Post by Head Moderator on Jan 28, 2012 4:20:05 GMT -5
Alzorc is a large northern land governed by whichever clan or chieftain can assert enough dominance over one of Alzorc's regions to occupy its ancient longhouse. The people of Alzorc are called Zorcans, warlike individuals who delight in combat, feasting, and exploration. They can be warriors and sailors of gigantic mirth and gigantic anger.
The geography of Alzorc ranges from lowland steppes in the south to snowy forests and mountains in the north. Alzorc is a seaside country, the coast is riddled with deep fjords. These fjords are easily defensible from the Zorcan sea-based attackers, and are thus almost always populated by a small village, raider outpost, or just a ship mooring for the night.
ABOUT THE KINGDOM
Climate: Very long, cold winters and short cool summers.
Language: Zorcan
Largest Neutral City (acts as a Capital): Alzorc Keep
The Most Prominent Figures
Jarl of the Upper Midlands, Johan Gildenluv (Heimthrall)
Jarl of the Lower Midlands, Grimhild Egil (Hringr)
Jarl of the South, Leif Manne (Alzorc Keep)
Jarl of the North, Ryx Dullon (Northness)
Herse of Puissant, Volundd Puissanten
Herse of Valbein, Valbeinen
Herse of Stormenska, Tokki Stormensken
Herse of Eirhorn, Svend Eirhornen
Herse of Blakrnatta, Asmund Blakrnatten
Leader of the Mountain People, Kon Ludor
The Kingdom of Alzorc is the most hostile land in all of the world and with good reason. It was founded on strife and conquest and each inch of land was paid for in the lives of its people. Whether it was from raiders coming across the scant few passes in the Knockskull from Rumeria, attacks from the sea from other countries seeking their treasures, the brutal and long winters in the kingdom, or the abominations that swarm out of the mountains; the people of Alzorc have earned their right to claim this land as their own.
They have taken the frozen land over (under the belief that their chief God Rig had made it for them and them alone) and turned it into a cultivated land rich in ore, gems, their unique cattle breed and other natural resources.
They have an ongoing disagreement with their neighboring Kingdom of Rumeria. It started off as minor border disputes, but every so often a patrol from either side will venture to far and end up defending themselves from the other kingdoms patrols. This dispute has turned more violent in the current time and may be building up for an all out war between the two.
Very little is known about Alzorc, as it is a kingdom fairly cut off from the rest of the lands. One peculiar thing is that in is a kingdom that is, in fact, without a King. There is no set ruling body, rather sections of lands have been won and are held by Jarls. These Jarls have been known to fight, bicker and even war with another to gain power over their peers. One fact though remains, as much as they may hate one another (if they do), any threat from the Svek kingdoms is met with a unified land and savage people.
What most know is that their land is ripe with veins of highly sought ores such as adamantite, silver, cold steel, blue ice and gold to name but a few. The scant few traders coming out from the lands fill their talk with stories of the mines of diamonds, amethysts and countless other gems. These tales make it worth trying to obtain control of this kingdom over and over.
More common than the knowledge of the gem deposits and veins of precious metals, is the kingdom's elite fighters. Every kingdom can boast to having warriors and fighters, though only Alzorc can boast to having everyone under their rule savvy in the way of weapons and battle. These are fighters without peer. Their deeds and their actions upon the field of battle or during the constant wars, have elevated them far above those others that swing a blade in the Svek kingdoms.
Walrus' are common along the rugged coastline of Alzorc and are hunted for their ivory tusks. The trade is lucrative and there is a lot of competition between the suppliers, meaning that conflict is common and that the ivory trade can be a dangerous one.
To speak to a superior with one's hands in one's pockets or arms folded across the chest is disrespectful. It is important to establish eye contact and hold it during a conversation. Facial expressions are reserved. Smiling at strangers is rare and viewed as flirtatious. Approval is expressed by nodding the head. Women expect some chivalry from men, perhaps moreso than in other areas of the lands. The tradition of hospitality is kept, though it is considered polite for guests to bring a gift. Flowers from a guest are always odd numbers, an even number of flowers is reserved for romantic intentions.
The most traditional item of clothing is a shirt or blouse embroidered in one of several regional patterns, which have not changed for centuries.
