The Valikan Clans

The harsh environs of Valika force those living there to do whatever they must to survive. The first step is often banding together into clans to defend against the relentless land and weather, as well as the formidable predations of other clans’ raiding parties. The fortunes—and sometimes even the existences—of Valikan clans rise and fall from year to year, season to season. Harsh climates, rampaging monsters, and ancient threats make survival in the northern lands of Etharis a constant struggle.   Six major clans have grown and survived in Valika for countless generations. While their continuing existence is by no means assured, and even though the clans’ fortunes and supremacy over each other wax and wane, they’ve each achieved a level of safety and sufficiency that hint at continued long-term viability.   Lesser clans also spring up and compete for resources and political power. Few last more than a few seasons before they either dissolve of their own accord or are conquered and assimilated into a victorious raiding clan.   Each clan has a unique social structure, specialty, and outlook. Some cling to the old ways of raiding and thralldom, relying on intimidation and force of arms (and magic) to survive. Others are slowly moving toward a more peaceful existence, using trade, diplomacy, and espionage to gain valuable resources.  

Current Clan Warfare

The current political and social configuration among the clans pits the three western clans, located mainly in the land known as Thrull, against the three clans of the eastern reaches of Kandar. The western clans—Rune, Sýr, and Völgr—look to expand into the territories of the eastern clans—Mithra, Limgri, and Morgöng. In a world where clans raid to survive, an outsider might not know the difference between raiding and warfare. However, the philosophical differences between the two power groups in Valika are threatening to push the struggles from necessary and acceptable raiding into outright warfare. Raiding is an accepted, expected, and even highly ritualistic component of the lives of clan members and others residing in Valika. Killing is eschewed when possible, and plunder is preferable to slaughter.  

Locations of Interest

Cinderghast

Northeast of the mainland lies a group of volcanic islands that serve to imprison a host of fire elementals. In ancient times, the sorceress Rune aided the Seven Heroes in taming the wilds. Among the holdouts of the primordials was an army of fire elementals under the banner of Ixlalu, a salamander of great power. However, Rune discovered that Ixlalu’s magic staff was the true source of his power. She stole it from his vault and used it to curse their entire island, turning it into a prison that would hold them captive for thousands of years. Of late, Rune’s curse appears to be weakening. Fire elementals have been seen testing the boundaries of the island, searching for a way out.  

Frostmere

On the western edge of the great tundra is a perpetually frozen lake, at the heart of which stands a great fortress of ice. This is Frostmere, the stronghold of the Melwarg, evil frost giants led by King Olag. The Melwarg are not natives to Grarjord, but exiles from across the western sea who searched for lands to claim as their own. From Frostmere, they raid Kandar and have been known on occasion to join Thrull war parties. Unlike the elementals, the Melwarg do not wish for the return of the Gormadraug and do anything in their power to suppress its worship. They have declared themselves mortal enemies of the Cult of the Great Wyrm and attack its members on sight.  

Volgen

Far to the northeast, where blizzards rage and the aurora blankets the night sky, lies an icy wasteland where the coldfire rages unchecked Volgen is a jagged peninsular that is said to be the resting place of Gormadraug’s heart. Volgen has few distinct landmarks. The land is covered entirely in jagged ice spires and outcroppings. Ice floes float on the surrounding ocean, making it treacherous for wooden ships. Various expeditions have been sent into Volgen to investigate the coldfire phenomenon, with little success. The inhospitable terrain, the bitter cold, and the ever-present danger of a coldfire outbreak have forced each expedition to turn back or die; not many escape with their lives. Those who have returned report seeing mysterious figures roaming the icy wastes. If it is true, how they could have survived in Volgen is a great mystery, nearly as much as the question of what they are doing there to begin with.  

