Stürmkrag
  1. Locations

Stürmkrag

Capital

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Stürmkrag and its coat of arms

Population: 683,000 (Predominantly human) 

Size: 17.8 miles north to south (From Stórr Hlíf aka The Great Shield to the Glacial Keep), and 22.5 miles from west to east (Huginn to Munnin)

Inhabitant Demonym: Stürmkragians, Hjalmars(Helmeted-Warriors)

Government: Monarchy, ruled by its Queen Reagent Aldis Stiggrdottir and the Longhouse of Jarls

Defence: Berserkr Gætir, Hrafn Vindauga, Freyja's Valkyrjas, Dreki-Gæta,  Hvít Spakrs, Hveðrungr Banamaðr, Skjaldmær, Bifrostian Úlfhéðnar

Commerce: Gem, Fish, Hunting Trophies, Wood, Metal, Stone

Organizations: Bifrostian Úlfhéðnar, Jörmungandr Vāgr (Jörmungandr's Waves), Nidavellir Delvers, Thor's Máttr (Thor's Might), Freyja's Valkyrjas, Hveðrungr Banamaðr (Monster-slayers), Hvít Spakrs (Bright Wises), Skjaldmær (Shieldmaidens), Dreki-Gæta (Dragonguard), Heimdall's Vǫrðr Order

Religions: Odin, Thor Odinson, Freyja, Tyr, Heimdall

The coat of arms of Stürmkrag was it's iconic dragons who were exquisitely carved on to their longships that struck fear at anyone unfortunate enough sight them sailing along their shores, along with the iconic longships which were the vehicles that took its sailors to many distant shores.

History of Stürmkrag

Stürmkragians appeared from the far north, distant lands beyond Ginnungagap.

During the mythical battle between Thor and Jörmungandr, the clashed rocked the northern reaches, and in its wake left a ruined passageway through the titanous wall of ice.

A treacherous passageway that the sea-faring people saw as their way into a hopefully safe-haven from the catastrophic ripples of the battle.

Thousands of longships carrying settlers and equipment channeled through the opening and many acolytes detail the wind constantly propelling the fleet of longships away from the end of their known world, sailors also share tales of the same events. The journey took 42 days and 43 nights and is guessed to have taken around 2,164 miles.

Not all who ventured into the icy jaws of Ginnungagap survived the voyage as many longships were brought to the depths of the freezing-cold sea from gargantuan icy shards the size of castles, as they reeled from the battle of the gods and soared towards any unlucky longship who sailed under them.

Logged records of the many captains of the fleet's detail after the journey under Ginnungagap was complete, the fleet sailed for another 941 miles which took 26 suns and 25 moons under calmer winds but still favourable, the thunderous echoes from the clash beyond Ginnungagap died out and the remaining fleet of settlers made it to the northernmost reaches of what today is known as The Bifröstian Taiga and thus, it inaugurated the dawn of the Bifröstian Expedition.

 

The Bïfröstian Expedition

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The weather on the day the fleet halted sailing was one of thick eerie fog that only toyed with the mind of every men, women and child as to what layed in the horizon.

Ships were hauled out of the ocean and stationed on top logs that the many abled labourers laid in a line, making traversing the terrain somewhat more pleasant for the women and children.

At the helm of the fleet of ships who now sailed a sea of never ending gigantic pine trees, stood its current king of the sea-faring people, Torarinn Vind-Skikkja, who issued a series of orders who would ensure the success of the expedition.

Torarinn issued his army of axe-wielding lumberjacks to source more wood from the surrounding boreal forest to trail the way for the single filed fleet.

Torarinn then sounded his Nyx-fleece Ram's horn to signal his strongest warriors to pull the ships through the wooden highway by chains, and ordered every ship to leave its sails fully deployed.

Torarinn gathered all the holy men, mothers and children to devote their time in a synchronized prayer vigil to earn the Aesir's favourable winds behind their backs.

Torarinn ordered his shaman-weavers to use their evocation magic to further propel the ships southwards.

Torarinn released his scouts to source food from the land, and ration their provisions with strict regimes.

Torarinn cried out to all the bards of the fleet, to sing and praise with never ending songs to the gods and new ballads detailing this grand expedition to a new land, a few holy men lended their thaumaturgical cantrips to further enhance the voices, beats and strums of the bards that elevated the labours and inspired divine winds onto their souls.

Torarinn designated his most elite helmeted warriors to fend off any beast or monstrosity who dared to hamper or intervene in their righteous journey.

And lastly, Torarinn instructed the few shapeshifting druids amongst them to give wind to their wings and aid the expedition with their druidic sight.

These were later dubbed as King Torarinn Vind-Skikkja Rites, and were classed as a legendary moment in Stürmkragian history, the day the sea-faring people sailed a sea of pine trees, it was then established and embedded that there is no sea a Stürmkragian cannot brave, king Torarinn Vind-Skikkja was dubbed the wise king and a symbol of what a true leader of the Stürmkragian people should aspire to be.

After 26 suns and 26 moons and an estimated 324 miles of voyaging, the fog surrendered its grasp on the land and thus the horizon became apparent,  enormous mountains that shouldered their left flank stretched a few days ahead and turned east and the sea of the snow capped pine trees so large one could build entire manors inside its barks.

Past the mountains a enormous tree of the reddest shade stood at its core, it's gargantuan leafs and branches moving as fast as slow-moving clouds and amazingly enough, not a single leaf lost its tether to the tree.

The faithful among fleet praised the sight of what they believed to be Yggdrasil, bard's eyes gleamed as they entertained children and adults alike with tales of what lurked at its top.

King Torarinn Vind-Skikkja issued the wooden highway to bank east after the mountains seized to provide them cover from blizzards and attempt to access the other side of the mountains with the hopeful intent to forge their homes beside the Yggdrasil Grein. The fleet traveled for another 16 suns and moons to an estimated 203 miles before entry was attempted.

A few scouts attempted to find a way inside the fabled grove, only to never return, druids attempted to see beyond only to be subjugated to a vegetable like state, the king acknowledged that this was not the intent of the Æsir, and decided to head further south where his scouts promised a shore fit for settling.

The fleet traveled for another 29 suns and 28 moons, to an estimated 364 miles, past a chokehold of gargantuan mountains and finally to shores, bringing the Bifröstian Expedition to a conclusion with a total of 892 miles traveled and 71 suns and 70 moons.

detail the dawn of the relationship with khaz-karim

 

Founding of Stürmkrag

After King Torarinn Vind-Skikkja established that their destination has been reached, settling started straight away, and with the help of the Khazukan builders, the process of building would be astonishing.

Torarinn looked to the south, where the shore would be and ordered that sitting atop the glacial coastal arch would sit Frørborg, the Stürmkragian Keep which was made of the finest marble on its exterior, sourced from the set of mountains ranges to either side of the mountain choke, of which was named Ægisráð. The interior of walls would consist of adamantine sourced from Khaz-Karim.

The king then issued that two great watchtower keeps would be erected, as stony sentries to watch over the capital, each standing 214 feet high, he then name them both Steinndr Hrafns (Stoney Ravens). In sequence named each watchtower-keep individually after Odin's ravens as a good omen to the capital's safekeeping. Huginn positioned to the west and Munnin to the east.

The Bright King Vind-Skikkja pointed towards the gap between Steinndr Hrafns and said, "Forge an enormous shield, casted of the strongest of metals, there shall be the eternal guardian who need not sleep", and named the wall Stórr Hlíf (Great Shield).

After the wall was concluded it stood 0.12 miles (684 ft.) tall, 74 miles (390,720 ft.) long  and 2,508 inches (209 ft.) thick.

Overtime an additional 216 inches (18 ft.) sheet of ice would encase the wall, increasing its thickness.

A great harbour would also be issued to be constructed to house thousands of longships for the future fleet.

Along with its order came the instruction to build a great boathouse named Gæta-Dreki (Dragon-Guard) to serve as a hall for all woodcarvers,  shipmakers and artisans. 

Finally, another great keep with a abundant courtyard for the future generations of Berserkr Gætir to train would be built.

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The majority of the founding of the great capital took 16 years, king Torarinn Vind-Skikkja did not live to see its completion, killed in his keep by giants during the events of Ægisráð Choke.

