy mountain horses. Numerous wolves are also known to roam the forests, their cries heard in settlements every night.

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. (Think semi-Viking setting with exceptions for imports for an overly simple comparison. In better terms, Trothgard is a society where Viking technology meets Amazon culture.) 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, a man moves into the house of his 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.

Social strata:

  • Women
  • Men
  • Slaves
  • Unsuccessful Initiates

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

By default, this would seem to make the Melorka one of the wealthier families in the Rimmerhold, 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 one's status within that clan as well. For example:

Solei da'Yrsa: Solei, a daughter of the Yrsa family

Johan so'Svafa: Johan a son of the Svafa family

Kylie ve'Melkorka: 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 Thorhildr could be very good at jewelry making, or a Bergliin 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, magic 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 cannot punish a slave without the permission of the Clan that has ownership of the slave. Slaves must not be injured in a cruel or permanent manner. However, they are traditionally tattooed to display their status, most commonly on the back of the neck. Since most Trothgard slaves wear their hair short, it shows easily.

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.

Joining a Clan is relatively simple. A family must support your desire for membership and be willing to adopt you into their family structure. Prospective members undertake the same rite of passage given to children who wish to be recognized as adults. If the prospective member passes the initiation, they are welcomed into the Clan. Once a member, your family is responsible for your actions and for disciplining any misdeeds. Those who fail are welcome to remain in Rimmerhold 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 appears to be deceptively straightforward. The young person or sponsored Clan member must journey to Sjovolkor, the valley of the legendary Hippogryphs. Once there, he or she must find and bring back a Hippogryph primary wing feather. This task is complicated, however, by the fact that a moulted (naturally shed) Hippogryph feathers turn to ice within 72 candlemarks. The feather then must come from a willing, live specimen.

The Clan member brings along two offerings; one for the Hippogryphs, and one for the Ice Queen. The initiate is left alone at the mouth of the pass to Sjovolkor, and must journey on foot into the valley, where a large flat stone lies at its centre. Once there, the initiate places the offering to the Ice Queen on the stone, and sits nearby, holding the offering to the Hippogryph. The clan member will pray and fast for what can be days in the relative warmth and safety of the valley, until the 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 nor trying to capture the Hippogryph, the creature will accept the 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, in their 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 indicate 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

The following beads indicate special positions or deeds of note:

  • Copper: Mother
  • Gold: Kona
  • Tiger's Eye: Warrior of valor
  • 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:

Imports

Cloth and Mercantile Goods / Fruits & Vegetables / Weapons

Exports

Gems / Silver / Fur / Seal & Walrus oils / Walrus tusks

The one unofficial export of Trothgard is the special crystal mined in the mountains in the village of Grimkell. 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.

Leadership

The Clan leader is referred to as "Kona", meaning Lady, by all. The Kona leads a council of women that consists of the family leaders from each of the nine powerful families. Although the Kona is the political leader of Rimmerhold, and hence of the Northern Isle, 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 runic magic sorceress in her own right. Once a Kona attains her status, she is considered to be of all clans, not just one. The last known and recognized Kona was Tryggva da'Yrsa, formerly of the Yrsa clan. Currently, it is assumed her daughter Aesa has taken up the mantle, but this is only rumor and has not yet been verified.

Allies

Trothgard has trading contacts with Muchislie and Kislovan.

Enemies

None.

Military

None.


Politics

The Northern Isle is a 'small fish' in the sea of Tazlure politics. 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.

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.

Hippogryphs are considered the "mascot" or totem 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.

The other inhabitants of Trothgard are the long time natural enemies of the Ice Queen's people: Ice Trolls. Nasty creatures that 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.

Magic

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 Trothgardian to teach the magic to one not of the Clans is considered a great blasphemy against the Goddess, and her wrath is risked every time it is done.