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@BlackBishop
Would that not be 4 nations?
Or was there no limit on the number?

Edit: Building on that question; how large of a landmass is reasonable?


I'm a big fan of writing internal conflict in my ICs, and no better way then having multiple smaller kingdoms vying for dominance in the region. Think ancient Greece, multiple kingdoms with their own internal conflicts, but united by culture and banning together when faced with an outside threat.


Icevein Bay and the
Azgardian Kingdoms


Racial Makeup

Icevein Bay is a diverse region with population sparse in the northern regions, and more concentrated along the southern coast of the bay. The more prominent races of the region include humans, Orcs, and rieklings. Humans are the prevailing power in the region, controlling the various petty kingdoms that have carved out their realm along the coasts of the bay. The Riekling hordes inhabit the frozen northern regions while Orc exiles are common trekking the wildlands between kingdoms.

Geography


Map of Icevein Bay


Ivevein Bay is located in the northern regions of the Mythlands, the eastern bay in the far north of the continent. The region is bordered by the Icespring Forest in the southeast, the Lyswald River in the south, the Frostback mountains to the west, and arctic wastes in the north. The region is known for its long and harsh winters, although the southern areas are usually milder. Aside from the Reikling raiders that are a constant threat in the north, the land is also home to trolls, dragons, and wyrms.

History


Atioch, an Old One, Nergal's Scourge

The history of Icevein Bay is as varied as the peoples that populate it. A prevailing legend among the kingdoms of the bay, known as Lysvita's Song, teaches that the region was decimated during the Sacrilege, torn asunder after many battles were fought. Atioch, an Old One, rose his seat of power from the ashes of the scorched earth, and held Nergal captive. Intent on freeing Her beloved, the Goddess Lysvita assaulted Atioch's stronghold.

Seeing his minions decimated, and his defenses failing, Atioch slayed Nergal before Lysvita's eyes. Stricken with tremendous grief, Lysvita mourned Nergal's death, and flooded Antioch's realm with Her icy tears, creating the Icevein Bay. According to the legend, Atioch is trapped beneath the water still, imprisoned beneath its icy depths.

Lysvita's tears brought life back to the land, and Her kiss revived Nergal. Lysvita is widely worshiped along the Icevein Bay, with a large and ancient temple built at Mirrorwater to honour the Goddess.

Icevein itself is a tumultuous region, with the balance of power ever shifting between various petty kingdoms. Centuries ago the High Kingdom of Azgard ruled the region, and built a strong and long standing empire, but its prosperity grew complacency, and its once hardy warriors grew fat and content, and the ambitious thanes within took to plotting and assassinations. It fell to a rapid decline until it collapsed from within, leaving ruins of its former glory strewn about the wild lands.

Currently Icevein Bay is divided into four petty kingdoms. Easthold is a prosperous kingdom that controls most coastal trade along the bay. Easthold is rich in lumber, fish and game, and have limited access to stone and minerals. King Skuld Oathsong reportedly uses powerful magic to maintain control on his realm, although his enemies persist that his powers are exaggerated as a means of keeping his thanes in line.


Lysvita's Temple, Mirrorhold


Mirrorhold is the kingdom standing in the central region of the southern coast of the bay. Dominated by Mirrorwater Lake, the kingdom is ruled from the Temple of Lysvita, and ruled by the High Priest of the Goddess, Eyvald Deathbane. While not a rich kingdom by any means, the clergy from the Temple of Lysvita hold tremendous sway over the entire Icevein Bay, and are often called upon by the other kingdoms to settle disputes and give blessings.

Bronhold lies on the western edge of the southern coast, and is considered the most powerful of the petty kingdoms. Though poor in lumber, the kingdom is rich in stone and precious metals from its various mining towns in the Frostback Mountains. Bronholm, the kingdom's capital and the lone city in Icevein Bay, is situated at the mouth of the Lyswald River, and strategically located to trade up the river towards the central regions of the Mythlands. The aristocracy of the kingdom widely believe themselves the inheritors of Azgard, and the last remnant of the mighty empire.

Reikgard, once a fortress of Azgard, is the seat of Reikhold, the northern most petty kingdom in the region. Nestled in the Everwinter Forest and shielded by the Frostback Mountains in the south, the kingdom stands largely protected from the machinations of its southern neighbors. The kingdom is, however, constantly plagued by the Reikling hordes and the warbands of Orc exiles. These hardships have forged the folk of Reikhold into hardy warriors, and considered the finest soldiers within the Bay, if not the world.

The arctic wastes of north of Icevein Bay is a desolate landscape, home only to Reikling hordes and Orc exiles. While the Reikling's have no known settlement, Orcs are known to camp along the Exile's Coast, outfitting their crude pirate ships and plotting their raids of the kingdoms.