 

The Great Raids

During the construction of the Stürmkragian capital, raiders set out to scout the continent's southern shores. It wasn't too long until first contact was made with already established civilizations, a thus the dawn of the Great Raids had begun.

The period of the Great Raids lasted for some 4-5 years, new prototype Stürmkragian ships combined with Khazukanian craft were put to the test, and warriors who had a thirst of heroics and fame relished the age of the Great Raids.

The first unlucky civilization to encounter Stürmkragian folk were the Aspidians. After the Aspidian city of what now is known as Báturflói was first sighted, word reached the capital to begin construction of a new, massive Stürmkragian fleet who would be known as the scourge of the seas.

Hit and run raids were carried out throughout the continent not only exclusive to Aspidian settlements, but also Truinnsear coastal cities. None reached the scale of warfare compared to the Conquest of Báturflói.


The Conquest of Báturflói

The siege of Báturflói was the most memorable victory Stürmkrag attained throughout the Great Raids period, conquering the coastal city was not only a strategical asset, but also a religious triumph for the northmen. One of which who would ripple and echo throughout the southern empires, forging rumours amongst it's neighbours of a unnaturally tall, helmeted warriors of the frigid north who prior to the campaign was thought to be barren of continental powers.


After the first Longship returned to the capital with loot and tales of walled cities brimming with precious metal and rich earth, King Torarinn Vind-Skikkja sent forth a swarm of Longship to pillage and besiege the southern cities, and specifically the Aspidian city of Akthulia. Berserkr Gætir and it's auxiliary forces assembled after nightfall at the Stürmkragian docks. there, a titanic ritualistic congregation and vigil would rage from dusk to dawn, spiritually preparing over ten thousand Hjalmars who would soon flood the south and paint the sea in blood.

The shamans of the Hvít Spakrs blessed and entranced the men and women who steeled themselves for the raid with a rare Abjuration incantation that warded the men with a arcane barrier so that not even the fires of Muspelheimr would scorn them. The druids of Hveðrungr Banamaðr empowered the lumber of thousands of Longships that the Dreki-Gæta had built for King Skikkja, transmuting hardened wood into Ironwood, a material famed to outdo ordinary wood, giving the longships extended vitality against volleys from ballistas and other anti naval weaponry. The spiritual nexus took eight days and nights, and as the light of the nineth touched the first Longship, the fleet rowed their oars and rhythm-drums pounded their beats announcing the mobilisation of the fleet to course for what is now known of Báturflói.

The one thousand and three hundred mile voyage to Báturflói along The Rim, according to bards who sailed among the Hjalmars was nothing short of mythical proportions. Winds constantly blowing the sails of the fleet, making the entire feat take only a fortnight, in contrast to the ordinary twenty six days. Every Stürmkragian Hjalmar felt that the Æsir held great favour in the campaign, thus morale was filled to the brim with zeal and faith, cladding them with a unnatural aura of purpose and sense of grandeur.

The city itself was walled and perched on a rocky hill that enveloped it, forming a natural barrier from ships. Two narrow streams encircled the city, too narrow and shallow for ordinary vessels to traverse. Akthulia housed some two hundred and fifty thousand denizens who were well provisioned by their surrounding farms, a prolonged siege was no option for the attackers. The militia of the city was well armed with iron from Aspida. The castle sat on the northeastern side of the city, overwatching its domain from above the city walls itself.

The Stürmkragian approached under the guise of moving fog conjured by the druids of Hveðrungr Banamaðr, forming a massive sheet of dense opaque layer of icy mist. To successfully navigate a large fleet with such tactics the same druids and a few Hvít Spakrs utilised avian familiars to steer the many longships into the narrow streams that flanked the city. These were one of many tactics that showcased why the northmen were famed for their naval warfare.

The watchtowers along the wall were blind, and the few ships and scouting vessels that became swallowed by the mist were doomed to the bottom of the waters. All that was heard was the sounds of snapping timber akin to a hundred shattering trunks, and perilous screams of men being cut down by an unseen attacker.

General Erulas of Akthulia who was tasked with the defence of the city grew frustrated at the hindrance of the mist, and ordered the wall defences to fire down the stream regardless of sight. He then issued one messenger to leave the city and warn the capital that Akthulia was being besieged by northmen.

A large sum of Longships landed in the market district of Akthulia and it's external farms. The Khazukian prototype longships proved to be everything that a Stürmkragian raiding force could hope for, as Longships barged and breached into land from the waters with great speed, it would unfold into siege weapons such as battering rams and siege towers. General Erulas witnessed a lightning siege like he had never seen before, where a sieging army would take days to encircle the city and cut nearby trees to build such assets. Stürmkragian Longships metamorphosed into siege weapons in a matter of minutes.

The siege took two days in total, the walls were breached in one and thousands of souls perished in twenty four hours. The earth soiled with blood, and the depths of the oceans littered with ships of men. General Erulas was killed in the last stand inside the castle, he was beheaded and tossed over the wall, thus the city of Báturflói was announced and conquered with overwhelming force and superiority.


The Skyward Plough

After the successful conquest of Báturflói, raiders turned their attention south of the city. Along the artery, many small coastal tribes of the Truinssear suffered pillaging of the great Stürmkragian fleet, which naturally saw the Skyward Mountain as a alluring setting to set course for. The mountain did not earn its name lightly, it is so massive that the peaks appear to be scratching the skies as clouds part around the titanic obstacles.

Along the path skywards, a great deal of Truinssear, Arakroka and Feline civilization battled with Stürmkragian Hjalmars in innumerable skirmishes to retain their prized artifacts, women and aeon old traditions. It is rumoured that over a thousand Hjalmars took part in the Skyward Plough and to this day no one is sure if any has ever reached the top. Poets and bards however entertain Freeman that a kingdom of Storm Giant's reign at the pinnacle of the mountain.

While the crazed few sought to envelop the mountain in a bloody noose and soar higher, the majority returned to the artery to deliver loot to King Skikkja and own renown in Stürmkragian domain.

During the Skyward Plough not only did Stürmkragian Hjalmars fight humanoids, but a great deal of giants, monstrosities, elementals and even dragons are attested in many songs and poetry back at the capital. One adventurer had hauled back a storm giant's skull, while its massive axe adorned his Longship.


The Clash of the Steppes

 While the fleet pillaged the Artery, Aspida mustered an army to march east and blockade a small mountain pass should the northmen decide to be so zealous as to try their might against Aspida. The Aspidian King himself sought to see this defensive and taunting campaign.

Word inevitably reached Báturflói that a large force of Sun Elves waited at the mountain pass for any who boasted about their might to try their luck and their God's favour against Aspidian shields.

A famed rouge raider named Jordjal relished the challenge, madly in love with a daughter of a Jarl, he saw if such victory was attainted by his hand, King Skikkja would raise the lowly barbarian to Jarl status without a doubt. Thus Jordjal mustered his own forces to do battle with the Aspidians.

Jordjal had amassed over two hundred thousand bloodthirsty Hjalmars and rogue raiders to assault the mountain pass. The way to the mountain pass took them to open tundras, which meant little cover or room for deception on Jordjal's part, thus he utilised overturned Longships as mobile cover to reach the mountain without too many losses.

The Aspidians elite were as hard as iron, with a unshakable defence, reckless Hjalmars smashed against Aspidian spears, who suffered little losses in the many days of warfare. The same could not be said about the raiders, who's commander's vision was clouded with zeal, a leader so obsessed with victory that ultimately doomed a vast majority of his forces to Ysgard.

Such is the way of Stürmkrag, there is no greater glory than to die in battle, being sent to Ysgard to fight to their hearts content and resurrected at every dawn. To become neighbors of the Æsir. Jordjal died while single handedly dueling the Aspidian King himself, and after the defeat King Skikkja offered a Non-Aggression Pact with Aspida, who reluctantly accepted

The Skyward Artery Tug

Following the Skyward Plough and the Clash of the Steppes, the great Stürmkragian fleet turned their hungry eyes to the west, along the fifty miles wide river, thus encountering the people of New Dawn for the first time.

The New Dawnians were few, but advanced in technology. The Skyward Artery Tug consisted of a series of skirmishes which were largely naval, littering eight hundred miles of the river with shipwrecks and humanoids to the depths.

