Varellion: The Frozen North
Varellion is a harsh and resilient kingdom located in the frozen tundras of Terravorn's northern reaches. Defined by its frigid climate and towering glaciers, the kingdom thrives through its mastery of ice magic, survivalist culture, and tightly knit clan structure.
Structure
- The Frost Council governs as a decentralized alliance of clan leaders, each representing their own territories and warriors.
- High Chieftain serves as the de facto leader, chosen based on strength, wisdom, and the ability to unify the clans.
Culture
- A survivalist and honor-driven culture shaped by the unforgiving environment.
- Traditions of storytelling, beast hunting, and frost magic rituals are central.
- Communities rely on shared strength, loyalty, and mutual contribution for survival.
Public Agenda
- Ensure the survival and prosperity of Varellion amidst extreme environmental conditions.
- Protect and harvest the magical resources of the Crystal Fields.
- Strengthen trade alliances to secure scarce resources like food and metals.
Assets
- The Crystal Fields (source of magical ice crystals)
- Ice-forged weaponry and enchanted pelts
- Skilled frost mages (Frostkeepers)
- Natural geothermal springs for warmth and agriculture
History
Varellion's history began with the unification of the Frost Clans under Thaldrin Iceheart, who founded Frostspire Citadel as the center of governance. Over centuries, the kingdom endured internal rivalries, external invasions, and the extreme challenges of its frozen environment. Key events include the Winter War, where Varellion repelled invaders using powerful blizzards summoned by the Frostkeepers, and the Icebreaker Cataclysm, which destroyed northern settlements but led to advancements in frost-based engineering.
Demography and Population
Estimated population: ~200,000
- 80% Humans
- 15% Frostborn
- 5% Other species
Military
- Warrior Clans: Primary defense force led by clan leaders.
- Glacier Guard: Elite protectors of Frostspire.
- Frostkeepers: Frost mages who use ice magic in battle.
- Beast Riders: Mounted warriors riding mammoths or snow bears.
Technological Level
Moderate advancements; reliance on frost magic for tools, construction, and survival.
Foreign Relations
- Maintains trade with Zarvan and Thalassor for food, metals, and luxuries.
- Tense relations with southern kingdoms seeking the Crystal Fields' resources.
- Isolationist policies toward expansionist powers.
Laws
- Theft is punishable by exile into the tundra.
- Sacred hunting grounds are protected under Frost Law.
- All able-bodied citizens must contribute to survival efforts.
Agriculture & Industry
- Limited agriculture (heated greenhouses near geothermal springs).
- Primary industries: ice-forging, beast hunting, and magical crystal extraction.
Trade & Transport
- Exports: Ice-forged weapons, enchanted pelts, and mammoth tusks.
- Imports: Food, metals, textiles.
- Transport: Ice caravans and magical airships traverse harsh terrain.
Education
Knowledge of frost magic and survival skills is passed through clan elders and Frostkeepers. Formal education focuses on practical skills, such as crafting and hunting.
Infrastructure
- Geothermal-heated villages and roads.
- Ice-carved fortresses reinforced with magic.
- Limited but reliable trade routes across the tundra.
"Strength Through Ice, Unity Through Survival."
- Frostspire Citadel: Capital and seat of the Frost Council.
- The Crystal Fields: Enchanted plains of ice crystals with powerful magical properties.
- The Frozen Abyss: A bottomless crevasse believed to hold ancient frost beings.
- The Mammoth Graveyard: A sacred tundra site for great beast burials.
- The Glacierhold: A geothermal village carved into the mountainside.
The Ice Shard (rare crystal tokens traded for goods).
- Ice-forged weaponry
- Magical crystals (Crystal Fields)
- Enchanted pelts and mammoth tusks
- Grain, vegetables, and livestock.
- Iron, steel, and tools.
- Luxury goods such as spices and wines
The Frost Council, comprising elected clan leaders.
Clan-judges preside over disputes with decisions based on honor and tradition.
The High Chieftain and the Glacier Guard enforce decisions.
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