"Put to the sword those that disagree." -- Zorcan Proverb
Social Customs
These people of Alzorc, have a fortitude and strength rarely seen in the world others hail from. The land they live upon, untamed and feral, holds more threats and more dangerous creatures than any dark alley in Madder could hope to secret away. As if their land alone was not enough, they seek to test one another, to push each other, to win title and position not by heredity as the southern kingdoms, but by the strength of their arm and the courage in their hearts. The right to lead, the right to wed, the right of land, the rite of passage, all earned through their own personal actions. Nothing is given to them freely, everything is earned. Perhaps this is what makes them such a rough people.
Some visitors to Alzorc find these customs barbaric and vulgar. Yet, over time, some have their opinion altered. The southern kingdoms may not condone these actions, but here, in Alzroc, none can deny them fitting. A begrudging respect earned and an admiration for how these harsh people live.
Roihm' Treibh (One's Role)
Each member of a clan or tribe has a position, each has a role they earn. None in any clan or tribe question the placement of specific roles. For one climbs to any position because of what they have done in their life. No seat is promised, no token freely given, no boons offered. In Alzorc, if you want something, you fight tooth and nail for it (fighting only harder to keep it once it is yours). The structure outlined below is that of the social heirarchy of this kingdom. The list starts at the highest station and works downwards.
- The Gods & Goddesses
- The Spirits of their Ancestors
- The Bone Caster (Oracle) *Andrimne by name, one that seems to go back as far as the written word*
---
- Konnungur (King......if one can claim and hold such a title)
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- Jarl [Regional Chieftains]
- Herse [Local Chieftain]
- Lords, Ladies [Chieftain's Family and Children]
- Knight [Able to join King's Bones]
- Huskarl [Experienced Warriors, able to join Children of Zorcan]
- Carl [Warriors]
- Hauld [Highest level of freeman, farm owners that have had farm for at least 5 generations.]
- Bondi (Freeman)
- Children
- Thrall (slaves)
- Elderly
- Crippled (To include; Birth Defects, Acts of Cowardice, Stupidity, or inflicted by others for if you were not strong enough to defend yourself then you were deserving of this fate)
Naofa Dearadh (Divine Marking)
This is done before every matter of great importance by those that live outside of the major cities. Before each celebration, each hunt, every battle, every meeting of the clans, every rite of passage. The Druids or Priests awaken before the dawn and begin their prayers and incantations. They use items from the world around them, plants, berries, fruits, earth, ash, water, and even blood to concoct a mixture. This paint is applied in designs that only they may know. Each of those seeking these markings have them drawn upon their flesh with fingers or with brushes made from plants. Some other forms are done with the end of a pointed stick, an animal claw, or even an animal fang. These latter markings hold within the flesh for several days even weeks.
Tan Tilbyr (Tooth Gift)
It is customary within the peoples of Alzorc to give their child a gift when they cut their first tooth. Depending upon the family, gifts have ranged from something as simple as a golden coin, a weapon, even a tract of land the child will one day work or oversee. Sometimes, the family gives a gift of knowledge, a lesson they offer to the child that will not be forgotten.
Dreyrugr Eidr (Bloodstained Oath)
Much like an eclipse, the Dreyrugr Eidr is rare, though it happens. Despite Alzorc's harsh and unforgiving people and land, there are times when those of other lands immigrate to the frozen kingdom. Or people from Alzorc find their lives having brought them to other lands as sell-swords or mercenaries. Their outlook on those they call Sveks (horrible insulting name for non-Zorcans) is negative and practically nothing short of divine intervention can sway them. Though a Svek can rise in their eyes through abusive and torturous efforts that most are frankly unwilling to partake. If they have proven themselves enough--which at times is basically a life ending affair--but somehow survive, sometimes a Zorcan of Named Man status can evoke this ancient rite of passage. The Zorcan evoking this rite calls for a massive feast with all his people and clan around. In the midst of their eyes, he speaks of the outsider's pride, courage, honor, and reason for deserving this rite. The Zorcan cuts his palm, as does the outsider. Holding their bloodied hands together they speak an oath to one another. Binding their blood. Binding their fate. Both the outlander and the Zorcan have the wound sealed with a hot brand, forever marking the outsider and the Zorcan. No longer is the outlander a Svek. Now, they are one of the blood. To question this bond, is to question the Zorcan that evoked this rite. (When it comes to Svek characters having earned this, it must be done by an appropriately ranked character, not an NPC)
Geibhieann (Promise Bond)
When a man, or his family, seeks to tie their line to that of another, the man enters into the promise bond. Before his people, he speaks of his desire-at his own accord or that of his family's-to be wed with the woman. The woman consults with her family upon the man's desire and returns with her answer. Should the woman consent to this request, she and her family issue a claim, be it for land, for stock, or for the man to complete a trial or task for them. Should the woman decline, the man is sent to seek another. It has been spoken of that in times past, women who wished to decline were forced into this by their families, so the woman set a task so difficult the man was never to return from it.
