The Icewarg
City of Iringard
01
The Timeline of Iringard and Its People
Click the arrow keys, or swipe left/right to navigate the timeline.
02
Icewarg: Children of Fenrir
The Icewarg of Iringard are very much like a colony of ants. They spend a majority of their time gathering resources year round to supply their people, while also providing wares for trading and selling within the mountains inner Marketplace. Icewarg are never idle or bored, as there is always something to do and some way to provide and maintain Iringard’s prosperity. Property laws (see Laws below) are strictly adhered to among the Icewarg. It is considered highly dishonorable and disrespectful to steal from another, even in the event of their death in battle. Because property (weapons, armor, and jewelry especially) stay within Icewarg families for several generations, it is viewed as priceless, and great priority is given to returning the items to the households.
Values: Honor, Power, Sacrifice, Impulse, Resolution, Unity
Symbol and Banner: Icewarg Paw with Crown in Center
Clan Bonds: Bosry, Snowcolt, Grizzlehorn
Joining Status: Closed
Grandwarg
Heimrel (Alive, NPC)
Clan Bosry
Khagi
Kellfang (Alive, NPC)
Values: Righteousness, Duty, Resilience, Justice, Dedication
Symbol and Banner: Shield with Sword in Center
Clan Bonds: Clan Gravenrail, Clan Grizzlehorn
Joining Status: Open
Grandwarg
Wilarald (Alive, NPC)
Clan Emerstead
Khagi
Balmgelf (Alive, NPC)
Values: Wisdom, History, Peace, Knowledge, Lore
Symbol and Banner: Owl holding arrow
Clan Bonds: Clan Arshaw, though their affiliation is not official on account of Arshaw’s continued dedication to secrecy. Privately, some younger members of both Clans have begun archiving and studying the events that have led Iringard (and the world) to its present state.
Joining Status: Closed
Values: Integrity, Friendship, Mischief, Beauty, Humor, Steadfastness
Symbol and Banner: Pegasus holding spear
Clan Bonds: Clan Bosry and Clan Myrewing, as both are most often faced with injury and need Snowcolt’s expertise in putting their Wargs back together!
Joining Status: Open
Grandwarg
Ferutha (Alive, NPC)
Clan Arshaw
Khagi
Greirek (Alive, NPC)
Values: Devotion, Revelation, Secrecy, Ritual, Purity
Symbol and Banner: Knotwork around an open eye
Clan Bonds: None, in an official capacity (see Clan Emerstead). Clan Arshaw is notoriously secretive and shuns most others. They are especially disapproving of Clan Gravenrail for their disrespect toward Fenrir and refusal to heed their warnings.
Joining Status: Open
Grandwarg
Cenhelm (Alive, NPC)
Clan Grizzlehorn
Khagi
Rortag (Alive, NPC)
Values: Diligence, Harmony, Discipline, Focus, Patience, Mastery
Symbol and Banner: Hammer and axe crossed
Clan Bonds: Clan Gravenrail, Clan Myrewing, Clan Bosry
Joining Status: Closed
Values: Cunning, Reclusiveness, Resourcefulness, Unpredictability, Narcissism
Symbol and Banner: Fish & Serpent
Clan Bonds: Clan Grizzlehorn, as they are easily their best customer and purchase a bulk of the materials Myrewing is able to obtain.
Joining Status: Open
Dangers
Living in the cold and snowy mountains, Icewarg face many environmental dangers. Avalanches are one of the most dangerous as they can take out a large group within the blink of an eye and it doesn’t take much to set one off. Another common danger, especially within Iringard, is the tunnels created from Jormu. Due to their construction, it is not unheard of to have a tunnel collapse and be either caught in the rain of heavy stone, or stuck on the other side with no way out. It is very important to watch where you go and where you step. And lastly, as heavy snow drifts across icy structures, crevasses can hide in disguise and what appears to be a solid bridge of snow, turns into a death fall. Be careful where you step!
Faith
Icewarg of Iringard are devoted primarily to Fenrir and his role as one of the Guardians of Hvalla. Their justice system was crafted with his lawful fairness and sense of calm consideration in mind. It is believed that Fenrir himself joined the largest and most important battles in Icewarg history, such as the great battle against the Jormu, when the Icewarg claimed the mountain as their home. Artwork and tapestries within the Temple of Fenrir illustrate his strength and power in battle, which many believe ensured their success. Any conflicts that may require violence or the spilling of blood are superseded by several days of prayer and offered sacrifices at the Temple. To anger or disrespect Fenrir is to risk his absence in future battles and conflicts that may arise. The Icewarg rely very heavily on Fenrir’s strength and wisdom to bless them and keep them safe. The Great Shield resides within the Temple of Fenrir. It is an ancient relic that the Icewarg believe was used to defend Hvalla before The Great Winter. Encrusted by gold and the diamonds of Jord, the Shield is viewed as a source of power and justice within Iringard. It acts as a physical symbol of Fenrir and is often prayed to and worshiped.
Valhalla
Believed to be the true land of excess, Valhalla is a shining mead hall where those who have passed in glorious battles and Khagi and thanes long past remain living. It is most desired for icewarg to pass into Valhalla when they join the dead and it grants security amongst those still living that they might have something to look forward to. Valhalla, like Hel is believed to be a place not just spiritual, but physical, the entrance to the afterlife accessible by the highest peak of Niflheim where the snow touches the sky on a full moon night as the stars shine brightest and most fiercely.