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 The Longships were way faster then the cumbersome capital-like vessels of New Dawn, and with clever tactics of carrying ships overland to flank and cripple the New Dawnian line, their ranks broke with greater haste then it's commanders could contain. The supply line being constantly shattered and thrown into disarray, New Dawn became engulfed by the maw of the northmen ,and were forced to make a five hundred mile slow, rending retreat back to New Dawn, with the predator still sinking it's teeth into their forces.


Their numbers dwindling, the admiral of the fleet of New Dawn knew he ran from a inescapable death. Thus he decided that all he needed to do was tease the Stürmkragians and lure them past the Delta river to New Dawnian shores, where the New Dawn's Light would scorch their fleet to cinder. The alternative was to die along the artery that would offer the northmen an option to retreat to Báturflói and make ready for a proper attack westwards.

Passing the Delta river, the westerners who witnessed the last command ship of the New Dawnian Admiral, regale the sight to one akin to a hornet being swarmed by bees. The command ship was already lost, and would never make it back to the shore. Neighbouring ships sinking in a blink of an eye by arcane infused bolts fired from ballistas. The massive lighthouses waited until the thirst of zeal from the northmen emboldened them to attempt to dock at the sandy beaches of New Dawn.

Entering the effective range of New Dawn's Light, it began to beam rays of scorched light that torched longships in seconds, like a ray of God, simply igniting Longships after a few minutes of focused aiming. The zeal of those at the vanguard of the ship accepted their fate, as hundreds of Longships perished in a matter of hours, they continued to charge ahead to their shores. The majority were cut down before arriving, but a single Longship reached the shore and disembarked the vessel, leaving a print of Stürmkragian boot upon western beaches. A short skirmish was fought with the remainders of the crew, who ultimately died with a smile on their faces. Other Longships at the rear were able to redirect their trajectory and return to Báturflói to detail what happened. Relations between the two nations have never healed nor any attempts were made to improve them.


Ægisráð's Choke

After the defeat at the Skyward Artery Tug, King Skikkja gathered his strength to form another armada, this time with New Dawn in his sights and a thirst for revenge to be quenched. Stürmkrag was barraged with intense blizzards and thick fog that rolled from the shouldering mountains for months after the return of its armies. Many died caught in the extreme cold that descended the mountains, as the peak of low tempertures spiked at random times during day and night, until the council of Hvít Spakrs suggested that ancient magic was afoot.

The leadership of the Hveðrungr Banamaðr formed a party of druids to scale the mountain, and with the suspicion of witchcraft, it was deemed necessary to have a attachment of Bifrostian Úlfhéðnar to grant aid if attacked by artic beasts and monstrosities famed to inhabit the Taiga.

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Magni the Bold, a seasoned royal , veteran of both Skyward Plough and Conquest of Báturflói wars, helmed the expedition to scale the western Ægisráð in hopes to unearth the cause for the abysmal weather.

A group of Hvít Spakrs shamans escorted the party to the foot of the Ægisráðs, which are accessible within the walls of the capital. The shamans not only warded them from the biting frost, but also abjured them from the arduous task of climbing with their incantations, which would help only for the first few hours. If not for magical warding bestowed onto them, the thick, crippling frosty smog that slithered and oozed endlessly out from the summits of the western Ægisráð would have encased the climbers and if not killed outright, would find themselves either merged to the mountain side or plummeting down to a shattering death.

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After the first seven days spent climbing upwards the eastern face of Ægisráð, the first increment of the journey was concluded and before the expedition, a small flat surface provided even grounds for shelter before the real journey was taken.

The smog hindered their sights close to zero visibility, forcing the party to tether themselves via silk rope. Travel in such conditions was only made possible due to the single shaman of the Hvít Spakrs who accompanied the expedition. Thanks to the repertoire of utility spells available to him and his natural ability to always know the direction of the north, made him to Pointman of the group.

The Shaman himself was bare of age, and gifted from the council of the Hvít Spakrs to the expedition to utilise. The man's name was Igur Eidensson, a eighteen year old blond haired shaman who held his innocence still. His lust for knowledge and appreciation for the Æsir to bless him with the innate knowledge of direction made him a eligible asset to solve such a titanic problem to his home.

After rest had been made, the group steeled themselves for the arduous and treacherous journey to the summit of the mountain, the entire climb would take five fortnights going up and down as the way twisted and turned to reach the top of the mountain. The group was made up of two hundred and eight men, one hundred and sixty of which belonged to the Bifrostian Úlfhéðnar.

Tales of the five fortnights spent climbing the titanic Ægisráð is sung to this day in the mead houses of the capital, where two hundred and eight men strong soared higher than the clouds themselves. Poetry of Stürmkragians making battle with Yetis, Remorhazes, Artic Manticores, and Jotuns of many kinds. What gives these songs and poetry any basis of truth would be only fables, since no man from the original expedition returned to be hailed with a feast fit for folk heroes. The proof of such battles are goatskin pouches and sacks that have made their way to the foot of Ægisráð. Which contained trophies such as cut fingers from Jotuns, Manticore spikes and tails, Yeti horns, and other rare monstrosities.

After the fith fortnight since the party ascended, the smog ceased to eminate from the mountains and the weather returned to normal, the men were hailed was heroes and a feast arranged with free will sacrifices to honour the presumed dead.

A few days after the feast, a small warband of Jotuns stormed Frørborg under the veil of magic. Easily breaching the defences, the Jotuns cut through with little resistance and ultimately reached the throne room, where King Skikkja was impaled with an enormous spear which was planted upon the throne.

After the short skirmish the Jotuns vanished like air and were never seen again.

Stürmkrag Today

Stürmkrag counts its self as a major power in the affairs of the continent, with their fast longships, guerilla tactics, and fast spreading religious influence among the southern shores, they hold their place as a valuable ally and a scornful rival.

Its current king, Sigmund Vættr sits at the top of Stürmkragian might, maintaining a healthy relationship with the Khazukan empire, a booming population which not only means its armies have increased considerably in size along with its fleet, but also unsanctioned raids wrought by rogue raiders who cared little for diplomacy.

Today Stürmkragian people stand tall and proud of how they established themselves in the continent, how many bask in its faith and how far they have sailed along its seas, where Stürmkragian boots were the first to left their prints on uncharted grounds.

 

 

Order in Stürmkrag

Order in the capital is maintained successfully for the most part, the act of Holmgang reduces any escalation of squabbles, ranging from meadhall brawls turn sour, to political disputes.

Murder was not unheard of, infact - if a killing was announced straight away and in broad daylight, they could escape death and be outlawed instead. On more then the rare occasion, acts between the two sides would be weighed by a lawman who would tally the transgressions and propose a nullification.

If the killing was committed in the cover of night, and not announced, the perpetrator was to be executed, to the contrary to being carried out during the day and the killing be announced they could escape death and outlawed instead.

Thievery was punishable by either maiming or sentencing to the Penal Regiment. 

Law & Order

The laws of Stürmkragian society were not written down, rather passed by word of mouth from the king and the house of Jarls, to the lawman.

Arguments could also be settled by Holmgang, and the victor was seen by the people as being favoured by the Æsir.

Conspiracy and treason are more serious infractions, which if its perpetrators were to be caught, the death by "blood eagle" or life imprisonment were usual sentences.

Heresy and witchcraft is the foulest of the transgressions, and the punishment for either tainting, defiling, or worshipping any deities that oppose the rule of the Æsir were met with the most gruesome of deaths or agonising incarcerations.

The Longhouse of Jarls and the Kings made laws with the thought that they wanted everyone to be honest, brave and fair. Stürmkragians hated cowards and cheats.

If a Stürmkragian believed someone committed a crime, they had to stand a trial. Women had to pick hot stones out of boiling water and men carried red, hot, burning iron for a short distance. If they dropped the stones or the iron they were accused to be guilty. If they achieved their task, the accused had its wounds cleaned up and dressed. When a week passed, their wounds were examined, and if they were healing they were innocent and if they weren’t then they were guilty. Their fate was decided by The Longhouse of Jarls. The house was a political body where the punishment would be decided. The criminal would have to pay a mulct, degraded to be a slave or could even be banished from the lands. If a person were an outlaw, anyone could kill you without risk of being prosecuted. Stürmkragians believed that outlaws were worth money, some more than others. They were called Wergelg. The higher ranked the outlawed Stürmkragian were in the social ladder, the more worth they were.