Cold Iron Keep

In the east of Kandar, high in the Jakkan mountain range, lies a castle that serves as the prison for Kandar’s most dangerous druids, criminals, and madmen. Cold Iron Keep was first raised from the stones of Jakkan by the evil mage Mordu. From there, he preyed on the local populace and traveling merchants, sacrificing hundreds of innocents to otherworldly beings in his bid for power. Eventually, he was overthrown by heroes. The locals ransacked his castle but otherwise left it intact. Cold Iron Keep stayed empty for many years until it was appropriated by the leaders of Kandar and converted into a prison.   Numbered among the Keep’s inmates are:   Jormund, a unique vampire frost giant who is shunned even among his own kind. He is kept in a state of torpor inside a quartz coffin while mages from Kandar study his condition.   Astar, a powerful sorceress who, in the process of trying to achieve unearthly beauty, caused her features to become so unspeakably hideous that one look can turn a person into solid stone. She is forced to wear an iron mask while she is incarcerated.   Riven, a cultist who appears to have gained the ability to steal a person’s face and absorb their life essence.   Sumac, a man whose very words are poison—who can kill another just by speaking and force others to do his bidding.   And finally, Gorm, known to many as the Heir of the Wyrm, a man who continually burns with coldfire from head to foot yet is not consumed. No one knows his origins. Having been driven quite mad, Gorm claims to know the secrets of Volgen and the Great Wyrm, and promises that the end of the world will begin the instant his foot touches the snow once more.  

Fort Kentigern

At the edge of the ice bridge that links Volgen to the mainland is the fortress of the Order of Kentigern. What once was a monastery is now a high keep built to withstand a siege, with tall towers and parapets equipped with burning oil. But these defenses were not built against any mortal siege. Indeed, no army has dared to attack the fort in hundreds of years. Rather, the Order of Kentigern is Grarjord’s first line of defense against the encroaching coldfire menace from Volgen. The ten-foot thick walls of the fortress hide catapults and trebuchets that can fire burning pitch. Ice drakes carrying bombardiers can take off in moments at the first sign of blue flame. Evoker mages can hurl fireballs from the topmost ramparts. No effort is spared from preventing coldfire from reaching the mainland. All those within the keep know the consequences should coldfire reach the land of Kandar.

History

The clans maintain their history mostly through oral tradition, but in the Era of Expansion skalds made an effort to collect it all into a single work called the Lord Edda. This manuscript lists the history, poetry, and legends of the Valikan.

The Primordial Land

According to legend, in the early days of the world mortals could not survive in the northern lands as they were occupied by elementals with godlike power. The domains of fire, water, air, and earth shifted the region so much that it was in a constant state of flux.   Chief of the elementals was Gormadraug, the Great Prismatic Wyrm, a serpent of colossal size, strength, and powers beyond any other primordial. All the other elementals bowed to it as their prince. Where Gormadraug walked, coldfire erupted, consuming all living things.

The Tale of Kentigern

It came to pass that a hero rose up to be a champion of mortals. Kentigern of the Wastes, seeking an end to the nomadic lifestyle of his tribe, headed north with six companions: the sorceress Rune, Sýr the Seven-Bladed, Völgr Clad-in-Iron, Limgri Lightbringer, Morgöng Shadestrider, and Mithra of the Silver Harp. The Seven Heroes travelled into the northlands, seeking to tame the region for settlement. After numerous battles against a horde of elementals, they faced off against the Great Wyrm Gormadraug itself.   The Great Wyrm promptly swallowed them all. But even in the belly of the beast, all was not lost. The Seven discovered that Gormadraug’s heart was close to its stomach. While Mithra played her harp to lull the Wyrm to sleep, Sýr, Völgr, and Kentigern drove their blades into the monster’s heart. Thus was Gormadraug defeated. With the blessings of their ancestors, the heroes used the monster’s body to form new lands. Its flesh became the land, its spine the mountains, its scales gems and precious metals, and its blood the frost-covered sea. Thus was the North tamed. The ice receded from the land, and animals and vegetation grew among the snow. Before long, the mortal races emigrated to Grarjord and founded their own tribes. Six clans arose, each one taking on the name of one of the legendary heroes that killed the Great Wyrm.   Yet the legends also state that Gormadraug was not truly defeated—that it is merely sleeping, and the day will come when it will rise again with its elemental brethren to consume the world.