Hel
Believed in far Southern lands, Hel is envisioned as a patchwork of desolate landscapes, divided by thick rivers littered with the weapons of the fallen. Long walls stretch high, littered with broken stones and spikes on every side of the entryway to the rivers as a message to those living souls who would dare attempt to cross its borders. Those who die dishonorable deaths, or those who succumb to the elements, are trapped here in an endless void of bitter dread, drowning and lost, wandering amongst a Fog so dense it is impenetrable, save for the passing of other tortured souls.
Howling winds tear fragile spirits asunder, and those strong enough to withstand the currents are hunted by malicious warriors who cannot sate their lust for a battle long since lost. War is a constant in Hel. Battles erupt and end across the landscape, and the mysterious patron of this realm oversees them silently and mercilessly. The Icewarg believe you could eventually earn your freedom or escape, given the right circumstances, but none have recorded what those circumstances might be. In the deepest texts of the Emerstead library, wargs recorded that the Jormu dug tunnels deep enough to reach Hel, right through the centre of the earth. Though the tunnel has been searched for over the centuries, it remains a myth.
Language
Being the race that traded their wares to both Stonewarg and Woodwarg, Icewarg primarily communicate in Common and are well-versed in written Futhark. A discerning ear may catch subtle differences in their accents and terminology compared to the other races. In the era preceding the Cataclysm, to further enhance their trade relations with the Stonewarg, some enterprising individuals among the Icewarg once ventured to learn Fjelltunge.
Justice System
Laws within Iringard are voted upon by the Grandwargs and upheld by the Lawspeaker and his kin; a distinction held solely by Clan Bosry, who also run Bosry Lawhouse & Prison. The Lawspeaker answers only to the King, and is responsible for recording and reciting all laws that were voted upon favorably by the Grandwarg, as well as acting as judge during trials. Their knowledge and records are integral for enforcing justice within Iringard and being sure peace is maintained.
Punishments are determined solely by the Lawspeaker in accordance with Iringard’s laws. Small infractions are punishable by temporary imprisonment, forced labor, or fines, which can be deducted via garnishment of wages or property. More severe crimes are punishable by longer prison or forced labor sentences, total loss of property, or death. Rehabilitated wargs who have served their terms and are released back into society are branded with an “Ø” upon their left shoulder and are referred to as “outlaws” within the community, despite serving their sentence. Unfortunately, this often leads to discrimination and societal outcasting for the branded outlaw.
Disputes may be brought to the Lawspeaker, who will determine the means in which a dispute should be settled. Berja, or the act of a duel, may be issued to settle a dispute. The loser of the Berja (determined by who draws first blood) would be subject to paying a fine to the winner. Death sentences are incredibly rare within Iringard, as Icewarg are considered far more valuable alive, even if their punishment is hard labor for life to repay their debt to society or the family that was wronged. The mortality rate for Icewarg is already high given their participation in monster hunting, so death sentences would only contribute to the decline of the population and disrupt the balance. Make no mistake that a sentence of “hard labor” is nothing to scoff at, as many Icewarg often wish for death early on in their sentence. Debts may be paid in wares (weapons, armor, etc.), wages (food, coins), or labor. General laws include, but are not limited to:
- The right to life. Murder is strictly forbidden within Iringard and may only be permissible if one individual was protecting itself or its property from another. A trial would still take place to verify that deadly force was required and appropriate.
- The right to protect your home, family, and your property by any means necessary.
- The right to a fair trial in the event of a law being (allegedly) broken.
- The right to property. In the event of an Icewarg’s death, property laws dictate that their possessions will be returned to their families. This includes armor, weapons, jewelry, housing, and coin. Generational items are typically branded with the family’s insignia so it can be identified and returned if lost or stolen.
Politics
All clans owe their allegiance to Clan Gravenrail, the clan of the King, though not all of them honor their duty to the crown. Those that don’t are typically lower class clans that inhabit the poorer districts of Iringard. Only the most loyal, wealthy, and powerful clan leaders, or Grandwargs, are officially recognized as advisors to the King. Their families are typically high class and afforded the most security and luxury within Iringard. Classes are primarily determined by how well a clan may individually prosper. Clans may move up in class based on their wealth, ability to produce quality wares, their ability to repay debts, purchase property, and maintain their clan’s numbers. Alternatively, a clan may experience a lowering of class within Iringard if they fail to repay debts, lose property or numbers within their clan, and are unable to produce wares that meet the high standards of the Icewarg. Iringard’s current political climate is rocky and uncertain given the failings of Clan Gravenrail at the hands of the previous King. Some believe a new Clan and King should be selected, though many fear the judgment of Fenrir should a leader outside the First King’s bloodline be chosen.
Economy
You will find no better armor or weaponry in all of Hvalla. The isolation of the Icewarg and founding of Iringard during Grothgar’s rule graced his people with one gift — peace. Centuries of peace and quiet allowed them to thrive within the mountains and focus on their crafts and building a magnificent city. Armor, weapons, jewelry, and clothing all enabled Iringard to be very prosperous. Opening up their borders to the surviving races will only improve the health of their economy even more; especially when trade routes are reestablished. However, all of this prosperity is dependent upon a delicate balancing act. Iringard commands a powerful army of warriors that wield some of the highest quality weapons around. These often upper-class warriors protect the people and peace of the mountains, be it from monsters or invading races. In return, the often lower-class people provide the materials and craft those weapons that help keep them safe. They also harvest and prepare the food that feeds the armies. One class cannot exist without the other.
