Tundrikhan
History
Tundrikhan as a nation has always consisted of outsiders, those that were cast out from a 'more civilized' society. As Adal was first being created there were some that felt the royal family was corrupt and undeserving of their title. So in the same year as Adal's construction, the people that would soon inhabit Tundrikhan fled north. Facing the bitter cold and unfamiliar terrain many did not survive the journey; those that did settled alongside the Silver Face Mountain and created the first settlement, Askr, named after their old god Askerah. For many years Askr was all there was, but eventually fighting broke out over who should hold power and land. As a result war bands were created and the people began to spread out across the lands of the north like a migrating flock. The first settlement outside Askr was Runaar, rich in metals. Next came Gunvald, a war band with exceptional mercenaries, then Nastrandir with a whaling industry, and then soon followed all the others. Minor wars were fought for the next few centuries over lands, goods, or petty greivances. After a considerable amount of bloodshed on Askr's soil there was a shocked pause in the fighting, enough was enough, so the head families of the warbands agreed to set down their bloodied weapons. Gathering in their mutual homeland they constructed a council in the city of Askr. The neutral zone, where grievances were to be settled and trade qualms squashed. While some were struck with fear at the idea of any form of organized government the era of peace that followed overshadowed any old worries of governmental superiority being established. Now in the year 1141 a tentative peace remains, though the council is fighting amongst themselves on the prospect of war with Adal who has been encroaching on their prosperous lands.
Demographic
The Tundrikhan people are a diaspora of different species that are well-equipped to deal with the cold weather and vast monsters. The majority of its inhabitants are humans, with the runner-ups being orcs and half-orcs. In the most northern regions such as Gunvald, Nastrandir, Lyngvi, and Hrimfaxi the population consists mostly of tabaxi, a cat-like people more equipped to withstand the freezing temperatures. In the south around the mountainous terrains many are aarakocra, humanoid birds who roost along the steep cliffs of the Stokkren Mountains. In the capital of Askr, there is no one major group with a majority as the population continuously shifts between each group. The council and its lead families are evenly distributed and shifts regularly to fit the diaspora's changes.
Government
The Council of Askr makes more macro-level decisions for the good of the communities but within the settlements, there are unique systems of government. Still feeling the effects of the founders of Tundrikhan being cast out by a strict government the people of Tundrikhan are vehemently against official forms of legislation. What is 'illegal' is decided by social norms and how an action effects the group. Individual small settlement usually function by casting out those that are against the overall groups welfare and settle disputes via trade agreements or sometimes battle, or always battle if you're from a particularly harsh group.
Religion
Tundrikhan has no set religion that was decided for the masses, nor is the most common religion driven by a set of rules or scriptures. Generally, the people of Tundrikhan have a deep spiritual connection to Askerah. Askerah is described as the great tree that fuels life and magic. To have magic is to have a relationship with Askerah which is nature itself. There is no 'right' way to use magic or commune with Askerah though socially it is expected that one shows a certain level of respect to the tree. Magic is accessible to anyone who wishes to learn and some are born with inherent magic that is not learned, those that have such inherent abilities are considered blessed and expected to accept the blessing and pursue a future using that magic to aid a communities growth and well-being.
Geography
Tundrikhan's climate is brutal to its inhabitants, with long winters with short days and short summers with long hours spent in the sun. The majority of the land's population is reliant upon the short summer months to grow food for the long winters. Whatever they lack in food they must hunt or fish for in the winter. There are multiple points of interest within the land, one being the Ringed Forest. Tundrikhan is considered an inherently magic land, as seen by its features, in particular the Ringed Forest. This forest consists of concentric rings of trees, with each ring containing some magical effect, which never remains the same. To the west is the Silver Face, a mountain within a lake that contains a strange magical alloy called Asksolv. Scattered about the land are small magical hot spots that call magic users and laypeople alike. Sometimes magic spikes in random areas causing natural disasters, which are called magic surges. The people of Tundrikhan are constantly wary of their interactions with nature as a misstep can cause such a surge.
Adal
History
Adal was founded after the great desolation, a moment in time mostly forgotten. Little is known about the time before Adal's establishment, least of all by the common Adalian. The country was founded by the Adalane family, a human lineage with claims of power bestowed upon them by a god named Erasmus. The Adalane family formed the city of Inntala and created a faction of priests whom they bestowed power upon who defended the people from the great desolation. As the effects of the mysterious desolation faded the people grew to trust the monarchy and worship Erasmus. In the years that followed the people grew more and more devout, until any alternate religious views were shunned, leading to the driving out of the people that would become the citizens of Tundrikhan. As the population grew the capital expanded and needed more supplies to sustain itself, which led to the creation of the Erasmian Clauses, religious texts that demand servitude. Still reveling in the protection of the capital the people happily obliged. Thus began the oppression of the common people. The capital restricted access to education, stole the children blessed with magic and formed strict hierarchies that spread to the outlying settlements. Hungry for more land and resources the Adalane line has begun its encroachment into Tundrikhan.
Demographic
The general public of Adal consists of halflings and gnomes, they make up the majority of all laborers. The lands to the east are mostly agricultural fields and grazing land that are maintained by the halfling and gnomish populace. To the west the majority of residents are dwarvish or human, working in the mountains of forestry. The capital is overwhelmingly human, with many nobles having human lineages and of course the Adalane line has remained nearly exclusively human.
Government
The governing force that oversees Adal is a theocracy. The king or queen at the time is both an Adalane and by extension bestowed with the power of Erasmus. The current ruler selects a royal cabinet that oversees the country's affairs. The crown is the head of the church and they alone can bestow magical abilities on religious figures, who go on to lead smaller communities in religious affairs. The monarch is expected to organize holidays, oversee the growth of the country, and make decisions of war with the council of their chosen cabinet. Even with trusted advisors surrounding them they ultimately have the power to decree whatever they see fit. In small communities far from the capital the appointed religious figures alongside noble families dictate the more intricate goings-on and take heavy taxes from their subjects.
Religion
Religion is held in the highest regard by nearly every Adalian. The Erasmian Clauses dictate the everyday activities of every citizen. Erasmus is the god of fire and light, meaning that in nearly every home a fire must burn at all times. Sacrilege and alternative religions are not accepted, in fact, legal action is taken against those who speak against Erasmus's teachings. Defectors are uncommon but those that do rebel are either imprisoned or executed. Magic is also considered religious, and may only be practiced by priests. Those who are born with a natural magic are taken by priests and trained to use their abilities to serve Erasmus, parents are given no choice in this matter. These beliefs have led many in Adal to be distrustful of northerners 'carefree' and 'sacriligious' use of magic.
Geography
Adal is vast with multiple biomes within it. Generally, the climate is temperate, with more warm months than cold. A vast majority of its land is sprawling grasslands, which are used for agriculture. The capital resides between two mountain ranges in order to make siege or any form of warfare extremely difficult. The capital also makes use of the plentiful ore deposits in the mountains, with a great deal of the economy centering on weapon production to fuel the large military. To the east is the country's greatest eyesore, the Tar Lands. An uninhabitable land filled with tar pits, fowl creatures, and thick air that causes all manner of illness.
Create Your Own Website With Webador