Entire groups of Stürmkragian guilds were formed and made a living off the Wergelg, who hunted them all over the continent for both sport and bounty.

example charges and punishments.

Charge Punishment
Stealing a bee hive from a neighbor A fine
Killing someone and announcing it Outlawed
Insulting a man by questioning his honour Holmgang
Witchcraft Trial by water

Fine

A fine was often a punishment given out to those who would steal from their friends or neighbors. The fine had to be payed in front of witnesses and anyone caught stealing had to pay back the full value of what they had stolen.

Holmgang

Holmgang is a duel used in Stürmkragian society to settle disputes about honour, land, debt, ownership, and property. Holmgang had to take place within three to seven days once announced and if one of those involved did not show up then the other was considered the victor.

Before each duel the opponents agreed the rules and weapons to be used during the duel, of Holmgang was fought on cloaks or animal hides about ten foot wide and long - sometimes stepping outside the boundaries could mean you forfeit the Holmgang. Winners were viewed as being helped by the Gods.

Trial by Water

People who were accused of witchcraft would be tied and thrown n a lae or body of water, if the accused floated, it was fond guilty and then ted and burned to the stake.

Weavers or normally known as Arcanists would undergo a much more grueling process.

Outlawed

Being outlawed was to be exiled from all Stürmkragian cities, the individual charged would have to completely remove themselves from Stürmkragian communities and were not to receive aid or protection from others. Left to the elements, it was a very dangerous sentence to receive, outlaws could be lawfully killed by anyone at any time.

Neighbors, Rivals and Allies

The major powers in the continent have watched Stürmkrag grow in both military might, wealth and invasive religious influence on southern shores. Stürmkrag trades with nearest neighbor for over a decade, Khaz-Karim, who have been allied ever since the founding of the capital. Additionally, mutual trade between freemans and Jarls of Báturflói and the capital has kept both cities in economical booming since its conquest. Aspida has harboured a mountain of grudges against  Stürmkrag ever since their raids on its domain and ultimately, its foothold city of Báturflói. The tribes of Truinnsear do currently trade in smaller portions compared with other major powers. Both the tribes of the Truinnsear and Aspida have respected the non-aggression pact sealed at the end of The Great Raids. The only power that remain with no trade or diplomatic relationship with Stürmkrag is New Dawn City, that after the multiple skirmishes along the Skyward Artery which continued in a naval tug of war that went as far as New Dawnian shores, stretching for over 818.1 miles of battlefield, littering the bottom of the artery with shipwrecks and lost souls.

 

Government

With a different Hierarchy governmental structure to others, Stürmkragian freeman gather in their district's Freeman Longhouse where they engage in heated debate regarding law and governance, all in the presence of a appointed lawman for that district, once there is a majority decision on a particular concern, unresolved dispute or recommendations - then it is brought to the Longhouse of Jarls and the King for a final ruling.

If a Jarl has a concern or a recommendation on a particular matter, they are able to circumvent a lawman and bring sch matters directly to a member of the Longhouse of Jarls.

The Longhouse of Jarls

The Longhouse of Jarls is a governmental body of the crown, it consists of eight Jarl families who help drive Stürmkragian rule over its domain, help settle recommendations brought from districts of the capital as well as the city of Báturflói, establish punishments, export and import affairs, as well as diplomatic affairs to other powers spread out throughout the continent.

 

Military

Stürmkrag has always been a very militaristic culture, which gave its capital multiple independent and crown-funded organizations that dedicate themselves to the axe and the shield. ranging from fanatical raiders, outlaw hunters, shieldmaidens, rogue raiders and many more.

 

Berserkr Gætir

The Berserkr Gætir or Berserker Guard are a crown funded military organization that make up a large portion of Stürmkrag's infantry, they patrol the entire capital and well armed and trained the deal with any domestic of foreign calamities. The Berserkr Gætir are not known to retreat and fabled to be immune to being frightened as death with an axe in hand is a chance to join Odin's great meadhall in Valhalla. Wielding ornate horned helmets with runic inscription, that gave birth to the nickname "Hjalmars" or the helmeted-warriors. the standard issued weaponry consists of  a battle-axe, a dagger, two handaxes, javelins, and a brass shield with their emblem etched onto it, some members even carry Berserkr Mushrooms in moments of life and death. The Berserkr Gætir tactics in infantry warfare are being several mobile shield-wall, providing cover for volleys of the Hrafn Vindauga or the Shaman-Weavers of the Hvít Spakrs. Their headquarters can be found to the west of the division between Huginn's Nest and Freki's Rest, in the Berserkr Gætir's Keep.

Hrafn Vindauga

The Hrafn Vindauga (Raven's Eye) are the "rangers" that make up the Stürmkragian army, the Hrafn Vindauga tend to spend the majority of their time in the wilderness, generally. Equipped with longbows and close to no armour means that are quick on the battlefield and experts in skirmishes, their area of expertise are as scouts along with their ravens who scans areas of interest from above - in larger scale battles they rely on the Berserkr Gætir to provide cover so they may assault the opposition with ranged volleys, they are also known to be utilized on fast moving longships for light artillery. Their headquarters can be found on the north-western outskirts of Huginn's Nest in the Huginn watchtower-keep.

Hvít Spakrs

The "Hvít Spakrs" or the white wises are a order of "shaman-weavers" or arcanists who are well versed in mysticism and sorcery, additionally they also are adept collectors of lost and forgotten lore of bygone age. Just like Odin who sacrificed his eye to obtain knowledge, all these adept scholars would do the same without hesitation. Often working as a advisor or counselor to the crown, members of this order are expect to source out hidden artifacts lodged away by time. In warfare, the Hvít Spakrs also could function as heavy artillery behind the infantry. Their headquarters can be found on the southern crossroads of Sleipnir's Hooves.

Hveðrungr Banamaðr

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The Hveðrungr Banamaðr or Monster-slayers are a group shapeshifting druids who dedicate themselves to the wild, protecting it and restoring its natural balance to any creatures to - in their eyes, taint it with their perverse nature, such as aberrations, monstrosities, fiends and undead. The ideology of these individuals are that the only way a creature should rightfully bear the ability to shapechange, and that way is to commune with nature and with its blessing alone, any thing beyond that is considered witchcraft. The organization has one predominant rival centuries old, the Fangs of Fenrirsür. Members tend to refrain from partaking in the civilities of the stoney domains of the world of men and are considered a independent organization of Stürmkrag. Their location within the capital can be found within the woods of the western harbour.

Freyja's Valkyrjas

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Freyja's Valkyrjas or Freyja's choosers of the slain, are a official military faction who consists entirely of renowned Skjaldmærs, they are what every Skjaldmær hopes to achieve and are considered the elite of the elite. The faction members are taught the way of Freyja, and how to use her blessings to heal while also invoking the wrath of the divine to smite the vilest of evil. The Valkyrjas play a important part in the Stürmkragian army as the cavalry units who ride giant Bïfröstian Boars, covering the flanks of the main forces, striking where the enemy is weak and weakening the stern frontlines - some renowned Valkyrjas obtain a soul link with celestial winged horses named Pegasus. They operate from the enormous watchtower-keep Munnin, to the north-eastern outskirts of Munnin's Nest.

Berserkr of the Bifrost

The Berserkr of the Bïfröst are a independent religious faction of faithful warriors from all martial classes and social ranks. The faction's activities varies, it ranges from hunting down sentenced outlaws, building shrines far from the Stürmkragian domain or spreading the Stürmkragian pantheon - to more drastic campaigns of chasing down and harassing defamers of the northern faith and even razing temples devoted to other gods. The headquarters for the faction can be found in the north-western side of Munnin's Nest.