Foreign Relations
After hundreds of years of isolation within the icy tundras of Niflheim, the Icewarg had opened their borders to the other races and had re-established trade routes with the Woodwarg and Stonewarg. It was believed that the Icewarg were entering into a new golden age of trade and prosperity (though, not all Icewarg were pleased or comfortable with the notion), as traders and tourists of the other races were being welcomed into Niflheim and Iringard for the first time in centuries.
Legendary Icewarg craftsmanship meant that many traders from Aflheim and Jotunheim would come north with raw goods such as wood, ores, and cloth to trade and would return home with finely made furniture, weapons, armor, silks, and jewelry that would fetch high prices in their local markets. Niflheim also became a major exporter of fish, leathers, and raw materials from northern monsters that Gorsimi would bring home from the tundra.
A Sugary Delicacy
One curious byproduct of a trade relationship that was only just burgeoning before the darkness came was a delicacy called ice cream. Woodwarg merchants and agriculturists first introduced sugar and sugarcane to the Icewarg, and it very quickly became a popular and expensive commodity in Niflheim’s markets. One Icewarg thought it might be a lucrative and delicious endeavor to mix it into cold cream, churning it and adding in additional flavor… and the popularity of this new ‘ice cream’ skyrocketed with visiting patrons. Transporting it proved difficult, but with the ingenuity of Icewarg craftsmanship, an iron ‘ice box’ was created to store the treat for export. Since the Cataclysm, however, ice cream has become an extremely rare and quickly disappearing treat.
Military
The Vaskyrian Army, or the King’s Army, is the primary military force within Iringard. Led by highly experienced Vaskyr Generals, it is one of the few areas of Iringard where both male and female Icewarg share leadership responsibilities in an equal capacity. Males focus on combat training, while females focus on weapons training. Both male and female Generals contribute to strategy and tactical warfare. Though rarely used or called upon, the Vaskyrian Army is a formidable force upon the battlefield. Their frontline, commonly referred to by soldiers as “The Avalanche,” typically consists of Iringard’s largest warriors. The sight of them alone thundering forward in a great wall of fur, muscle, and impenetrable armor is enough to swiftly diminish the enemy’s morale early on. Icewarg of great size and strength are highly sought after within Iringard for the purpose of fueling The Avalanche. Being on the frontline is viewed as both prestigious and honorable, though also highly dangerous since they are the first line to collide with the enemy. Most Icewarg relish the opportunity to represent their families and their bloodlines in battle, and being a part of The Avalanche affords them that chance.
Bases or other areas of interest:
Snarfjall Mountains
Iskar Keep - Ruins of a military base.
Fimbulvetr Forest
Hel’s Outpost - Military outpost. Constantly harried by monsters.
Singasteinn
Dierne’s Keep - Expansive mountainside military keep. Historical home of Clan Bosry.
Chain of Command & Military Structure
Halda and Fleinnvar (Footsoldiers, Mages and Bowman)
The Halda and Fleinnvar are organized into small groups comprising around twenty wargs, which are in turn directed by one Haldanar.
Haldanar
The Haldanar is responsible for coordinating and caring for their group of Halda and Fleinnvar, and this individual reports to a Captain.
Captain
A Captain reports to their Major, and oversees five Haldanar, and thus, around one hundred Halda and Fleinnvar. Those in the Captain rank are typically also a Vaskyr, but not always.
Major
A Major oversees up to one thousand Halda and Fleinnvar, who are under the custodianship of fifty Captains and two hundred Haldanar.
Vanguard Commander
Controls the Vanguard, dictating the tactical movements of the frontline Hadla. The Vanguard Commander reports to the King. Any Majors in the Front Line report to the Vanguard Commander. Typically, the Vanguard Commander is from Clan Gravenrail or Bosry.
Rear Guard Commander
Controls the Rear Guard, which is typically composed of Fleinnvar and Halda operating any siege weapons. The Rear Guard Commander reports to the King. Any Majors in the Rear Line report to the Rear Guard Commander. Typically, the Rear Guard Commander is of Clan Gravenrail, Bosry, or in some rare instances of history, Clan Grizzlehorn.
Avalanche Commander
Exclusively of Clan Gravenrail, this individual is in direct control of the Ottlaus and Vaskyr. The Avalanche Commander reports to the King, and may confer with the Vanguard Commander for coordinated assaults using Halda as support or to change the flow of the battlefield.
The King
While in charge of the military body as a whole, the King is also responsible for directing and controlling the midline, or the center guard. Any Majors in the Center Guard report to the King directly, or can report to the Vanguard Commander in an emergency.
Infantry
Halda
Meaning “hold”, this group is composed mainly of mercenaries and melee troops, as well as trained civilians. Any and all clan members can be found here, utilizing any weapons available to them, though typically swords, shields, hammers and axes. Those infantry forming battle lines would use spears. Close quarters magic would also be employed here as necessary. Typically in the Center Guard or Vanguard. These wargs are also responsible for operating any siege weapons, and could be found in the Rearguard.
Fleinnvar
A subsection of the Halda, the ‘arrows’ are skilled archers and ranged tactical troops. Any and all clan members play a part here, utilizing crossbows, longbows, shortbows and any long range magical abilities. Typically in the Midguard or Rearguard position.
The Avalanche
Vaskyr
Used as shock troops, charging the main body of the enemy at the height of a battle. Brutal, armed to the teeth, and typically composed of those large enough and skilled enough to mow down any opposing force and turn the tide of battle.