Andlat Vega (Fight for Life)
When two members of this kingdom can find no peace between them, when there is no other option aside from spilling blood, when the quarrel can only end in death, the Zorcan people turn to this. The Andlat Vega. A legal and often times desired method in which to kill your enemy without punishment. People from both sides form a large circle around the two opposing members, setting them in opposite sides. Each of the combatants wears simple clothing and bringing with them only one item. One person takes a shield and asks the Challenged to select a side, either painted or held. The shield is flipped into the air and the winner of the toss is given first selection of the two items brought into the circle. Once both sides have their item, the fighters then enter into combat. They attack one another without quarter or mercy and continue to fight until they kill their foe. Rarely one of the fighters will spare the life of their foe, in which the spared is to serve under the victor until the victor demands otherwise. This combat has been used also in times of war. Either side instead of sending forth their masses, evokes this right and sends but one fighter forward. The terms for either side if their fighter proves victorious claimed before the fight.
"Hurry to meet death, before your place is taken." -- Zorcan Saying.
The Law System of Alzorc
Even here in the harshest of kingdoms, with the most savage of people, one can find the law. The way the persons living here dictate whom is wrong, whom is right, whom is innocent, whom is guilty and who must pay the fine. Here in the unforgiving lands of Alzorc, southern folk thought the Zorcan people incapable of law. Yet, who are they to judge those that live here nestled in the terrors and the wilds of these dark lands?
From thrall to their warrior King, the system of law, while more base than those of the southern kingdoms, is effective amongst their peoples. They call it RETTR, which by my accounts translates into the common tongue as, The Law.
Gjald (Payment)
This is the most common means of punishment under the rule of the law of a tribe or clan. Depending upon the position of the victim (Member of Clan, Tradesman/woman, Healer, Warrior, Druid, Ruling Family) the amount paid was adjusted from something as simple as labor done by the accused to sums of wealth (weapons, armor, trinkets, food, clothing).
Holmgang (Duel of Dispute)
This duel was a common way of solving disputes and there were detailed rules for duels. The duels always took place at an area where neither party would have an unfair advantage. Shields were offered, armor was cast off, and swords or one handed axes were favorite weapons, and all armor or magical items were to be left behind. The sagas state that a dueler was defeated as soon as his blood touched the ground. To win a duel was regarded as proof that you were right, because the gods always helped the "right" man to win.
Járnburdr (Ordeal By Fire)
The carrying of a hot iron could prove one's honesty when others thought him or her to have spoken false to his clan or tribe. The most common method was to grab a piece of iron from boiling water and walk 9 paces with it carrying it in ones hands.
((For each step taken, the DC starts at 3 and climbs by 3 for each step. So, the first step has a DC 3, the second DC 6, third is DC 9, etc., etc., until the ninth and final step has a DC of 27. Only one roll is needed, the result determining how many steps were taken. Example: If the character's roll total was 9 they would have taken three steps. If the result was 27, they would have made all 9 steps. The roll is Endurance based only. No skills or magic items.))
Sekr (Outlawed)
This sentence was the most strict and harsh amongst the peoples of Alzorc, it was the sentence of banishment. The convicted would be sent out from his or her clan and cast out into the wilds. Placed outside the protection of law, the Sekr, would fall prey to their own devices. Those wronged by the Sekr were often times encouraged to hunt down the convicted and deal out whatever punishment they saw fit to bestow. The crime is reserved for acts of murder and sexual injustice (incest and rape).
"To be without silver is better than to be without honor." -- Zorcan Proverb.
