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Coatofarms

Báturflói and its coat of arms

Population: 462,000 (Mix)

Size: 6 miles radius 

Inhabitant Demonym: Báturflórian

Government: Monarchy, ruled by king Sigmund Vættr and the Longhouse of Jarls

Defence: Berserkr Gætir, Hrafn Vindauga, Skjaldmær, Báturflórian Regiment

Commerce: Fish, Hunting, Stone, Grain, Pearls

Organizations: Jörmungandr Vāgr (Jörmungandr's Waves), Thor's Máttr, Skjaldmær, Dreki-Gæta, Heimdall's Vǫrðr Order

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

 

History of Báturflói

Báturflói (formally called ), once under Aspidian rule had always been the hub of trade between the Truinssear. Holding the keys to The Rim and the northern Skyward Artery, Báturflói was founded over two hundred years prior of Stürmkragian colonisation and served as a middle ground between New Dawn, Truinssear and Aspida.

 

Báturflói Today

Báturflói flies Stürmkragian banner over its walls and castle, after suffering a crippling defeat at the Conquest of Báturflói, it's has transitioned from a commercial city to a fortress, housing many Jarls from Stürmkrag and nobles from Khaz-Karim. Older folk that lived through Aspidian rule live their lives in contempt as the drastic change of rule shook the city to its core, old cultural landmarks toppled and religion demolished, in light of fanatical Norse pantheon.

Today Báturflói is a logistical asset of the northmen, with its plentiful farms establishing a supply chain of goods and provisions to the north and elsewhere for profit.

 

Order in Báturflói

Order, like in the capital is maintained only less successfully, the act of Holmgang still reduced escalation of squabbles, ranging from meadhall brawls turn sour, to political disputes. However old Aspidian insurgent groups still carried out attacks against Stürmkragian militias.

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 quickly set as the new standards after The Conquest of Báturflói and like in the capital were not written down for the most part, 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.

ChargePunishment
Stealing a bee hive from a neighborA fine
Killing someone and announcing itOutlawed
Insulting a man by questioning his honourHolmgang
WitchcraftTrial 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

description

 

Government

Stürmkragian monarchical governmental structure applied shortly after the conquest. Stürmkragian freeman or nobles gather in their district's Freeman house 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 at the capital 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 such matters directly to a member of the Longhouse of Jarls.


Military

After the conquest, a majority of  independent and crown-funded organizations that dedicate themselves to the axe and the shield from the capital quickly opened new branches in the new southern city.


 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

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

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

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

 

Prominent Lineages

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Economy and Trade

 

 

Religion

 

 

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AlignmentDomainsPantheonDivine Sigils & SignsArchnemesisTenets of Faith
      

 

 

 

Báturflói Landmarks

a description detailing the notable landmarks the capital houses

Dangers in Báturflói

 

Criminal Factions

 

Criminal Kingpins

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Cults

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Gate Interaction
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Law-Enforcement Types
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Law-Enforcement Arrival
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City Guard Reactions
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Báturflói (Lower City)

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Báturflói  Encounters

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Table A: Báturflói Harmless Interaction

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Table B: Báturflói Denizens

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Table C: Báturflói Threats

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Báturflói(Upper City)

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neighbourhood name?d? minutes 
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(a table for random encounters within the different neighborhoods within the city)