Ottlaus
Meaning ‘fearless’, these icewarg are assigned various roles including deterring enemy scouts, foraging, skirmishing one-on-one, pursuing and eliminating retreating enemies, deterring or thwarting enemy scouts, ensuring any warg in retreat are allies, and reuniting any separated groups of allies together.
Education
Due to being isolationists for centuries, the Icewarg of Iringard focus primarily on inherited knowledge and passing skills on to the next generation through “family businesses.” Icewarg families are all about tradition and most businesses within Iringard can trace their ownership back to when the city was first founded. Icewarg believe in “family roots.” Female Icewarg are the primary educators of their families/children, while males are responsible for combat training and lessons in hunting. Females also teach their children how to craft and properly use weapons and armor.
Traditions
Marriage
Male Icewarg are “heads of households” in Iringard. They typically take on one mate who almost exclusively rears their children, but some may also have a Bikkja, or “mistress” to satisfy their lusts on the side. Bikkja are typically hired at Zauhaus, but single and barren females may also apply. It is important to note that while males may satisfy themselves outside of their marriages (and vice versa, depending on the household), nothing is more important to them than their wives and children. They are always provided for and protected and given the highest priority in their lives, while their Bikkja are on their own and hold no place in their hearts. Their relationship is (almost) always purely physical. Marriage ceremonies are as simple or as extravagant as the couple chooses and can afford. Mateships do not require the approval of the King, as he trusts the men of Iringard to choose wisely and not let their relationships interfere with their commitments to him and their duties to Iringard. By default, only the best and most talented Icewarg are chosen as clan leaders (Grandwargs), so the assurance of strong bloodlines requires little maintenance.
Gather the Grandwarg
An order given by the King to gather official clan leaders (Grandwargs) for consult. This typically only happens when a great threat faces the mountain and is the equivalent of a “siren” going off. An announcement at the foot of the Palace’s ruins (at Sharlaveen’s Theater) can be expected shortly after the King consults the Grandwargs.
Crimson Mask Ceremony
This happens when a Grandwarg’s position is challenged. Both the challenger and the current Grandwarg dip their faces in beast blood prior to the fight. The blood is purely theatrical and serves as a form of intimidation. The two Icewarg wrestle each other within a specified space that is marked off by a circle of white sand. The goal is to wrestle and push their opponent out of the ring of sand as quickly as possible (like sumo wrestling). It is no easy task, as teeth and claws are not to be used, only the strength and cunning of the body, as well as a high level of maneuvering ability. This ritual harkens back to a more primal time in the Icewarg’s culture, where fighters’ goals were to blind their opponent in order to claim victory and earn the right to lead. This resulted in gnarled, bloody faces from various head wounds, thus providing the ceremony’s name: crimson mask. Such primitive methods are no longer necessary, as the wounds inflicted from such battles would cost the Icewarg some of their best warriors.
Special Events
Resting Moon
Every year in the dead of winter, at the coldest time of year, the Icewarg celebrate the Resting Moon Festival, a time of rest and rejuvenation for the wargs of Niflheim. The nearly month-long festival begins with the first new moon after the winter solstice and goes through the subsequent new moon. During this time, it is expected for all major projects and work to come to a halt, as securing food and hunting monsters to protect Icewarg homes year-round is recognized as an exhausting endeavor. Even servants of major households are expected to be sent home and not report in to work to spend the necessary time with their loved ones.
Silent hours are implemented from sunset to sunrise in all major city centers of Niflheim, where emphasis is placed on peaceful rest. The Resting Moon Festival is a time for family and loved ones - many of the days are spent baking, eating, and relaxing, and Icewarg are encouraged to take part in silent parades on safe, designated pathways where they can admire the scenery and the kingdom that they have built over the centuries.
In Iringard, during the time of the full moon, all Icewarg families regardless of station or status, are welcomed to a three-day-long grandiose feast where each family is expected to bring a dish to share with the community at large. During these days, gifts may be exchanged amongst friends and family as a reminder of how cherished and appreciated the bonds Icewarg have created are.
Historically, tourists and visitors have not been allowed at the feast. In recent years, however, should a visitor to Niflheim have a dish to contribute, they are tentatively welcomed into the Icewargs’ midst.
Gorsimi Festival
A massive and exciting yearly event that celebrates both the monsters of Niflheim and their slayers. Food, weapons, armor, furs, bowls, etc. made from the beasts hunted by the Gorsimi are the primary focus in the Marketplace. Icewarg dress in costumes and perform in great shows at Sharlaveen’s Theater that depict some of the year’s fiercest hunts. Fallen Gorsimi and their families are honored with a bonfire and lantern lighting ceremony upon the frozen iceways. Life events (marriage, birth, death) are all celebrated as well with craft meads and songs. Travelers and tourists are welcome to attend the event.
Cuisine
Meals are typically very hearty and filling in Iringard and are comprised of soups, stews, porridge, meat, potatoes, and breads. The more fattening and calorie-dense the diet, the better. Icewarg rely on their fat storage to help shield them from the bitter cold climate of Niflheim, much like bears.
Large game/prey animals: Grunox, elk, seal, walrus
Small game/prey animals: Fish, eel, shellfish, snow hare, deer, fowl (mainly summer)
Vegetables: Mountain mushrooms, potatoes, onions, carrots, and other root vegetables are most common, as their growth beneath the dirt is imperative given the harsh environment.