Holy Days & Celebrations
These are their holy days, or as they put it, the AGAETI.
Eidr (The Oath)
This is the time when an entire clan gathers to watch the inauguration of one of their members into their role in their clan. Where an individual is placed upon the path they are to tread until they are stricken from this life or when they are of an age to become an elder and are no longer bound to the roles of those much younger. The Clan gathers around a roaring bonfire, the Chief standing before them, calling upon witnesses to speak truth of the figure before them. If the person is found not wanting, they are set down and the Druids place their markings upon them. The clan then celebrates with feasting, music, dancing, drinking, and just welcoming the member into their newest station.
Mannvirding Tilkall (Honor's Claim)
Within the lands, one tribe or clan or even city seeks to hold the position of highest ranking. This celebration offers such a chance. Each group of people sends out their finest warrior to a designated meeting place to participate in the challenge. Each warrior is pitted against the other in a series of events; climbing over rough and unforgiving mountain rock, swimming across a section of freezing sea, hunting down and returning with the best beast (which is eaten in a feast at the end). The winner of the challenge returns to their tribe, clan, or city carrying the Sugliin. The infamous sugliin was created by the tribes of the past more to strike terror into the hearts of their enemies rather than to be an effective weapon. This massive polearm consists of several sets of sharpened caribou and/or megaloceros antlers affixed to a long wooden shaft
Villvedir (Wild Hunt)
This hunt, taking place four times a year, is lead by the Druids or Priests. The warriors donned in their favored armor, carrying their favored weapons, and some even marked with the woad tattoos of their clan, seek out those that must die. Those unlucky souls most often are Rumerian scouting parties or Rumerian military units near the border. Yet, others such as Sekr or tribe/clan/city enemies need worry of this night, for they too have been found as prey. The vengeance upon those hunted is fast, efficient, and brutal.
Midsumar Nott (Midsummer's Night)
This is the holiest of all celebrations. All quarrels between clan and other sects are set aside, and they join in celebration of the world and the balance they all serve. This is considered the best night to harvest mistletoe. The revelry goes on all day, night, and into the following day, consisting of contests of strength, drinking, dancing, fire walking, a night hunt, and a feast created by all those that can make it.
Sut Tidendi (Winter's Tide)
When the snows begin their very first falls that cover the lands, clans gather together under the light of moon. Garbed in nothing more than their pride and honor, they stand against the cold bite of winter's first breath, breathing it deeply into their lungs. Singing the songs of those that had fallen that year. Ushering in the winter, not as the death of the land, but as an acceptance that it is in fact a chance for the world about them to be reborn in the spring.
"One who sees his friends roasted on a spit tells all he knows." -- Zorcan Saying
Green = Natural Places
Purple = Interesting Creature-Made Places, Dungeons
Maroon = Religious Spots
KNOCKSKULL MOUNTAINS
These impressive mountains are forbidding and sharp with jagged and broken peaks laced with ice and snow. They form a wall between Rumeria and Alzorc. These mountains have limited expansion, meaning just into their base, due to their sheer difficulty to maneuver. There are only two passes through the Knockskull due to how high these treacherous peaks rise into the sky and the lack of oxygen at their tips. The first, is Stonebone Pass, guarded heavily on either side by the respective kingdom. The second, often referred to as the Frozen Gate, is the only break in the mountain chain that forms a nightmarish gorge southwest from Alzorc Keep.
There are several dwarven kingdoms in existence in the mountain as well. Well-armed dwarf patrols keep the monsters at bay around their kingdoms. The Underdark is close by, and the inhabitants of drow, derro, and duergar cities also mine deep veins under these mountains. The mountains are also home to orc tribes that have fled north, as well as dragons, giants and goblins.
The Knockskulls are home to white dragons, despite this they are mined for gold, precious metal and even some gems. Monsters from the mountains threaten anyone who settles too close to the mountain range, and orc hordes and giant clans sweep from the mountains to decimate the nearby towns.
SOUTHERN ALZORC
ALZORC KEEP
Alzorc Keep is the largest city in Alzorc, and the capital of the kingdom.
As you walk this city you will notice that some of the cobblestones are oddly colored. Looking around more, you will see green copper stars on some of the sidewalks and even some of the house walls. One of the bridges is practically a different color due to the number of them. If you don’t know what they are, you must be from somewhere else. They are markers showing where important dead were found.
