Kristrand

Kristrand is the principal city of the Fruztii, or Frost Barbarians—a wind-blasted port nestled at the head of a jagged bay, where ice floes drift even in summer. Part fortress, part shipyard, and part holy site to the gods of winter and war, Kristrand is a testament to survival through strength and community in the harshest of lands.

Kristrand's people are hardened by ice and tradition. Every citizen is expected to contribute to clan, ship, or shield. Children train with wooden swords on frozen courtyards, and elders carve runes into stone to record the sagas of their kin.

  • Music, boasting, and ritual combat define social gatherings.
  • The city holds raiding season feasts and return rites, where fallen warriors are honored in ship-burial ceremonies under aurora-lit skies.
  • The Kristrand Games, held every four years, draw competitors from across the peninsula to compete in trials of strength, speed, and wit.

Kristrand is the soul of the Frost Barbarians, a frozen city that never bows, never forgets, and never dies—no matter how long the winter.

Government

Kristrand is more than a capital—it is a symbol of unity among the often-fractious Frost Barbarian clans.

  • The High Jarl’s word is final here, though every clan walks with pride and will challenge tyranny, even in the capital.
  • Diplomats from Ratik, Nyrond, or even Tenh occasionally brave the journey here, often bearing gifts or bribes in exchange for support, steel, or truce.
  • Espionage and sabotage are not unknown, particularly by agents of Iuz or the Bone March, who seek to fracture the Fruztii before they become a true threat.

Points of interest

Mysticism & Lore

  • Below the Jarlspire lies the Icevault, a stone labyrinth said to house the bones of ancient kings, dragon-forged relics, and Vatun’s slumbering heart—though none living can confirm it.
  • The Maidens of the Moon, a cult of shieldmaidens and rune-seers, are said to walk the cliffs at night, chanting to the auroras for visions of the High North’s fate.

Architecture

Kristrand is built in terraced rings, rising from the icy harbor to the Hall of the High Jarl. All structures are built from stone, dark pinewood, and whale bone, designed to withstand brutal winds and heavy snowfall.

  • The Deep Docks: Carved into the cliffside, these stone piers remain usable even when the bay freezes, thanks to ever-burning braziers, heated vent systems, and the labor of chained fire elementals rumored to be bound in the depths.
  • The Warship Yards: Here, the kingdom’s finest longships—some capable of coastal or deep-sea raiding—are crafted by axe-wielding shipwrights under the watchful gaze of Wyrd-Speakers who bless each keel.
  • The Midring: Home to merchants, inns, fighting pits, and temples to Vatun, Kord, and Norebo. Mead halls echo with song and boasts during the brief warm season, and the pits spill blood each festival.
  • The Ring of Jarls: Walled estates housing the most powerful clan leaders when in residence. A ring-shaped sacred space called the Mootfire Circle lies at their center, where matters of war, law, and succession are settled by flame and oath.
  • The Jarlspire: A towering longhall-fortress atop the highest ridge. It serves as the seat of the High Jarl—a ruler chosen by strength and renown, not blood. The hall holds ancient banners, sacred relics, and the Seax of Vatun, a ceremonial blade used to seal pacts and declare war.

Geography

Kristrand lies at the mouth of the Icejaw Bay, a narrow inlet of the Solnor Ocean whose waters churn with gray waves and broken ice year-round. Cradled between frozen cliffs and pine-draped hills, the city enjoys only six weeks of passable weather each year, during which it becomes a whirlwind of shipbuilding, trade, mustering, and celebration.

  • In winter, the city retreats into itself. Snow buries the rooftops, and wolves prowl the outskirts.
  • In summer, it becomes the beating heart of Thillonrian ambition, the launching point for raids, diplomatic ventures, and great moot gatherings.

Type
Capital
Location under
Owning Organization
Characters in Location

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