Fruits: Mostly imported, though wild frost berries and some citrus fruits can be found near the flood plains of the glacier.
Desserts: Thick cakes and pastries stuffed with sugar and fruit are rare treats that require a lot of traded materials (fruit, flour, sugar, eggs, etc.) to create. They are considered delicacies and are highly sought after by Icewarg.
Craft meads are typically created by individual Clans and sold at the Marketplace. Each family has its own recipe for meads and spirits. Competitions showcasing meads specifically are common at special events and festivals.
Terminology
General Terms
Frostfever: The Icewarg version of the flu. The patients body temperature drops significantly, so they feel cold to the touch and shiver a lot.
Gorsimi (monster hunters): Primary hunters of Iringard, these fearless beasts venture far beyond the safety of both the city and Mt. Hundrolf to find food and materials attainable only within the frozen plains of Niflheim.
Anvari (crafters): These Icewarg are capable of crafting armor, weapons, apparel, pottery, jewelry, and more. A majority of their supplies are provided by the warriors after their hunts, with even more rare materials obtained by the Gorsimi.
Vaskyr (warriors): Soldiers and guardians of Iringard, these brave Icewarg patrol the tunnels of the mountain. They may also escort visitors to Iringard’s marketplace and often double as Bosry guards by upholding peace within the city.
Frelsa (healers): Almost exclusively female, they are the “saint bernards/rescue dogs” of Iringard. Capable of enduring the most treacherous weather Niflheim can throw at them, it is not uncommon for Healers to find (and guide) lost travelers attempting to explore the North. Their medicinal supplies are harvested from the mountain’s tunnels, as well as remedies taken from the kills of the Gorsimi.
Fenrir’s Breath: The northern lights, ie: aurora borealis. May also be used as an exclamation, typically when in awe or admiration.
(Name's) Curse: Whiteout; when snow falls so hard and fast that distinguishing anything close by is nigh to impossible
Snowblind: A term used when someone goes temporarily blind by the brightness of the sun on the snow
Iringardian(s): Demonym for a citizen of Iringard
Insults
Scud: Lowly, unworthy dirt-person
Ice licker: General insult, suggesting that someone is a pushover, brown-noser, or an idiot.
Puddle Jumper: A warg who is unable to commit
Soft-bellied Worm: Insinuation that one is a coward and holds no honor
Piddler: Wargs who can’t stand up for themselves and bow to other’s opinions
Furfluffer: An airhead
Monster Addled: A term used to describe a warg who is impulsive and fickle
Slush Puppy: Wargs who constantly goof off and get everyone involved in the process
Phrases
“Put your tongue on the ice” Got caught doing something wrong.
“By Grothgar’s Greed!” An exclamation of disappointment.
“By Jormu’s Teeth!” A general exclamation usually used when surprised or frustrated.
Local Legends and Customs
Cursed Axe of Worm’s Bane
A local legend
During the age of the Jormu, when the Icewarg were battling for dominance in the tundras of Niflheim, it’s said that a legendary warrior hero named Cuthbert of Clan Grizzlehorn was amongst the most stalwart and strongest of warriors. The axe that he wielded, which he called Worm’s Bane, became a legendary figure in its own right - the axe and the warg became synonymous in identity. So much so that, when Cuthbert fell in battle, his family wished that the axe be placed with him on the pyre instead of returned to them, so that it might stay with him even in death.
This would not be so.
In the dead of night before Cuthbert’s cremation, however, a treacherous thief, who had once been a friend of the family, stole the axe and escaped with it. The family, and other members of Clan Grizzlehorn, enraged by this dishonor, hunted the thief down and left him tied to a post in the middle of an ice field for the Jormu to take him. The axe itself was never found.
Icewarg claim that the axe, poisoned by the greed of the nameless thief, will forever be cursed until it is returned to Cuthbert’s ancestral home. It is also said that, in the dead of night when the moon is new and its light isn’t present in the sky, one might even see the ghost of Cuthbert wandering the tundra in search for his weapon, or the thief’s mangled soul seeking revenge. Many Icewarg mothers tell this tale to warn their children of the dangers of stealing. It also helps with keeping them indoors at night. Cuthbert is also featured in Iringard’s Garden of Heroes.
Northern Lights
A local custom
Especially common on winter nights in Niflheim, the northern lights come with a deep and spiritual meaning, especially for those of a religious inclination. It is believed that the lights are Fenrir’s breath and song itself, escaping and dancing across the cold night sky in the same way that breath puffs in a visible smoke when an Icewarg speaks or breaths in freezing air. Many say that perhaps the song being sung across the sky is Fenrir calling to Jord in the south - this idea has become especially prominent ever since Niflheim’s borders have opened. Oftentimes, hymns can be heard from temples when the northern lights appear, an answering call to Fenrir’s light and song.
04
Niflheim
Geography
A seemingly barren and desolate landscape covered in ice and stone, to most, Niflheim is nothing more than a frozen wasteland—but peering past the curtains of ever-falling snow reveals a people unbowed by the unrelenting cold. The Icewarg carved out their home from the Thuelheim Mountain range, the jagged stone spine of Niflheim. Mount Hundrolf rises higher than any other peak, and the city of Iringard is nestled at its base, cradled by a glacial valley. Deep within Hundrolf’s icy core, beneath an impenetrable shield of permafrost, lies the Palace of Iringard.