The stars (and colored stones) mark the people who died. Sometimes the winners in brawls or death matches mark their fallen compatriots, other times families or friends mark where their dead fell as a memorial. Some rare ones will have a name and date, most are just colored stars or stones. Even the soldiers have begun to mark their own dead with copper coins (one days pay) embedded into the stones.
The Golden Frog Tavern [Noble]
Pernod's Alehouse [Common]
The Tabernacle of Discreet Amusement
The building is made completely of stone, the facade clad in elegant rose veined marble, graceful pillars decorating the front. The windows are deep set and demonstrate artistry in the arcs and whorls set in the glass. Inside is much the same. A grand foyer awaits the clientele, with a gracious yet seldom speaking hostess who takes cloaks, capes, swords, staves, and the other bits of being a gentleman that do not belong in a place of luxury.
Inside the foyer is the Grand Salon, a large room dominated by rows of cushions, and brilliant red tapestries. underneath, the wood is a deep and resonant mohagany, the fittings and nails all bright brass. The scent of incense in alluring, somehow both sharpening the senses while at the same time dulling them pleasantly. No expense was spared in the decorating. Everything is low key, from the demure waiting staff, to the understated but impeccable music played by the musicians. It is considered a major faux pas to speak in a loud voice in the Grand Salon, a sign of boorishness and low birth.
Along the side of the salon are numerous smaller salons, each catering to a different taste. Most are smoking parlors, betting lounges, and tables set by some of the most gifted chefs in the city, some of whom moonlight for the Tabernacle when not setting their lord’s table. The opulence of the kingdom can be sampled here, eating meals that are as much works of art as they are meals off of the bodies of nubile young women is more the norm than the exception.
The second floor is the most well known of the Tabernacles offerings. The most exotic women, and some exotic men can be foud here in an anything goes enviroment. If the allure of a half-elf, half dryad, or vivacious she-orc aren’t to the client’s liking, the staff sorcerer is adept at the summoning of incubi and succubi, for a price though. The third floor is the private domain of the Tabernacle’s founder and owner, one Lord James Dokken.
"Praise day at even, a wife when dead, a weapon when tried, a maid when married, ice when 'tis crossed, and ale when 'tis drunk." -- Zorcan Saying
HOFSVAGR
This city was built as a border post between Alzorc and Kullyr at the only pass though the range of high snow-capped mountains, the Knockskulls. Alzorc is extremely xenophobic, but both their country and the foreign merchants have a lot to offer each other. Rather then miss out on all that tempting trade they have let in they let the merchants in, provided they obey the laws, have things worth buying, and stay within the city, whose tall walls are as much about keeping people in as out. Merchants may come and go, but passing further into Alzorc is a dangerous venture.
BLUDVELL
In front of the city of Bludvell, there are row after row of trenches, lined with sleepers (buried spears), discarded weapons, armor, bones, and a single tattered banner emblazoned with the Zorcan crest. This battlefield, spanned with a stone and mortar bridge for traveling convenience, was left untidied as a memorial to the last battle against Rumeria fought in this area.
Arena Inn
The Arena is a little different from other inns. First-time visitors are struck by the large sunken area in the middle of room, and the gutters carved into the stone floor that ferry spilt drink and vomit away on busy nights. The Arena has this striking appearance because it was originally a fighting arena, until Oskar Olmarsson, one of the tougher fighters in town, bought and renovated the place. That sunken area used to be the pit, and those gutters once carried away blood.
To get down to the main drinking area, still affectionately called "The Pit" by regulars, you have to walk down a flight of stairs. The pit is 7 feet deep and 30 feet in diameter and has an overhang running around its edge. The spikes that once prevented combatants from climbing out now hold the candles to light the pit. On the floor of the former arena, there are half a dozen tables and the wenches are constantly ferrying drinks down from upstairs. Drinkers who don't like getting too far from the alcohol sit on the benches around the pit. Upstairs from the bar is a common room and several private rooms where pallets can be rented.
SVOLHILT
This town is sacred to the goddess Svol, and located high enough in the Knockskull's that there is snow and ice year-round. There is a large shrine to Svol carved out of pure ice, where she is worshipped. It is said that Svol spends the winter in Solvhilt's shrine in a castle carved of ice beneath the glacier.
