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Iceberg Empty Wed Feb 23, 2022 11:54 am



Iceberg is inspired by Norse legends and mythology, and the themes of the ancient sagas run throughout the entire setting. The region is steeped in storytelling and song, and all of its denizens share a common ethos: it is a plane of warriors who boast of their great deeds and yearn to die heroically in battle, who fight hard and celebrate harder, and where great tales pass into myth through the ages.

The lands are home to many clans out of which many are in perpetual conflict with each other. Icebergians like to go to war and usually don't need any excuse beyond being bored, realizing they haven't had a good fight in a while, or hearing someone say something more insulting than usual. They are very enthusiastic but disorganized fighters, with no appetite for strategy or careful tactics. Rather, each individual fighter attempts the most over-the-top heroic feats they can dream up, regardless of what their allies are doing. Nothing is more glorious to them than dying heroically in battle.

The blizzard-wracked Iceberg is no place for the meek to visit. The scouring winds tear at gear and skin alike; the frigid temperatures congeal the blood and generate a frosty deterrent to magic; ice sheets, as sharp as straight razors, slice up travelers and form blind cliffs in the constant blizzards. There are also unspoiled wilds marked only by the overgrown ruins of the ancient giants and occasional crude wooden shelters built by trolls. Forests that are dense, primordial wood made up of towering trees and lush undergrowth.

In short, Iceberg's society is chaotic and revolves around glory and boasting. They are driven to complete dangerous feats and go on wild adventures—the kind of adventures that become sagas sung for generations. They all aim to perform bigger, better feats than anyone else in all the realms and goad each other into attempting outlandish tests of strength and skill.


Languages: Icebergian (Nordic).

Religion: Asguðir.

Religion Equivalent: Norse Paganism.

Physique: Very fair-skinned. Blonde, brown, or black hair. Most men have well-groomed beards and hair. Most women have long braided hair.


Government System: Tribal.

Code: Generations ago, representatives from some clans signed a blood pact to abide by a common code of law governing the relationships among the clans. The code provides a system of recompense to be enforced when a member of one clan brings harm to a member of another. For example, a murderer owes a debt to the victim's surviving family—and the severity of that debt depends on the family member's relationship to the victim. Recompense might be paid in gold, livestock, or other property, in a period of servitude, or in blood. The guilty party is expected to pay what they owe, or failing that, their clan must force payment. If the clan fails in this duty, the victim is expected to take matters into their own hands. Though, this only applies to the clans that abide by the code. There are many clans out there that do not care about the code except for their own laws. Thus, the influence of the code is not as strong in the wilder lands.


Governance: Icebergians do not have a central government. They band together in small groups or clans. Most clans and groups have a small village and are led by a chief. Each chief is assisted by a council. But the chief and council can only guide. All free men in the village take part in final decisions at a "Thing", or a meeting. Although the chief runs the Thing, free men (citizens) vote. Their vote is final. They vote on laws and add new laws. They vote to decide who owns a piece of land or what punishment someone should receive if they are found guilty of breaking the law. At a Thing, people can defend themselves and present their side of a situation. They may also call any free man as a witness. After everyone is heard, a vote decides the outcome of a disagreement or a trial. Once a year, an Althing is held. At an Althing, free men vote on the most important things, like the election of a new chief.

Laws and Law-Speaker: There are no law books. Laws are not written down. Instead, one person in each village is assigned the job of memorizing all the laws of that community. That person is called the law-speaker. Some laws are true for all Icebergians. Some laws are true for that particular village. The law-speaker knows all the laws of the Icebergians and of their village. It is a very important job, and that person is thereby a very important person in the village. After new laws are passed at a Thing, the law-speaker goes to the law rock. It is there that they recite all the laws, including any new laws, to all of the villagers - women, children, and slaves who had to assemble at the law rock and listen, along with any free men who chooses to listen to remind themselves of the law. If there is any confusion about a law, during a Thing, the law-speaker will explain the law to the assembly.

Crime and Punishment: The punishment for a violent crime is typically to declare that person an outlaw. Outlaws are rejected by their village and have to flee into the woods and hide, or leave the area entirely and live in the wilderness, because anyone is allowed to hunt down an outlaw and kill them. Lesser crimes might be settled by a fight, or by taking land from the guilty and giving it to the victim or the victim's family. Some disagreements are resolved with a compromise. Others end in laughter. They try to be fair and not to allow personal feelings to enter into their vote.

Fashion: Layers are big important in Iceberg. Whether Icebergians are hunting or raiding, it is important for them to keep warm during their physical work. On top of a base layer, men wear a tunic. This outer garment was is slightly thicker and draped long to knees. Some of the tunics may be patterned or have significant symbols woven into them for more significant members. Women often wear a wool strap dress over their base layer. The two layers are fastened together at the straps by two iron or bronze brooches. If a woman is of very high standing, she might have gold brooches.

Harrogath: Long ago, this region was ruled by dynasties of High Kings and Queens in a contorted web of alliances, vassal states, and mighty fortresses, but only the shadows of those glory days remain. Now, the fortresses are crumbling and half-buried in snow, and almost all the region's current inhabitants are undead. These zombies, known as draugr, mindlessly wander the cold in search of battle and death. Despite its misfortunes, Harrogath's great wealth is legendary throughout the realms. Many raiders brave the harsh conditions in hopes of finding the old rulers' extravagant treasures, rumored to be hidden under the ice or inside ancient glaciers. Though, the further one travels north in Iceberg, the more dangerous it becomes. None have managed to venture too far north and return to tell the tale. This has resulted in legends and stories about a threat more dangerous than the draugr. These stories often mention the existence of strangers with pale grey-white skin and vibrant deep blue eyes roaming through the blizzards of Harrogath. It is, however, unclear whether these legends are true or not and it is nearly impossible to confirm.

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