Skjaldmær

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The Skjaldmærs or "ShieldMaidens" are a faction of female warriors who are eager to prove they can be just as much as an asset to warfare, that the crown has recognized them as their own regiment, and going even further to fully endorse the best Skjaldmærs in a elite cavalry faction known as the Freyja's Valkyrjas. The factions regular activities range from joining raids, chasing outlaws for sport as well as teaching young maidens to fight with a sword and shield, they are recognized as a symbol of feminine might as that no man should underestimate Stürmkragian women, ever. Their headquarters are located in the north-eastern most reaches of Munnin's Nest.

Dreki-Gæta

The Dreki-Gæta or the Dragonguard are the division of the Stürmkragian Fleet, the division solely focuses on naval warfare, blockades, raids, naval escorting, longship manufacturing and longship designing for new prototypes. Inland, the division is also a major guild for woodcarvers and almost all artisan types, recently Khazukan master crafters who have anchored themselves to the capital have been experimenting with Khazukan crafting techniques to renovate Stürmkragian longships, with their first prototype being a citadel-ferrying style longship that is much higher then its original design. Their headquarters can be found in the Eastern Harbour.

 

Heimdall's Vǫrðr Order

Heimdall's Vǫrðr Order or the "Gazers" are a independent order of warden-rune knights who formed after tales of the Loki's cult - the Deviants, were rumoured to be spreading within the walls on Stürmkrag, and vowed to tear their ideals down and bury their heads on spikes. The Gazers are paragon of justice, and reminder that their greataxes stand ready to make unlawful deeds redeemed.

 

Bifrostian Úlfhéðnar

 

The Bifrostian Úlfhéðnar are the elite unit of Stürmkrag, often dressed in animal fur such as bear and wolf, these men are extremely dangerous and erratic by default and their threat level only increases once they consume the berserkr mushrooms.

 

Citizenry

Jarl

The Stürmkragian nobility were called Jarls (Ya-arl). They were the strongest and richest in society. Jarls were landowning farmers or rich nobles. Unlike other feudal societies, Jarls had no direct overlord apart from the King & Queen. They were a fiercely independent.

Some selected few Jarls would have a seat in the "Longhouse of Jarls", a political body consisting of the wealthiest and most influential lineages of Stürmkragian society who helped the royal family rule the Stürmkragian domains throughout the world.

Freeman

Freeman was a  social class that was the most broad and varied group of Stürmkrag society. Freeman were generally made up of men who were born into that class. Freeman were composed of fishermen, shipwrights, metal workers, carpenters, craftsmen and farm workers.

Slave

Slaves were the lowest of the low, labourers worked to exhaustion, generally captured from a rival, nomadic societies to would have history of causing her to Stürmkrag and her people and on rare occasions sentenced Stürmkragians.

Prominent Jarl Lineages

Name Domain
Svenisson Owns a merchant fleet who trades who trades individually and for the capital with Khaz-Karim. Member of the Longhouse of Jarls
Kraghide (Khazukan) Owns the Nidavellir Delvers mining guild who specializes in rare metals and gems in general, has lineage tied to Khaz-Karim but married a Stürmkragian Jarl's daughter and resides in Stürmkrag. Member of the Longhouse of Jarls
Olafsson Owns the stone quarries of the capital and in Baturfloi.
Bjornulfsson Owns the Dýr Vígr guild and manages the exotic trophies and arcanist's components market from rare creatures of the Bifrostian Taiga.
Vesteinsson Owns and manages fish market in Stürmkrag and imports fish from Baturfloi, where currently his son Authulf resides. Member of the Longhouse of Jarls
Ingotfinger (Khazukan) Owns a large amount of lumber mills, also resides in Stürmkrag after wedding a Jarl's daughter.
Ingjaldsson Owns the many temples and monuments all over Stürmkrag and its domain. organizes pilgrimages in Stürmkrag. Member of the Longhouse of Jarls
Thrandsson Owns the Jörmungandr Vāgr guild and organises its events.
Skoptisson Owns a large amount of farms in Baturfloi. Member of the Longhouse of Jarls
Hroarrsson Controls the Gæta-Dreki artisan guild who builds Stürmkrag's fleet, prototypes and individual longships. Member of the Longhouse of Jarls
Bristlebeard (Khazukan)  Owns the mint which fabricates the capital's coinage. Jarl's daughter from Baturfloi. Resides in Stürmkrag. Member of the Longhouse of Jarls
Tyrkirsson Owns the Berserkr of the Bifrost guild and organises its bounty hunter contracts.
Silverhorn (Khazukan) Owns a few metallurgy foundries which supplies Stürmkrag's armies and the public. Married a Stürmkragian Jarl's daughter and resides in Stürmkrag.
Trygvesson Owns a large amount of textile mills and maintains and a slaughterhouses in Stürmkrag.
Caskspine (Khazukan) Owns a large amount of inns and brewery in Stürmkrag which exports its mead to Baturfloi and Khaz-Karim. Wed a Stürmkragian Jarl's daughter and resides in Stürmkrag.
Torgnysson Owns a animal husbandry farm in Stürmkrag and Baturfloi, secretly smuggles illicid cargo all over the continent and finances rogue raiders.
Hallesson Own a fleet which is used to import goods from far away lands. Also supplies charts and vessels for long voyages.
Asgersson Founded the Hvít Spakrs guild, archives lost lore, and finances expeditions to archaeological sites. Member of the Longhouse of Jarls

 

 

Economy and Trade

Being a coastal capital in a region stuck in perpetual winter, Stürmkragians had to make do with what the land provided. Thankfully the Bïfröstian Taiga provided a wealth of meat for any man willing to brave its elements.

Hunting in these regions also provided exotic commodities sourced from its fauna, both of arcane nature and trophy-like, of which southerners and arcanists would pay great deals of coins for - such as a giant elk's antlers to adorn a nobleman's parlour room or the heart of a Jotun.

The shores of the great capital also provided the population with aquatic game, both provisions sourced from either north of its walls, or to the south of its harbours, the extreme cold climate of the northern reaches meant that beasts and even monstrosities who roam these lands tend to be bizarrely gigantic, which worked in the favour of the booming population as a single mammoth could yield 9 to 11 tons of meat. The capital traded all the surplus exotic meats, with any who had the coin to afford it.

The capital had plenty of mundane exports from such a inhospitable land, such as fish oils, fish glue and sea salt, and exotic materials such as adamantine and exotic jewellery sourced from its shouldering mountains, which in particular caught the attention of Khaz-Karim's master gem cutters and smith guilds and royalty alike, which have had trade agreements ongoing for well over a decade.

Any freeman is welcome to set up shops and businesses, as long as their tax is payed to the crown and the land is purchased.

Wood is also a major export for the capital, having 2,200 miles of enormous trees at its doorstep had both proved lucrative and advantageous to the never-ending construction of its titanic-sized fleet. Rarer timber such as ironwood and blueleaf could also be sourced from the foots of the mountain ranged surrounding Yggdrasill Grein - acting as a natural guardian to the grove, which is rumoured to have even rarer timbers and unimaginable resources hidden within the grove, only no man has dared to attempt entry after its first attempt in The Bïfröstian Expedition, and deemed a transgression against the Æsir by late king Torarinn Vind-Skikkja.

 

Religion

Stürmkragians are expect to worship the five Æsirs and no other, if found doing otherwise within Stürmkrag's domain the punishment could range to the stripping of freemanhood to slavehood, outlawed or even death.

The Capital and its conquered city of Báturflói has temples to each of the five Æsir, and often hold either pilgrimages, holidays and events for appeasement.

Additionally, Stürmkragians are extremely devoted to their gods and any ridiculement or assault against their faith could result in turning a unlawful killing justified within Stürmkragian domain. Outside of its territory it could also result in brutal persecutions, incursions of fanatical raiders and even sieges sanctioned by the crown.

Outsiders are free to worship other gods within the comforts of their homes, however the crown does not grant protection from harm caused from a Æsir-worshipping individual.

Odin, All-Father, Chief Æsir. The Wise Wanderer. God of Knowledge and War

Alignment Domains Pantheon Divine Sigils & Signs Archnemesis Tenets of Faith
Neutral Good
Knowledge, War Stürmkragian
One-eyed Raven, Hooded mysterious wanderer. Fenrirsür Knowledge Seeking, Amassing Wisdom from lost lore, slaying the Eldritch spawn mystical pursuits, sorcery.