In the beginning, the mountains were once the home of massive, subterranean worms known as the Jormu. These giant, thousand-toothed beasts grew several heads high and carved the vast tunnels that span veinlike for miles within Thuelheim. All branches of this intricate network eventually lead into the heart of the largest mountain in Niflheim. It was here that the Jormu would breed and deposit their eggs, and it was here that the Icewarg inevitably defeated them.
The battle was legendary and pivotal to the Icewarg’s survival within Niflheim. The Jormu were slaughtered in droves and believed to be pushed to the brink of extinction, though studies of the mountain’s tunnels suggest they migrated further north to escape the Icewarg after their defeat. They have not been seen since, even hundreds of years later. What once were the frigid breeding grounds of the Jormu are now a great Palace and central hub for the Icewarg of Iringard.
03
Thuelheim Mountains: The City of Iringard
The Founding
In 587 A, First King Grothgar of the Icewarg escaped the great war between the races and fled North to the mountains of Niflheim. With the last of his armies and people in tow, he used their strength to drive out the native Jormu; great worm-like beasts fitted with rows of teeth that had carved hundreds of miles of tunnels beneath vast glaciers and throughout the Thuelheim mountain range. This pre-established network of pathways would be the key to the Icewarg’s survival and provide them with shelter and safe passage through the territory without the threat of being seen by their Southern enemies.
The cost had been great, but the reward greater in Grothgar’s eyes. With the danger of the Jormu extinguished, his people were free to build off what they had left behind in both safety and secrecy. Massive caverns that once served as Jormu breeding grounds and nesting spaces were converted into storerooms and sleeping areas. Food stands and temporary businesses to supply meals and tools began to crop up along the tunnels as the Icewarg pushed further up the mountain in their pursuit of isolation and a place to call home.
Grothgar decided that the foundation for the city of Iringard would be erected within the vast cavern beneath the glassy blue glow of Mt. Hundrolf’s mightiest glacier. The open space easily spanned several miles beneath thick slabs of impenetrable ice. Only sunlight was able to pierce through the glacier, gently illuminating the blossoming world below. Pools of fresh glacial meltwater sustained the crews that worked to clear the cavern and begin construction on the first homes and businesses that would support the workers and their families.
The Palace of Iringard was one of the last structures to be finished, as Grothgar demanded several revisions and additions through the years. He was obsessed with sending a message that his power would be eternal and that it was he that had founded their great city. Massive monuments in his honor were established in and around the Palace. Despite forcing his people to isolate and vowing to remain in solitude, Grothgar funded the public creation of the Garden of Heroes near the entrance to the city as a tribute to the might of the Icewarg. Crafted of stone and ice, these statues depicted scenes of war against their rivals, as well as the Jormu that once called the mountains their home. Should an adversary find their way into his kingdom, he wanted a clear message of warning to be the first thing they would see upon their arrival.
It would be roughly 230 years before the Garden would be seen by the eyes of a former enemy race when the doors to Iringard opened for the first time.
City Structure
Map of Iringard
Iringard is hidden within a vast glacier just beyond Mount Hundrolf; the largest of the Thuelheim Mountains of Niflheim. The only way to access it is to journey through the mountain's miles of tunnels until you nearly reach the summit. There, a well-guarded inner mountain gate grants access to the interior of a massive subglacial tunnel that acts as a protective dome over the city. This subglacial dome spans for several miles and flows down the mountain peaks, where it eventually melts away into fertile floodplains in summer. The city of Iringard exists within the “slipping zone” of the glacier itself, or midway through its core. This area is ideal, as the ice is perpetually reinforced by the compacting of snow from the glacier head further up the mountain; yet it is capable of allowing light to penetrate its surface, which gives the interior of the city an “artificial sky” of blue light during daylight hours. Fresh meltwater flows freely down the mountain deep beneath the glacier and, subsequently, Iringard — though it pools only where the thick ice is manually drilled away. The city is never at risk of sinking, though the Icewarg use the water below to their advantage by creating “iceways” to divide different areas of the city and provide additional security and access to resources like fish and clean water.
Defenses
After crossing perilous tundras that are constantly swept with hurricane-force winds wielding shards of ice and snow, travelers will be rewarded with a far more treacherous trek through the Thuelheim Mountain range. Arctic temperatures, sheer cliff sides, stone as hardened as metal, and formidable, ancient beasts are only a few of the natural defenses that have kept Iringard safely tucked away deep within Niflheim.
The Residential District
This district, while not divided by walls, is visually separated by class and is the first set of structures one will see just beyond the Garden of Heroes. Homes and structures closest to the Hundrolf’s Gate are often simpler in design and owned by the lower class. Wealthier Icewarg have more elaborate homes conveniently located closer to the Marketplace that earns them their living. Many retired military warriors, opposers of Thorvin’s views to open Iringard to outsiders, and Gorsimi hunters choose homes closer to Hundrolf’s Gate in the event of an attack.
Notable locations within the residential district include:
Hundrolf’s Gate (Main Entrance)
After traveling within the labyrinth of tunnels that lead nearly to the top of Mount Hundrolf, visitors will find themselves at the main gate and primary entrance into the city. All outsiders’ weapons are checked here and returned when the travelers leave. This law was enacted by Thorvin when he decided to end Iringard’s isolation, as it was the only way to reassure the population that he was committed to their safety. Once a visitor passes inspection, they are escorted by an Icewarg guard into the city limits. Out of the darkness of the mountain, visitors will emerge beneath the ethereal blue glow of an impenetrably thick glacial ceiling. This artificial “sky” allows the light of the sun to illuminate several miles of Iringard’s cityscape without having to endure the inhospitable environment above.
