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Wintermark is criss-crossed by a network of watchtowers and beacons that allow the Winterfolk to maintain vigilance against barbarian attacks. Many of these structures are isolated, but halls have sprung up around several of them, often taking their names from the beacons or watchtowers they protect.
==Overview==
Wintermark lies in the north-west of the Empire. It is significantly colder than the lands around the Bay of Catazar, marked by high peaks, rolling tundra and great freshwater lakes. The four territories are scattered with settlements and criss-crossed by a network of watchtowers and beacons that allow the Winterfolk to maintain vigilance against barbarian attacks. Many of these beacons are isolated, but halls have sprung up around several of them, often taking their names from the beacons or watchtowers they protect.  


==Hahnmark==
The wilderness between halls is often trackless, but there are many well-known routes between settlements. The land is known for its natural beauty; while it is cold, it is by no means an Arctic wasteland. In summer particularly the plains and woodlands of Wintermark teem with animal life. It is a hardy land, however, that breeds hardy folk. It is also a prosperous land - there is a great deal of hunting, fishing, herding. agriculture, mining and trade between halls and the rest of the Empire.
The territory of Hahnmark is built among a series of treacherous mountain passes.  
While three of the four territories are viewed as the "spiritual home" of one of the three peoples, all Winterfolk are welcome in all territories. While the halls of Kallavesa tend to have more Kallavesi members than Suaq or Steinr, it is a rare hall that consists only of folk from one of the three peoples.
{{CaptionedImage|file=RegionsofHahnmark.png|align=left|width=250|link=Hahnmark}}
==[[Hahnmark]]==
The territory of [[Hahnmark]] is spread along a series of treacherous mountain passes, the rolling foothills beneath and the wide plains that stretch toward Sermersuaq and Kallavesa. In ancient times was the centre of the troll kingdom, but today is considered the ancestral homeland of the [[Steinr]] in Wintermark. It was here that the three peoples first came together to oppose their enemies, and to create the union that has made their people the strongest in the world. The territory is prosperous - as well as the farms of the lowlands and the mines in the mountainous foothills, the halls of Hahnmark are visited by traders from across the Empire. it is also a territory that revels in its strength - the sword-arm of the people of Hahnmark is ever ready to strike against the enemies of the three peoples and the Empire that is their home.
{{CaptionedImage|file=RegionsofKallavesa.png|align=right|width=250|link=Kallavesa}}


The largest settlement in Wintermark. the great town of Kalpaheim, was once the capital of the Winterfolk. It guards the largest pass through the mountains that lead to the more hospitable lands to the south. A massive carving of King Ulmo in the side of a mountain looks down upon Kalpaheim, to remind all that the eyes of history are upon them. This impressive feat is one of the wonders of the Empire, constructed long before the nation joined the Empire by a trio of [[Wintermark Magical Traditions#Artok|Artok]] under the control of the [[Wintermark Magical Traditions#Icewalkers|icewalker]] Gilda Heimssdottir. She also dug out a number of tunnels into the mountains and parts of the hall now occupy them.
==[[Kallavesa]]==
This is the ancestral home of the [[Kallavesi]], a land of cold stagnant bogs. It is a mournful land, beautiful as it changes through the seasons, but always possessing a feeling of brooding stillness. In the warmer months it is a boggy marsh cut through with streams and fjords. In the winter the waterways freeze over and the whole land is covered with frost and snow. Thanes' halls are traditionally constructed entirely from wood here and those built in marshy areas are raised up on stilts. The marsh serves as the national graveyard and this is a place of ancient secrets and mysticism and parts of [[Kallavesa]], especially the [[Kallavesa#West Marsh|West Marsh]], have a reputation for being haunted.
{{CaptionedImage|file=RegionsofSermersuaq.png|align=left|width=250|link=Sermersuaq}}


The other passes through the mountains are likewise protected by fortified halls, preventing access to the rolling hills that drop down towards fertile plains.
==[[Sermersuaq]]==
[[Sermersuaq]] is the ancestral home of the Suaq people. The forests and tundra of this territory are rich with animal life that sustains the Winterfolk, ranging from great furred beasts to small game and hunting birds. The northern waters are home to seals and penguins, and full of fish and whales. As one travels further north, the land becomes colder and colder until a traveller comes to transient ice floes that mark the farthest extent of the land claimed by the Winterfolk. This fertile territory is under constant threat from both the Thule and the Jotun whose hunting parties also seek to exploit the profusion of life here, regularly engaging in skirmishes with the Winterfolk who live here.