Odin is a war Æsir, bards often depict him in heroic literature as the protector of heroes; fallen warriors joined him in Valhalla. The wolf and the raven are dedicated to him. His magical horse, Sleipnir has eight legs, teeth inscribed with runes, and the ability to gallop through the air and over the sea. Odin is the great magician among the Æsir and is associated with runes. He was also the god of poets. In outward appearance he is depicted a tall, old man, with flowing beard and only one eye (the other he gave in exchange for wisdom). He was usually depicted wearing a cloak and a wide-brimmed hat and carrying a spear, Gungnir.

Holidays

Once a month on the first wednesday, in Glacial Keep Stürmkrag, scholars of mysticism gather to share their knowledge with each other in the throne room.

 

Tyr, The Maimed Æsir, The Evenhanded. Æsir of Justice

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Alignment Domains Pantheon Divine Sigils & Signs Archnemesis Tenets of Faith
Lawful Good Order, War Stürmkragian Balanced scales resting on a Sword, flying sword  Hel Justice, Holmgang, fairness, balance, self-sacrifice, fighting for a righteous cause.

Tyr was the Æsir concerned with the formalities of war - especially treaties - and also, of justice. It is in his character as guarantor of contracts, guardian of oath. more so that Stürmkragian bards sing tales about the extent of his oath-keeping, he placed his hand between the jaws of the monstrous wolf Fenrirsür while the Æsir, pretending sport but intending a trap, bound the wolf, when Fenrirsür realized he had been tricked he bit off Tyr’s hand (hence Tyr’s identification as the maimed Æsir).

Holidays

Once a month on the first tuesday, followers of Tyr hold a pilgrimage around the city urging its neighbors to settle disputes via holmgang. Additionally, Whenever Holmgang is called upon during that month, the body of the or the victor is bathed in incense and tattooed with Tyr's runes.

 

Thor, Odinson. Champion of the Æsir. God of Storm & Thunder

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Alignment Domains Pantheon Divine Sigils & Signs Archnemesis Tenets of Faith
Chaotic Good Tempest, War Stürmkragian Hammer, Thunder, Lightning Jörmungandr Performing a act of strength, waging war, slaying Giantkind, invoking its name, flattery, slaying Jörmunindr

Thor, rules the sky; he governs thunder and lightning, winds and storms, fine weather and fertility. sacrifices are offered by farmers when plague or famine threatened their livelihood, and sailors requests for favourable winds and calm seas before voyages.

Holidays

Once a month on the first Thursday, a contest of strength is hosted in Stürmkrag , a great pyre is lit and mead is free during this holiday. Stürmkragians named it Thor's-day.

 

Heimdall, The Sentry of the Æsir, The Shinning Æsir

Alignment Domains Pantheon Divine Sigils & Signs Archnemesis Tenets of Faith
Lawful Good Light, War Stürmkragian Curling Horn, sound of war horns Loki Invoking music to battle the vile, playing a instrument at the precipice of victory, alerting your neighbors of incoming danger with a horn, Standing a successful watch after invoking his name.

Heimdall dwells at the entry to Asgard, where he guards the rainbow bridge. He required less sleep than a bird, could see 100 leagues, could hear grass growing in the meadows and wool growing on sheep. Heimdall keeps the Gjallarhorn close, which could be heard throughout heaven, earth, and the lower world; it was believed should it be sound, the horn will  summon the Æsir and the Einherjar from Valhalla when their enemies, the Giants, draws near, spelling the dawn of Ragnarök.

Holidays

Once every two weeks on a friday, bards play songs with the tales of the feat of the Æsir from every meadhall, and parade around the city in the thousands, synchronizing their harmonies.

 

Freyja, The Beautiful Æsir, The Golden Maiden. Æsir of Fertility and Love


Alignment Domains Pantheon Divine Sigils & Signs Archnemesis Tenets of Faith
Neutral Good Life Stürmkragian Cats, boars, nature, the sound of natural wilderness Sutr Protecting nature, Maintaining the natural balance, unconditional love, fertility, harmony.

Freyja rules over her heavenly field Fólkvangr, where she receives half of those who die in battle. The other half go to the god Odin's hall, Valhalla. Within Fólkvangr lies her hall,Sessrúmnir. Freyja assists other Æsir by allowing them to use her feathered cloak, which is invoked with fertility and love. The mother of the shinning Æsi, Baldr. She is also the promoter of marriage, fertility, beauty, sex, war, and gold. Freyja is the owner of the necklace Brísingamen, rides a chariot pulled by two cats, is accompanied by the boar Hildisvíni, and possesses a cloak of falcon feathers.

Holidays

Before sowing season, farmers in Báturflói bathe the land in which crops have been planted with blood of a goat, so Freyja continues to bless their harvest.

In Stürmkrag, those who follow Freyja tenets travel to Yggdrasill Grein for pilgrimage, additionally a married couple could lay with any follower of Freyja during this day to bask in the Æsir's wealth of unconditional love.

 

 

Stürmkragian Landmarks

a description detailing the notable landmarks the capital houses

Dangers in Stürmkrag

While the majority of Stürmkragians live their lives on the right side of the law, there are those that chose to dwell in a life of criminality. Whether its pickpocketing, smuggling, theft, murder, racketeering or committing adultery, the criminal underworld of Stürmkrag is very much present and in such a big city there is always places where that kind is welcomed. Allegedly the different districts of the capital are split into territories for these criminal factions, which control and coerce its inhabitants into submission.

Criminal Factions

Maggots

This criminal faction controls Gungnir's Shaft district, its names derives from the idea that a maggot will feast upon a remains of a body, meaning that while the chiefs of families are away raiding, their wealth, land, wives, daughters and sons are left behind to rot - given that they return from their perilous journeys - the Maggots will consume them if left unattended. The faction's business range from petty crimes, arson, muggings to blatant murder and racketeering businesses for protection against other factions as well as hired muscle , they are composed entirely of brutes and young orphans who become enrolled into their ranks.

Engulfing Serpents

The Engulfing Serpents are a criminal faction who controls Huginn's Nest district. The origin for its name was born from the idea that a Stürmkragian house residing in either Huginn or Munnin's Nest were considered to be raven's eggs or "Eggshell" and a snake slithering around a unattended nest will surely engulf its eggs, thus describing the base fundamentals of the factions area of expertise, being one of burglary, blackmail, coercion, infiltration, espionage and even stealthy assassinations. While they dominate Huginn's Nest, they operate all over Stürmkrag, including its wealthier districts of Gungnir's Blade - and seems to have ongoing feuds with all other criminal factions due to the clear lack of respect for established criminal borders.

The Woodlice

The Woodlice or "Lices" are a faction of the underworld that controls Huginn's Nest, a district that has a highway of constant law enforcement alternating shifts all over Stürmkrag, this traffic is due to it being positioned between the Hrafn Vindaug Watchtower-Keep, Berserkr Gætir Keep and "The Shaft", so the outlook of this district is one of a peaceful well patrolled one compared to its neighboring districts. Naturally this means that the faction had to refrain from obvious criminal activity and adapt to its environment. Thus the idea behind the name being that underneath a relatively good looking bark, a thriving woodlice colony would be eating away at its core... spreading its domain slowly. Focusing entirely in coin shaving, racketeering in small scales, loansharks,  counterfeiting, document forgeries and organizational coupes, the faction is one of the most influential ones in the Stürmkragian underworld, since every scoundrel needs a new identity sooner rather than later.

Mountain Goat

The Mountain Goats or the "Goats" are a criminal faction what hold criminal dominion over the Greki's Rest District. Strategically position as far away from any military crown-endorsed organizations, it has a relatively easier time in carrying out its unlawful activities. The name stems from the mountain goat beasts, known to overcome any obstacle to achieve its destination, thus this falls neatly in the faction's expertise - it ranges from fencing, circumventing of cities gates, guard-checkpoints, unlawful immigration or departure and its most renowned asset, the only established blackmarket in the capital, offering the trade of illicit consumables, sorcerous artifacts and even cursed objects. The faction remains neutral to other criminal factions and has a tight relationship wth the "Scales" to smuggles its stocks into the city.