AXMARDA
This town honors a great heroine, long dead, whose favorite weapon was an axe. As such, many of the warriors of the time wanted to emulate that heroine by also using an axe as their weapon of choice. The tradition remains in full force these days. The warriors of Axmarda's preferred weapon is the axe. Axe manufacturing is considered a noble profession and is encouraged and supported by the local Jarl and commoners alike.
STORMENSKA
Along the border of Rumeria and Alzorc north of Hosfvagr and the Svala River, the Zorcans have erected large poles from which they hang fetishes of Rumerians stuffed with crow feathers which they then pincushion with arrows. The Zorcans and Rumerians have long history of violence and hatred, after all, so nothing wrong with reminding them what they'll face if they cross the border. Stormenska is located right in the center of the border.
PUISSANT
Puissant is a major seaport in Southern Alzorc.
Inn Ye Go [Common]
ALDENLEID
"The Old Path", a major town on the seacoast where the Svala River meets the Maelstrom.
MIDDLE ALZORC
VALBEIN
This village is built in the middle and around the skeletal remains of a giant whale. Why this is, no one knows. The villagers are glassmakers by trade and have a nice profit in trading in what they make. Windows, bottles and pretty much everything there is to make in glass. Part of the community are also fishermen. Most of what they need they get by trading. Travellers are always amazed by the long white beach and the small village nestled among the remains of the whale.
THE SHATTERED LIBRARY
This Library located near the Knockskulls in Middle Alzorc now lies in ruins, its many wings, chambers, and halls cut off from each other by cave-ins and monsters which have since moved into the wrecked rooms. The books remain in surprisingly good condition, for many efforts were made to preserve them. The lavish decorations once spread across the library now lie in tatters, for the gold and silver in them proved too tempting to treasure-hunters. Yet, where these treasures were inaccessible, glorious statues and tapestries hang, relics of an ancient past.
DREKFALLE
This city is located in the rocky hills near the Knockskulls in Middle Alzorc. It is the site of a massive number of fossilized bones, which the locals refer to as the Dragon's Graveyard. While the bones are very large, there is no proof that any of them came from a dragon. Dragon motifs are common in the city, and on the noble crest of the local Jarl.
The locals have a legend that a dragon still lives under the their city, a giant white female with burning red eyes named Luskanya. One day, the dragon will rise from her millenial slumber and the city will be utterly destroyed. The locals have various rituals of placation that are held in spring and summer in hopes of keeping the ancient dragon asleep.
ALTHAR MORTU
This city was built at site of a legendary ancient battle. It is a place of blood, injury, death, and a little bit of hope. Althar Mortu is a training ground for Zorcan warriors, and sees regular drills, mock battles, and tournaments. There is something in the water that drives those in training to not hold back in their exercises. While casualties are rather high, healers and druids also receive bountiful training with injuries and healing. The village is open to travelers from other areas of Alzorc, and anyone wishing to take a bit of training is certainly welcome to; whether they survive is up to the gods.
Temple of the Blade
Near Althar Mortu is a temple dedicated to Zorja, where her priests, monks, and vindicators are trained to protect the land of Alzorc.
HRINGR
Back when it began this city was a hill fort, with three concentric walls, which is why it was named "Three Circles", though now it simply goes by Hringr, or "Circles". Although it has long outgrown that stage and now stretches across several miles, it keeps to the same mentality. The nobles, middle class and the poor each have their own area of the city, and each part of the city is walled off to protect the nobles from too much contact with the other classes and the middle classes from too much contact with the poor. The different sections of the city are not totally self-contained as all the groups ultimately depend on each other.
EIRHORN
A city known for it's copper and bronzework has roofs made from beaten bronze. This tradition goes back several hundred years when the bronze trade was so bad that the city bronzemen resorted to using the surplus bronze as building material.
ISSMOGR
Nestled among the clouds, perched upon the snowy mountaintops, this iceborn "town" is the key to many puzzles, and the seat of power amidst the Knockskull iceborn tribes.