==Kallavesa==
==[[Skarsind]] (no longer Wintermark territory)==
 
'''Lost in 373YE, recovered in 377YE, ceded to the Imperial Orcs in 379YE''' [[Skarsind]] is a place of alpine slopes and valleys, pine forests and rising mists, set in what's known as the Great Vale, a bowl of mountains that holds both Skarsind and the forest of [[Hercynia]]. At its height, Skarsind was particularly noted for fine rune work, and [[Crafting skills#Artisan|artisans]] and [[Wintermark_magical_traditions#Runesmiths|runesmiths]] travelled here to study their craft. [[Skarsind#Gildenheim|Gildenheim]] in the east was the second largest settlement in Wintermark, built over the entrance to a frozen underworld cavern into the walls of which are carvings in a mysterious alphabet that are said to be the source of the magical runes used throughout Wintermark. Today, Skarsind is the homeland of the [[Imperial Orcs]], and is no longer part of Wintermark.
This is the traditional home of the Kallavesi, a land of cold stagnant bogs. It changes through the seasons, but always has a feeling of stillness and tranquillity. In the warmer months it is a boggy marsh cut through with streams and fjords. In the winter the waterways freeze over and the whole land is covered with frost and snow. Houses are constructed entirely from wood, and usually built on stilts in the swamp. The marsh serves as the national graveyard and this is a place of ancient secrets and mysticism.
{{Wintermark Links}}
 
In Kallavesa the circle replaces the Hall as the community, and here the circle may also include warriors, trappers and other Winterfolk. Kallavesa as a whole is sometimes called the Round Hall, alluding to its structure as a circle of circles.
 
==Sermersuaq==
 
Sermersuaq is the traditional home of the Suaq people. A large part of Sermersuaq is made up of transient floes that recede every summer, so the migratory groups led by Suaq guides would travel every winter to Kallavesa, following the paths laid out by great obelisks. This fertile territory is under constant threat from northern barbarians whose hunting parties also seek to exploit the profusion of life here, regularly engaging in skirmishes with the Suaq.
 
The forests and tundra of this territory are rich with animal life that sustains the Suaq, ranging from great furred beasts to small game and hunting birds. The ice floes themselves are home to seals and penguins, and the waters are full of fish and whales. As one travels further north, the land becomes colder and colder until a traveller comes to the farthest extent of the land claimed by the Suaq and finds the Wastes of Tsirku.
 
The wastes are permanently covered in snow, and while some say there is solid ground underneath, this has never been proven. The landscape is far from flat, there are ice plateaus pock-marked with crevasses and areas where the ice is rent apart giving way to cold salty lakes. The land is uninhabited – probably uninhabitable – due to the lack of plant or animal life. Far to the north rages the eternal ice-storm Sydanjaa, a roaring blizzard that blows all year round and from whose depths no traveller has ever returned.
 
The territory takes its name from the ice floes which are named after a legendary figure called Sermerssuaq. Sermerssuaq was said to be so powerful that she could balance a kayak on the tips of three fingers, and kill a seal just by rapping it on the head with her knuckles. According to legend, Sermerssuaq rode out heavily pregnant from Sydanjaa on a mammoth. She gave birth to one thousand children, half of whom drowned themselves and returned as seals to provide food for the others. Some say Sermerssuaq was an Eternal and that all the Suaq share a trace of her bloodline, others argue she is an allegory for the enduring and tenacious spirit of the Winterfolk.
 
In spring the warriors and hunters of many halls across the nation travel together to the Suaq territories, where the Suaq lead them to the edge of the floes to hunt seals and whales in communal meat gathering before racing back inland as the ground breaks and melts in their wake. The hunters must contend with the dangers of the hunt and the floes as well as the threat from orcs and others that also seek to hunt in the same climes.
 
==Skarsind (Lost)==
 
Skarsind lies to the west of Hahnmark. Here the mountains give way to wide flat tundra. In 373AE it fell before a massive orc army that marched out of the west and swept all before them.
 
Gildenheim in the east is the second largest settlement in Hahnmark, a place of alpine slopes and valleys, pine forests and rising mists. The folk of Gildenheim are particularly noted for their fine rune work and many of the best smiths travel here to study their craft. There are troubles with tribes of yetis that live in the valleys near Gildenheim. They are peaceful in the main and not regarded as enemies. However, every so often one or two are overcome by what they refer to as the White Rage, and go on a berserk rampage which the Winterfolk try to deal with without provoking the rest of the tribe.
 