Sunken Scale

The Sunken Scales or "Scales" are considered the legs of the criminal underworld, holding dominion of both Harbour districts they are the gateway to criminal imports and exports within the capital, the faction's are of expertise are mainly smuggling and bribery, a restricted area of expertise but a important one nonetheless. The scales maintain a healthy alliance with the "Goats" and neutral on all fronts.

Turf wars between the factions occur usually under the cover of night, and recently criminal feuds have been all going to see which faction will hold dominion over the neutral district of Freki's Rest, recently unannounced killings in that district have been at an all time high.

Criminal Kingpins

Name Faction Brief Description
Dagfinn The Maggots Dagfinn is a tall, bold and broad Half-Orc who is not shy to intimidate to get what he wants.
Oyvind The Engulfing Serpent Oyvind is a suave halfing who coordinates the direction of the Engulfing Serpent.
Asketill The Woodlice Asketill is a is a manipulative Half-Elf charlatan scoundrel that can sway out of a uncomfortable situation without drawing a weapon.
Trond The Mountain Goat Trond is a broad hill Dwarf who could brave any task given and will do the best he can to fulfill a deal, as long as it benefits him.
Ingolf The Sunken Scale Ingolf is a old Human male retired raider who got tired of taxation and decided to explore alternate routes for profit.

Cults

There are a few known cults rumoured to operate within the capital, however their base of operations is unknown but rumoured to be deep within the neighboring mountain ranges and the mountain villages. Whenever a denizen disappears, folklore suggests that the lost souls were kidnapped by cultists for sacrifices, witchcraft and sorcerous rituals. The deities worshipped by the rumoured cultists are Sutr, Hel, Loki and Fenrirsür.

 

Deviants

The "Deviants" are a cultist said to give praise to the god of mischief - Loki, and are suggested to have their cultists spread all over the capital in every district, causing disarray, confusion and mischief. Their goal is unknown but given their appraised deity, it could very well include political affairs ranging from the Longhouse of Jarls all the way to the Crown. Heimdall's Vǫrðr Order have devoted their efforts to root out the rotten branches of acolytes of the god of mischief.

Cinders of Sutr

The Cinders of Sutr or "Cinders" are the believers that everything must burn, and the everlasting fires from Muspelheimr are destined to engulf the world and the realm of the Æsir. The base of operations of the cult is unknown, but as previously stated it is rumoured to be within the neighboring mountain ranges or the villages around them. Naturally the Cinders are the prime suspects of arsons, murders committed by setting someone ablaze, they are maniacs who only wish to see the world of men and Æsir reduced to ash.

Witherlings

The Witherlings are cultist that give praise to the goddess of death, Hel. Going by the domain of said deity and the name of the cult, it can give denizens a really good idea of their activities. Brutal murders, entire families mutilated within their own longhouses, walking dead, orphan children kidnappings and evisceration and general practices of foul necromancy are all rumoured to be the doings of the Witherlings. More far fetched rumours entail that the cults have dealings with Wights, no one can guarantee the reality of the situation. The Crown has issued the Hvít Spakrs to investigate crime scenes of severe brutality, however no developments have been made as of yet.

Fangs of Fenrirsür

The Fangs of Fenrirsür or "The Fangs" are a cult of shapeshifting lycanthrope outcasts that worship the lord of wolves, Fenrirsür. It is obvious that they operate beyond the walls of Stürmkrag, and many of its members are exiled outlaws who get ambushed by the cult. Their goal is simple, to consume the world, murder, maim and cherish unbridled freedom. The markings of their deeds are very easy to narrow down, normally half eaten corpses, vicious lacerations on mangled corpses, giant wolfish prints in the snow and the carving of a wolf head on objects, all indicate that the "Fangs" have visited the vicinity

 

Law-Enforcement Reactions

Use the following tables each the the party has a run-in with any military faction that is  endorsed by the crown and your not sure how the encounter should play out. Such interactions occur often at the city's gate. Roll on the "Gate interactions" table if you want to randomly determine the experience characters have as the attempt to pass through a gate. If someone calls for law-enforcement refer to the "Law-Enforcement Type" first(if needed), then the "Law-Enforcement Arrival" table to see how long it takes for the authorities to show up. Lastly, roll on the "Law-Enforcement Reactions" to determine how the law-enforcers behave when they arrive.

Gate Interaction
d8 Interaction
1 The Berserkr Gætir thoroughly search packs and vehicles, questioning everything and everyone.
2 The Berserkr Gætir Forces a line of travelers to wait for 6d10 ntes for no clear reason.
3 The Berserkr Gætir refuse to admit anyone with animals, nsal weapons, or obvious magic items.
4 The Berserkr Gætir don't let anyone through the gate. Those wishing to enter or leave must wait until the gate reopens or try another day.
5 The Berserkr Gætir focus their attention on a suspicious traveler and wave a bunch of other people through without searching them or their belongings.
6 The Berserkr Gætir clear the gate swiftly to let a Jarl's litter pass through.
7 The Berserkr Gætir skip the search if a traveler pays 1 gp for "express gate" service.
8 The Berserkr Gætir wave travelers through without a second look.
Law-Enforcement Types
d3 Type
1 Berserkr Gætir (Berserker Guard)
2 Hrafn Vindauga (Raven's Eye)
3 Freyja's Valkyrjas (Freya's Valkyries)
Law-Enforcement Arrival
District Arrival Time Forces
Gungnir's Shaft 2d6 minutes 2d4 +2 Berserkr Gætir
Huginn's Nest 4d8 minutes 2d6 +2 Hrafn Vindauga (Raven's Eye)
Munnin's Nest 5d8 minutes 2d4 +2 Freyja's Valkyrjas (Freya's Valkyries)
Freki's Rest 8d8 minutes 2d4 +2(roll on Law-Enforcement Type table)
Geri's Rest 8d8 minutes 2d4 +2(roll on Law-Enforcement Type table)
Karim Minor 3d6 minutes 2d4 +2(Khazukan Ironbeard) (reference)
Western Harbour 8d8 minutes 2d4 +2(roll on Law-Enforcement Type table)
Eastern Harbour 8d8 minutes 2d4 +2(roll on Law-Enforcement Type table)
Berserkr Gætir Reactions
d8 Reactions
1 The Berserkr Gætir already have their hands full, hauling 1d6 thugs to the Berserkr Gætir's keep and don't want to deal with another arrest.
2 The Berserkr Gætir are too busy escorting a Jarl and merely walk by.
3 The Berserkr Gætir arrive and demand that everyone drop to the ground, immediately bludgeoning anyone who doesn't comply.
4 A higher ranked Berserkr Gætir arrives leading the forces and ensures everything is done according to the law.
5 Berserkr Gætir start making the arrests, but are called away midway and lets everyone goes free.
6 The Berserkr Gætir watches the fight unfold and move in the aftermath.
7 The Berserkr Gætir charge head-on and shield-bash everyone, grapples them and vows to bury their axe in who ever gets up.
8 The Berserkr Gætir eats their Berserkr Mushrooms and attack anyone that might look guilty.
Hrafn Vindauga Reactions
d8 Reactions
1 The Hrafn Vindauga are getting ready to leave for a expedition beyond the wall, and do not wish to deal with the nuance. 
2 The Hrafn Vindauga form a firing line and vow to riddle everyone to looks guilty with arrows.
3 The Hrafn Vindauga sends their ravens to peck at the perpetrators and demands that they all get on the ground do not move.
4 The Hrafn Vindauga fires a hail of arrows into the skies and advises the commotion to disperse before it soars down into their vicinity.
5 The Hrafn Vindauga fires an arrow at a random target, telling everyone to get on the ground.
6 The Hrafn Vindauga move in and attempt to grapple the perpetrators to stop the commotion.
7 The Hrafn Vindauga arrests everyone without questions and ferries them to Huginn for temporary imprisonment.
8 The Hrafn Vindauga are already chasing a pack of thieves and rushes by the area.
Freyja's Valkyrjas Reactions
d8 Reactions
1 The Valkyrjas are escorting 1d6 Skjaldmærs who are to be enrolled onto their ranks, taking the opportunity to showcase their might be bludgeoning anyone that looks suspicious.
2 The patrolling Valkyrjas are rushing past to commotion in a urgent fashion and do not report to the scene.
3 The Valkyrjas are called to the scene with a superior attached to the forces and will resolve the situation as peaceful as possible.
4 The Valkyrjas are chasing down a wild giant boar are cannot afford to stop.
5 The Valkyrjas hurls a javelin at a random target in hopes to stop the commotion.
6 The Valkyrjas casts thaumaturgy to boom their voice three times as loud and charge into the fray.
7 The Valkyrjas rush forward and uses their "Whirlwind of the Fallen" ability on as many people involved in the disturbance as possible.
8 The Valkyrjas casts daylight right in the center of the commotion in hopes to blind the rowdy crowd.