ALFRHEIM
Far more than just one city, the Zorcans call the mountain home of the snow elves simply "Alfrheim". They know very little of Alfrheim, only that somewhere in the Knockskulls, the snow elves and even moonfey exist in tandem with the iceborn tribes.
NORTHERN ALZORC
The most unforgiving area of all of Alzorc. The coastline in northern Alzorc is known to the rest of the world as the "Frozen Shore".
BLAKRNATTA
"Black Night", this is a village that is as high north as Alzorc goes, where it is nearly always night, and summer never thaws the ice and snow. It stands strong vigil over the mountains and the sea as it is built between a fjord and mountain pass where they have a view of the ocean as well as the Northern Knockskulls. Blakrnatta, while a fairly good sized port, tends to be a modestly populated city. The Northern Lights are at their most beautiful in this area.
BURSHIEMA
Scholars believe a permanent ice cap sits in the sky over the far north of Alzorc, casting that land into eternal shadow. With the onset of winter, the clouds freeze ever further southwards and the skies darken. Great stalactites of ice form, connecting earth to sky. There are legends of men who have climbed these and of the giants who live in the realms of eternal frost above, "Giant's Home", whose footsteps may be heard in the creaking icesheet. Of course, they are only legends...
NORTHNESS
A cold, dark, frozen town far north in Alzorc.
The Mausoleum
Yes indeed, this tavern is located inside the local kirkyard. Most kirkyards have a chapel, this one has a bar. Oh it was a chapel at one point in it's past, but due to lack of finances, it had to be sold. Jaret Hvollen bought it and turned it into a fairly popular watering hole.
MANAVIK HALL
A cold, dark, dirty seacoast town.
KOL VELTR VINDA
Rising from a bleak shelf of ice hundreds of miles wide, Kol Veltr Vinda can be seen nearly a hundred miles away, it’s cold blue peak rising like a dagger thrust up through the bitter cold ice. It is one of the few features that disturbs the northern Knockskulls. A mountain caught between fire and ice.
Kol Veltr Vinda sits on a rare confluence of elemental forces, a five way joining of ley lines of elemental air, water, and fire. The two fire lines rise from deep in the earth, while the two water and lone air line weave across the surface. This trinity of cold lines is the force that has carved the glacier into the mirror smooth sheet of ice that it is. But the force of the molten stone and fire from the heart of the earth could not be so easily glossed over by their mindless power.
Where the five meet, the Slush Cone rises, a great hulking mass of ice and ash in a frozen matrix. The fire below causes the water to erupt outwards like a geyser, but as soon as the direct heat of the ley lines is spaced out, the freezing cold of the other three quickly freezes the expanding water into slush and then quickly to ice. This force is steady, so the cone of the volcano is constantly changing shape, color, and texture. During periods of fierce elemental fire, the ice is marred by vast amounts of ash and particles of molten stone flash frozen by the cold. Once covered in snow, it looks like any other volcano in Arith. During the dominance of the air line, the ash is minimized, and the cone rises as a megalith of pristine white and clear ice.
SKIPSBROT
This sparsely populated hamlet, simply called "Shipwreck" in the Zorcan tongue is more well known for it's ship graveyard than anything else, you can find hundreds of sunken ships off the coast that have succumbed to the power of the Maelstrom. Some say it is the hand of Njordr exacting sacrifice of those foolish sveks who seek to fish the seas of Alzorc.
MODIRFJALL
"Mother Mountain", the tallest mountain in all of the Knockskulls, said to be the very first mountain created in Alzorc.
The Gaping Maw
The Gaping Maw, a cave in the mountains nearest this town, was once the home of a giant. Legend states that anyone who dares spend the night there alone is visited by his ghost and never seen again.
"We should forgive our enemies, but not before they are hanged." -- Zorcan Saying
THE MAELSTROM
The Maelstrom is what the ocean off the coast of Alzorc is called. It is the most dangerous of all the oceans around the lands.
Bloodpool
The Bloodpool is a swirling, spinning whirlpool out in the ocean off the coast of Alzorc. The sea around the whole thing is a deep crimson color, the color of blood. Around it all is a storm, for a mile or two (depending on the day) around the Bloodpool. Some days it's merely a breeze, other days it will sink even the best of ships for several miles around it. The worst storms are around the solstices.
"A head stuck on a pike, no longer conspires." -- Zorcan Proverb