Thorgard’s Saga

One of the many notable heroes in the Lord Edda is Thorgard, a figure of such epic tales that some believe he is an amalgamation of various chieftains and heroes throughout Valikan oral history.   A thousand years since the fall of the Great Wyrm, the various Valikan clans were at each other’s throats over territory and resources. Split by numerous petty wars, the Northerners were easy pickings for colonisers from the southern empires. The half-orc hero Thorgard is said to have originated from Clan Völgr on the island of Holgar. Seeing the chaos and suffering brought about by Valikan disunity, he sought the help of a hag who could see into the future. The hag told him that he could unite the clans by taking on the role of their war chief and leading them on a campaign against the foreign invaders. The hag advised Thorgard to tell the clans that he was the reincarnation of Kentigern, First Hero of the North. To help with the tale, he needed to find an artifact similar to Kentigern’s legendary weapon Bane-Slayer, a magical double-bladed sword— one blade covered in frost, the other in flames. Thorgard went on a quest for such a weapon and did manage to find it. What he did not realise for some time was that he had discovered Kentigern’s real weapon, the Bane-Slayer. Thus the legend of Thorgard began with a self-fulfilling prophecy. With the weapon in hand, he traveled throughout Grarjord, facing each clan and bringing them into his steadily growing army. Some leaders he convinced through diplomacy, others through acts of service. With his mortal enemy, the Sarvif of the Sýr Clan, he fought a duel to the death that lasted three days and nights. With that victory, all six clans united under Thorgard’s banner, their swords and axes sharpened, and their longships lining each harbor.   With his army, Thorgard moved against the foreign invaders. He raided their coastal settlements and drew out their armies into the field. A great battle was fought in the tundra, and within a season, the foreigners were driven south, their colonies abandoned. The North was free once more.   His victory complete, Thorgard decided to expand the borders of the Valikan. He took a fleet of longboats and headed west to look for more lands to conquer. He was not heard from since.

The Schism

A hundred years of peace between the Clans followed Thorgard’s ill-fated expedition. But in time, cracks formed in the Clans’ unity.   In the western island of Holgar, an order of druids known as the Prismatic Circle arose. Their tenets held that only war and bloodshed could keep the world safe from the reawakening of the Gormadraug. Several clans followed their teachings, banding together to form the province of Thrull.   In the east, another province arose in opposition to the Prismatic Circle: Kandar. The Kandarians accepted races and creeds from other empires and tried to dispel old superstitions about the Great Wyrm. They have advocated for peace and trade instead of the old Valikan ways of war and raiding.   The two sides soon came to blows over their beliefs, and thus began the Thrull-Kandar War.

The Coldfire Crisis

Some one hundred fifty years after Thorgard’s disappearance, coldfire reappeared once more in Grarjord.   This strange and deadly phenomenon resembles bluish flames that burns on ice, snow, vegetation, and animals. Any liquid or living material it comes into contact with burns like oil. Water cannot douse it and only the hottest flames can put it out.   Coldfire swept across the peninsular of Volgen, turning it into a wasteland of ice spires. In just a handful of years, it created a new glacier that reached all the way to the tundra. Now it threatens all life on Grarjord.   The Order of Kentigern, a group of monks sworn to uphold the tenets of the First Hero, have set up a fortress at the mouth of the ice bridge, working constantly to stop the spread of coldfire. Unfortunately, recent years have seen coldfire spontaneously erupt in several locations around Grarjord. No one knows why this is happening, but all who live there fear it will spell the end for all Grarjord.

Foreign Relations

Type
Geopolitical, Kingdom
Subsidiary Organizations

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