 

 

Gungnir's Grip (Lower City)

 

Law-Enforcement Types
d3 Type
1 Berserkr Gætir (Berserker Guard)
2 Hrafn Vindauga (Raven's Eye)
3 Freyja's Valkyrjas (Freya's Valkyries)

 

Gungnir's Grip  Encounters

d20 Encounter
1-4 Threat (roll on table C)
5-10 Denizens (roll on table B)
11-14 Harmless Interaction (roll on table A)
15-20 No Encounter

 

Table A: Gungnir's Grip Harmless Interaction

d14 Interaction
1 6 members from Thor's Máttr lodge, shirtless, braided blonde hair and filled with blue tattoos are strolling along the street and approaches the party, telling them to drop by the Odinson's Proving Grounds if they got what it takes.
2 A Khazukan Dwarf mocks one of the party members armour, offering to silver his weapon for half price.
3 A member of Jörmungandr Vāgr sees the physically stronger party member to a longship race, waging 500 silver.
4 A loitering bard catches interest in the party, and approach them asking about tales of triumph for her new ballad.
5 The shadiest character approaches the party and offers them the chance to purchase magically infused mushrooms.
6 A scheduled Holmgang takes place nearby, the person is slayed after a few minutes.
7 A courtesan moves fiendishly towards the party, and invites them for a night in the Nightly Maiden.
8 A pack of patrolling Berserkr Gætir stops at sighting the party, tell them to keep their nose clean as they will be watching.
9 A bard of the Temple of Heimdall tell them that this friday is Heimdall's holiday.
10 A hurried individual bumps into the party, falling over and dropping a pouch, he hurries to retrieve it and dashes away. moments later a individual runs after the thief.
11 A pack of wild huskies are on the run from their tamer from Bifröstian Beastmaster.
12 The party overhears that someone is about to get executed not far from their location.
13 A raven poops on a party members head.
14 Loki casts banishment on a random party member. (duration 1h)

 

Table B: Gungnir's Grip Denizens

d13 Denizens
1 1d6 Berserkr Gætir/Freyja's Valkyrjas/Skjaldmær don't like the look of the adventures.
2 The party witness a mammoth being hauled to the Bifröstian Butchers (Northern Gungnir's Shaft District)
3 A drunken raider (Berserker) stumbles into the street and clocks anyone he sees.
4 1 communal sled is out of control and crashes into a longhouse.
5 A druid from the Hveðrungr Banamaðr tells the party of a hallucinogenic-infused festival going on in Hveðrungr Banamaðr's Woods (North-west in the West Harbour District) 
6 1d4 Jarls (Nobles) and 3d6 bodyguards (Thugs).
7 A Skjaldmær likes the look of a adventurer, and demands that he fights her for her hand in marriage.
8 3d6 slaves (Commoners) had enough and protest their social position, the Berserkr Gætir are enroute, roll on Guard arrival time table.
9 3d4 raiders (Berserkers) are hauling treasure chests from their newest raid to the Raider's Counting Longhouse.
10 Its a dwarfs birthday, and 4d4 dwarves are throwing him in the air singing while they head to the Drunken Khazukan (Eastern Little Karim)
11 A raider slays a commoner and announces it.
12 1 kingpin or cult leader and 2d6 operatives (bandits/cultist)
13 A group of raiders invites the party for a rogue raid.

 

Table C: Gungnir's Grip Threats

d13 Threats
1 A adult white dragon dives into the vicinity and vows to destroy the capital in draconic.
2 1d6 treasure chests posing as mimics are being hauled in by slaves.
3 A Thrym's Howl rolls over the mountain range and engulfs the general vicinity. (check Eldritch Storms)
4 1d6 +1 Sutr Embers engage the party. (reference)
5 1d6 +1 half-ogres go on a killing spree.
6 1d6 +1 Loki's Disciples steal from the party. (reference)
7 1d8 +2 ice mephits attacks.
8  1d6 +1 Hel's Witherlings attacks the party. (reference)
9 A drunken raider (Berserker) calls holmgang against a random party member, takes place in 1d7 days.
10 1d6 +2 frenzied raiders (on Berserkr Mushrooms) (Berserkers) attack the party.
11 1d8 +1 Fangs of Fenrirsür's attacks. (reference)
12 A chaotic evil Ice Elemental forms and attacks the party.
13 1d4 Ghosts appear, 1 ghost immediately possess a random party member.

 

 

Gungnir's Blade (Upper City)

 

Law-Enforcement Types
d2 Type
1 Berserkr Gætir (Berserker Guard)
2 Hrafn Vindauga (Raven's Eye)

 

Law-Enforcement Arrival
District Arrival Time Forces
Sleipnir's Hooves 1d8 minutes 2d4 +2 Berserkr Gætir
Gungnir 2d6 minutes 2d6 +2 Hrafn Vindauga or Berserkr Gætir
Ratatoskr 3d6 minutes 2d4 +2 Hrafn Vindauga or Berserkr Gætir
Glacial Keep 1d6 minutes 2d4 +2 Hrafn Vindauga or Berserkr Gætir

 

Gungnir's Blade  Encounters

d20 Encounter
1-10 Denizens (roll on table B)
11-14 Harmless Interaction (roll on table A)
15-20 No Encounter

 

Table A: Gungnir's Blade Harmless Interaction

d12 Interaction
1 1d6 +2 Hrafn Vindauga take note of the party and warn them that they have "eyes in the skies" watching them.
2 A sketchy person(Spy) climbs out of a nearby window of a manor wearing nothing but a loincloth. Moments later a Jarl(Noble) steps outside looking for the man.
3 A merchant yells out the sale of a very fine mead, that will even get dwarves drunk.
4 A Jarl dwarf walks with 1d6 courtesans. 
5 1d6 kids show up and begin a snowball fight with the party.
6 A drunken old resident of the district is in the nude and vowing to engage in a brawl against 1d4 chickens.
7 1d6 dwarves haul casks of mead to a nearby Meadhall.
8 A coin pouch sits idle on the floor.
9 A sketchy person hiding in the bushes calls the attention of the adventurers and offers them to buy one primal fruit for 200gp (check Primal Fruit)
10 A Jarl(Noble) bumps into a random party member and yells to watch where their going.
11 A 1d8 +2 Úlfhéðnar seem to be hauling 1d4 chests to the Glacial Keep.
12 A ornate battleaxe of a Berserkr Gætir lays half covered in snow on the floor.

 

Table B: Gungnir's Blade Denizens

d12 Denizens
1 1d6 Jarls(Noble) guarded by 1d6 +2 Berserkr Gætir are talking about the latest debate that is on-going inside the Longhouse of Jarls.
2 1d6 +1 Hvít Spakrs investigate a murdered mangled corpse laying on the side of the road.
3 A young son of a Jarl(Noble) can be heard slagging off 1d4 slaves(Commoner) nearby.
4 A Jarl(Noble) can be seen walking the district with 1d4 Slaves(Commoner) carrying crates containing art works.
5 A drunken Hvít Spakrs casts phantasmal force on a random party member.
6 1d8 +2 Hveðrungr Banamaðr and 1d4 commoners females head into a nearby tree-line for a psychedelic party.
7 1d6 +2 Skjaldmær are taunting 1d6 +2 Raiders, claiming they have martial supremacy.
8 A Jarl(Noble) can be seen beating 1d2 slaves(Commoners) for losing his coin pouch.
9 1d6 +2 Berserkr Gætir are currently arresting 1d6 cultists.
10 The party sees someone shapeshift from wolf to humanoid, as he walks in the midst of the crowd.
11 1d4 kid commoners venture beyond the surround woodland's treeline.
12 1d6 criminals break free from authority's grasp as they make a run for it.