In the waning years of Azgard, a powerful Orc warlord, Xorag Bonefist, carved out a kingdom of his own. This kingdom stood for some centuries, near present day Reikhold, until the Orcs were finally driven out by an alliance of Bronhold, Mirrorhold, and several other kingdoms since faded into dust. Driven into the wastes to scratch out a living as pirates and raiders among the Reiklings, the Orcs are whispered to plot their revenge, but have never posed a threat beyond mere raiders.

Foreign Relations


Culture


"When in Azgard, do as the Azgardians do."

Humans prominently hold power among the southern kingdoms of Icevein Bay. The kingdoms themselves are diverse, with many races residing within. Bronholm in particular, the lone city in Icevein Bay, is a melting pot of various cultures and races. The nobility of the kingdoms, however, is exclusively human, each noble family claiming lineage from Azgard of old.

Aside from Mirrorwater, which is a theocracy with the Goddess Lysvita at its head and Her High Priest as regent, the kingdoms are feudal monarchies. The nobles of each retain a wide array of rights and privileges while the king rules as their representative to the Gods, and is largely in charge of diplomacy, military matters and deciphering the will of the Gods. Easthold varies from this allotting more power to the king and exercising royal law to a greater degree then the other kingdoms.

The peoples of the region are generally a hardy folk, shaped by the harsh winters and fierce monsters that populate the realm. They mainly worship Lysvita with a reverence toward Pathar, Nargel, and Horomund. The hardships faced in everyday life has molded a culture, perhaps surprisingly, toward a fondness of drink, song, and neighbours. The guest rights extended from one household to another is something of legend along the Bay, with hospitality viewed as something sacred and stringently observed. It is a great dishonour to strike or insult a guest, likewise a host.

More unsurprisingly, given the threats they face in everyday life, the Azgardian Kingdoms have fostered a famed warrior culture, with renown and respect given to the warriors of the society. Azgardian sellswords are in high demand throughout the Mythlands, and honours are given to those among them who distinguish themselves in battle.

Influx of other cultures and races has caused a stir among some of the nobility and the commoners, who typically refer to themselves as Azgardians. Their rights and culture are strongly protected and attempts at other races to establish their own bastion of culture is often met with disdain and violence. A common maxim in the city of Bronholm is "When in Azgard, do as the Azgardians do." An outsider shuns this principle at their own peril.

Disappointed as well that we didn't get a hand in godmaking, but in favour of getting us moving forward.
Not to put @BlackBishop's map work to waste, but there's also the option of choosing a pre-generated map via Azgaar's Fantasy Map Generator. It's pretty customizable; you can choose how many regions the map has, add hills and islands, select a few different views (topographical, poltiical etc.), customize location labels and it can auto-generate borders. In short, it does a lot of the work for you and you can tweak to taste, giving you more time to focus on the writing.


That's a neat little mapmaker, and I'm all for us going that route for a simpler rendition of the map. I can make a copy of it with CC+ to add in more detail too. It looks like a great program to get a solid foundation and build from if we so choose.



Here's another rendition of our map, based off the one provided on the pirate pad, including a beautified coast line and rivers.
So I've been adding a bit to the pirate pad, as well as drawing up a rough map linked on the pad.



The map is a rough draft, obviously, but with the mapmaker we can end up with a beautiful map with cities, terrain, and much more that will give our world a real living feel. That might be getting way ahead of ourselves though.

As far as my thoughts on the world, I'm kind of envisioning a bit of a dark tone, where conflict between mortals and gods is prevalent, as well as amongst themselves. Borrowing from Greek mythology, what if we have our pantheon of Gods be relatively new, having overthrown an older pantheon in a bitterly fought revolt. The war left existence in ruins, compelling the new pantheon to create a new world, where we currently reside.

The old world, perhaps since given a cursed name such as Netherworld, or some such, is akin to our version of hell. A horrific place where the old gods, or Old Ones, plot and scheme their revenge, and even send forth their minions from time to time.

I also had the thought that magic could derive from the gods. Perhaps mortals rose up against the Gods at some point, and over the course of the war were able to wound one or more god, and use their divine blood for some sort of ritual that infused them with their power, giving mortals the power of magic. Though the rebellion was crushed, perhaps the bloodlines of the rebel leaders carry the power of the arcane into our present day.

Just some thoughts, make of it what you will.
I agree. Having the Gods detached from the doings of mortals would be best, mainly because when we begin the RP, having Gods woven into our writings too much would likely open up a whole can of OP worms.
I'm in, if I may.

I'd also like to volunteer my services as a mapmaker. I have the Campaign Cartographer Plus program we can make use of when we get to the point of map making.
Here's our nation map for the game. Obviously the blue is the United States and the grey is the Confederate States. Red are states that have fallen to the Soviet sphere of influence.

@BlackBishopPermission to play a secret Communist sympathizer?


Oh absolutely you commie scum :p

Actually, on second thoughts, count me out.


No worries - if you change your mind feel free to join. Game should be such that it's relatively easy to come in and out.
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