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.
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