Garden of Heroes (Visitors Courtyard)
Very few plants are capable of growing within the mountains, but those that do are used to decorate the courtyard one must pass through on their way to the Market Bridge just beyond Hundrolf’s Gate. Grand statues are erected here that capture the might of the legendary Icewarg as they slay the Jormu, defeat mythological beasts, and rise above their enemies. Renowned lawmen, doctors, and teachers are also celebrated here. While the Garden of Heroes captures a lot of Iringardian history, it also serves as an intimidation tactic for visitors who seek an audience with the King. Statues are grandiose and powerful and are meant to show the bravery, strength, and intelligence of the Icewarg.
The Marketplace
The heart of Iringard’s economy, this bustling collection of shops, blacksmiths, eateries, and more make up a majority of the city. Shopkeepers and business owners are typically female, although retirees, the elderly, and those who were not able to take a task at their Fyrsta Ceremony are also commonly employed here. While the females often run the businesses, the males work to protect the King and hunt monsters for the materials needed to create the wares their wives and children craft and sell.
The Marketplace of Iringard is known far and wide within Hvalla. All races are welcome, though visitors are required to check their weapons with the Vaskyr on duty at Hundrolf’s Gate and are expected to behave respectfully during their stay. Any outsider that is found with a weapon, or that steals or causes problems during their visit will be subject to Iringardian punishment or banishment.
The Marketplace is where Anvari blacksmiths and shopkeepers sell their wares. Monster hunting Gorsimi warriors display their latest prizes and offer to sell the meat, teeth, horns, scales, and pelts of their kills. Frelsa healers advertise their potions and healing remedies. Shops make up the vast majority of the Marketplace. Icewarg families set up and take down their stores each day. Items may be bought or traded, as all merchants have their own rules and ways of doing business.
Weapons that are bought in the Marketplace are taken by the merchant (or “runners,” as they call them — typically children of the merchants) to Hundrolf’s Gate. Weapon purchases may be picked up when visitors leave.
Notable locations within the marketplace include:
Market Bridge
A warg-made “ice way,” or very deep, wide, and impassable moat, was carved out to divide the Marketplace from the Residential District and runs straight across the entire glacier’s interior. Both the icy waters and dangerous marine life that inhabit it work as a natural barrier. The Market Bridge is the first one must cross if they wish to explore the infamous Marketplace of Iringard. In an effort to protect businesses and their wares, the Market Bridge closes each night and is not reopened unless specifically ordered by the King. By default, it always remains open during business hours.
Zauhaus
An upscale brothel that serves food, drink, and pleasurable company. Owned by a wealthy older female Icewarg named Zau, this establishment is more than just a brothel for lonely males, females, and the unfaithful — it is a place of dark secrets, politics, and political corruption. Regular clients form bonds with Zauhaus staff and often know more about the inner workings of the Palace than the King himself. Zauhaus can be found on the Northeastern fringes of the Marketplace, near the shores of the Market Bridge ice way. The establishment itself is built around an abandoned Jormu tunnel carved into the mountain that cradles the glacier. As a result, the atmosphere of Zauhaus is dank due to the glacial light being replaced by the glow of torches along cold stone. Food and drink are served just beyond the entrance in an effort to attract potential clients to stay the night. If they give in to temptation, they are led down the torch-lit main corridor that is lined by individual caves that act as private “rooms” for Zauhaus patrons. At the very end of the main corridor, beyond the rooms, is a large, open cavern that contains a natural hot spring to soak sore bodies and loosen tight joints. Long stalactites hang precariously from the roof of the cavern — the longest of which seemed to have lost their tips, suggesting to the Icewarg that the tall and mighty Jormu also visited the spring during their reign within the mountains.
Ganapaw Home for Foundlings
A large and well-funded home for young Icewarg who lost their parents or were abandoned. It was established and is currently run by the matriarch of Clan Ganapaw shortly after the first war, as many parents failed to return home to their children. Icewarg interested in downsizing their homes or material stockpiles will often donate their items and wares to the Home.
Eiraldir Hospital
Heavily funded, the hospital is primarily run by female Icewarg (Frelsa, or nurses/doctors). They are expected to have vast knowledge in all manner of suturing techniques, tooth and horn removal from attacks, and a firm grasp of medicinal herbs, antivenoms, and remedies for Frostfever. They are responsible for not only tending to the wounded or sick within Iringard, but often retrieving them from the field. They have crafted simple “ambulance carriages” that are pulled by either an Icewarg or another large animal, depending on what is available and the distance they may need to travel to reach the invalid. The hospital contains a series of guarded passageways that lead out of the mountain in the event of an emergency. Icewarg females are often deployed from Iringard and into the mountains not only to search for medicinal ingredients, but also to perform “search and rescue” operations for missing and lost wargs.
Snowhaven Inn
Weary travelers who wish to rest for the night can find some peace and quiet at Snowhaven, owned and run by Clan Taunstall. Just outside of the Marketplace and down a torch-lit tunnel within the southeastern mountain wall is where one can find the entrance. Like Zauhaus, a series of tunnels leads to individual rooms within the stony walls.
Bosry Lawhouse & Prison
Founded and built by Clan Bosry, the Lawhouse is an institution for the keepers and students of Iringardian law. Clan Bosry protects the scrolls of law and provides a Lawspeaker in times of trials and reading of punishments (see Justice System).