 
It also stands above the entrance to a frozen underworld, built around an ice cavern into the walls of which are carvings in a mysterious alphabet that are said to be the source of the magical runes used throughout Wintermark.
 
Their lack of adequate siege weaponry meant that the Winterfolk were able to turn them back when they tried to enter Hahnmark. Fortification of Hahnmark has further increased since then, but most Winterfolk remain convinced that the only way Hahnmark can ever be made secure is to defeat the orcs and drive them into the sea. All true Winterfolk dream of the day that this stain may be washed into the snow.
 
[[Category:Wintermark]]
[[Category:Nations]]
[[Category:Territories]]

Latest revision as of 17:03, 19 February 2020

Overview

Wintermark lies in the north-west of the Empire. It is significantly colder than the lands around the Bay of Catazar, marked by high peaks, rolling tundra and great freshwater lakes. The four territories are scattered with settlements and criss-crossed by a network of watchtowers and beacons that allow the Winterfolk to maintain vigilance against barbarian attacks. Many of these beacons are isolated, but halls have sprung up around several of them, often taking their names from the beacons or watchtowers they protect.

The wilderness between halls is often trackless, but there are many well-known routes between settlements. The land is known for its natural beauty; while it is cold, it is by no means an Arctic wasteland. In summer particularly the plains and woodlands of Wintermark teem with animal life. It is a hardy land, however, that breeds hardy folk. It is also a prosperous land - there is a great deal of hunting, fishing, herding. agriculture, mining and trade between halls and the rest of the Empire.

While three of the four territories are viewed as the "spiritual home" of one of the three peoples, all Winterfolk are welcome in all territories. While the halls of Kallavesa tend to have more Kallavesi members than Suaq or Steinr, it is a rare hall that consists only of folk from one of the three peoples.

RegionsofHahnmark.png

Hahnmark

The territory of Hahnmark is spread along a series of treacherous mountain passes, the rolling foothills beneath and the wide plains that stretch toward Sermersuaq and Kallavesa. In ancient times was the centre of the troll kingdom, but today is considered the ancestral homeland of the Steinr in Wintermark. It was here that the three peoples first came together to oppose their enemies, and to create the union that has made their people the strongest in the world. The territory is prosperous - as well as the farms of the lowlands and the mines in the mountainous foothills, the halls of Hahnmark are visited by traders from across the Empire. it is also a territory that revels in its strength - the sword-arm of the people of Hahnmark is ever ready to strike against the enemies of the three peoples and the Empire that is their home.

RegionsofKallavesa.png

Kallavesa

This is the ancestral home of the Kallavesi, a land of cold stagnant bogs. It is a mournful land, beautiful as it changes through the seasons, but always possessing a feeling of brooding stillness. In the warmer months it is a boggy marsh cut through with streams and fjords. In the winter the waterways freeze over and the whole land is covered with frost and snow. Thanes' halls are traditionally constructed entirely from wood here and those built in marshy areas are raised up on stilts. The marsh serves as the national graveyard and this is a place of ancient secrets and mysticism and parts of Kallavesa, especially the West Marsh, have a reputation for being haunted.

RegionsofSermersuaq.png

Sermersuaq

Sermersuaq is the ancestral home of the Suaq people. The forests and tundra of this territory are rich with animal life that sustains the Winterfolk, ranging from great furred beasts to small game and hunting birds. The northern waters are home to seals and penguins, and full of fish and whales. As one travels further north, the land becomes colder and colder until a traveller comes to transient ice floes that mark the farthest extent of the land claimed by the Winterfolk. This fertile territory is under constant threat from both the Thule and the Jotun whose hunting parties also seek to exploit the profusion of life here, regularly engaging in skirmishes with the Winterfolk who live here.

Skarsind (no longer Wintermark territory)

Lost in 373YE, recovered in 377YE, ceded to the Imperial Orcs in 379YE Skarsind is a place of alpine slopes and valleys, pine forests and rising mists, set in what's known as the Great Vale, a bowl of mountains that holds both Skarsind and the forest of Hercynia. At its height, Skarsind was particularly noted for fine rune work, and artisans and runesmiths travelled here to study their craft. Gildenheim in the east was the second largest settlement in Wintermark, built over the entrance to a frozen underworld cavern into the walls of which are carvings in a mysterious alphabet that are said to be the source of the magical runes used throughout Wintermark. Today, Skarsind is the homeland of the Imperial Orcs, and is no longer part of Wintermark.

Further Reading

Core Brief

Further Reading