The prison area is fairly small and primarily meant to hold those who were accused of minor infractions. Drunk and disorderly conduct, assault, etc. It’s typically a place to hold wargs until they “sober up” and cool down enough to go home without risking another incident. Bosry guards (often nicknamed “lawdogs”) are Iringard’s internal law enforcement. They make arrests, solve crimes, and patrol the city. Their job is to protect the people and uphold Iringardian Law.
Temple of Fenrir
A place to pray and give offerings or make sacrifices to Fenrir. Founded and run by the highly religious Clan Arshaw. See Faith below for more. The Great Shield resides within the Temple. It is an ancient relic that the Icewarg believe was used by Fenrir to defend Hvalla before The Great Winter. Legend tells it was gifted to Grothgar of Clan Gravenrail by Fenrir himself, thus establishing him as the First King of the Icewarg. Encrusted with gold and the “diamonds of Jord and her Askr,” the Shield is viewed as a source of power and justice within Iringard. It acts as a physical symbol of Fenrir and is often prayed to and worshiped.
Emerstead Library
An underfunded establishment built and run by Clan Emerstead. Both ancient and more modern scrolls and tapestries are housed, protected, transcribed, and studied here, though the most ancient and valued texts that pertain to Iringard’s history and rise to power are stored within the Palace library. Many believe Emerstead Library is unnecessary, as a majority of the texts and scrolls contain fables, stories and lore, recipes, manuals, spells, and other miscellaneous (and more modern) oddities. The structure of the library is always being repaired, and Clan Emerstead is often requesting additional funds from the public to keep the establishment running. Prior to the Cataclysm, Skalds and travelers were their primary customers and patrons, as they were also the main authors and contributors to what the library has to offer. It is believed by some that the books and scrolls within the library may contain more valuable information than many Icewarg realize. Perceived works of fantastical fiction and “tall tales” may not be entirely untrue.
May’s Claw & Mane Salon
Mayven, or as most call her “May,” is the owner of the salon. Icewarg have long, ever-growing claws and notoriously long manes – all of which require frequent maintenance. Claws must be cleaned, filed, and trimmed regularly to avoid painful breakage and overgrowth, while manes and thick fur must be combed and groomed of parasites, tangles, matting, and dirt. A soak in one of May’s “herbal simmer pools” loosens up all manner of debris in preparation for styling and conditioning. It is a great place to be primped and pampered!
Sharlaveen’s Theatre
Named after a legendary Skald, the “theater” is a publicly maintained open air stage crafted from smooth, stony ruins on the Market-side of the Palace Bridge. This is where local Icewarg, passing Skalds, and travelers may gather and be entertained by stories of great battles, Gorsimi hunting adventures, and tales of Fenrir and Hvalla’s creation.
Announcements and public trials are often hosted from the stage when necessary. Once a week, the stage is also used as a designated auction space. Anything from exotic food and live animals, to weapons, furniture, or tools is placed up for bids. It’s an easy way to make money and downsize one’s home, if necessary. Auctions are advertised, hosted, and run by the wargs that are selling their wares. The stage itself is publicly maintained, so there is no “owner.”
The Palace
After crossing the Palace Bridge, Iringard’s military barracks reside within the first few structures a visitor will see. The entirety of the Palace is partially embedded within the mountain, so its structure is sound and not easily damaged. Massive stone-sculpted heads of Iringard’s Kings are carved into the mountain just above the Palace itself. They are used to not only honor the Kings, but to intimidate and remind any visitors of the strength of the Icewarg and to suggest that the Kings are always watching over Iringard. Similar, though slightly smaller historical relief art adorns the rest of the mountains walls that surround the Palace. These relief sculptures depict the First War, the Battle with the Jormu, and more.
Notable locations within the palace include:
Palace Bridge
The final bridge crosses the largest ice way in the city that divides the Palace from the Marketplace. It is by far the largest and most reinforced bridge within Iringard, as well as the most guarded. Very few are allowed to cross the bridge and those that are must be of high ranking or importance. The ice way itself was carved out with the flow of the water below in mind. Unlike the calmer waters of the market iceway further up the glacier, the waters of the palace iceway feature a very swift and dangerous current. Any warg who dared try to swim across would be quickly swept away and below the ice. Dangerous marine creatures that inhabit the ice way guarantee that if the freezing water temperatures or swift current does not stop an intruder, a monster surely would.
King’s Dungeon
A mysterious place that can be found within the catacombs of the Palace. The entrance is hidden and known only by the royal family. Some believe it is used as a safe room or secret passage out of the palace, or perhaps a sacred burial ground, while others believe ancient secrets lie within. Only the King knows for certain.
Settlements
Sunshire/Moonshire Village: A bustling farming settlement that exists within one of the only green valleys of the Thuelheim Mountains. In the summer, they harvest grains, vegetables, fruits, seeds, livestock, fish, etc. that supplies Iringard. In the winter, they retreat to the safety and warmth of Moonshire — a high-class “winter home” deep within the mountains that is funded by Iringard’s treasury. Sunshire and Moonshire farmers and hunters are viewed very highly as their commodities/contributions are integral to every Icewarg.
Chyger Town: A poor, low-income district that is riddled with crime and is said to contain the only Black Market within the mountains.
Coalminster Mining Village: A large mining village in the mining district.
Halwater Village: An ice fishing settlement near the outskirts of the Thuelheim Mountains.