Rothurland

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Rothurland (pronounced ROW-thur-land) is a region that remains wild and relatively sparsely settled, populated by a people best known as great seafarers, explorers, and warriors. Though their era has mostly passed, the activities of some Rothurlandic vikings still keep alive the old legends. Massive redwood trees grow inland, used to build the signature ships of the region.

Geography, flora, and fauna

The geography of Rothurland varies greatly, from the rocky islands and fjords of the coast to the marshes, bogs, and forests of the interior. The region has a broadly cool climate, with extremely mild summers accompanying winters that can be bitterly cold.

Most settlements in Rothurland are to the east of the Eyjara Bay, where the coastline is significantly less rough than the fjords that characterize the north and west of the region. Forests cover much of Rothurland - while most of the forests are oak, birch, and other trees common elsewhere, it is the gigantic redwood trees for which the region's woodlands are famous. Hundreds of feet tall, these redwoods primarily grow in groves between the Minka and Hvitna rivers.

Two mountain ranges surround much of Rothurland. To the south, the Sentinel Peaks separates the region from the land surrounding the Alkyonides Gulf, though historically many Rothurlanders have sailed around to settle this coastline as well. In the north, the Ialgrike Peaks run along the coast of the Invelaust Ocean, a spectacular landscape carved by glaciers. These mountains are broadly quite cold and rugged, with few permanent settlements.

The rocky Serpent Islands, to the west of the Eyjara Bay, are named after the sea serpents that are common in that part of the world. These oceanic creatures are simultaneously feared and respected by the inhabitants of the islands, and are frequently hunted to prove one's worth.

Innumerable rivers begin in the mountains of Rothurland before flowing out to the Eyjara Bay or Invelaust Ocean. The most significant of these are the Vara, Hvitna, and Minka rivers, though they are joined by countless small tributaries and streams.

Mundane animals that are common in Rothurland include moose, cave lions, bears, wolves, reindeer, and some megafauna that can also be found in nearby Laurentia, especially giant elk, cave bears, and mammoths. The mountains, forests, wetlands, and waters of Rothurland teem with animals, and much of the region remains untouched by permanent habitation.

Fey are extremely common in Rothurland, especially in the forested parts of the region.

History

It can be difficult at times to separate the legends of Rothurland from the actual history of the people and region. Tales of great heros and villans are widely told, many of which are doubtless completely factual. The history of Rothurland is inextricably tied to its legendary seafarers, explorers, and warriors, many of whom have become cultural heros to Rothurlanders.

Over past centuries, people from Rothurland have established settlements far outside their homelands. From the icy islands and coasts of the northern reaches of the Invelaust Ocean, to the Coldwind Islands, the coasts south of the Sentinel Peaks, and even farther afield, Rothurlanders have founded communities across a large expanse of the world. Wherever they go, their traditions and practices eventually fuse with those of local peoples to something new - while they usually recognize their history, after a few generations many in these far-flung settlements eventually begin to consider themselves less Rothurlandic and more something else entirely.

Demographics

Despite the relative remoteness of Rothurland from other significantly populated parts of the world, the region is demographically quite diverse. Most Rothurlanders are humans, orcs, or half-orcs, joined by significant numbers of kobolds, tengu, and others. Dwarves are somewhat common in the region, especially near the communities of Anvil Rock and Grimfell.

Multiple kinds of giants can be found across Rothurland, especially frost, stone, and taiga giants. While most giants in the region live in the eastern hills, mountains, and woodlands, they can be found as far afield as the northern fjords and western islands as well. A very small number of rune giants are present in Rothurland as well, though they tend to be highly reclusive, almost never leaving their hidden mountain abodes.

Trolls, especially of the ice and scrag varieties, are widespread across Rothurland. Other types of trolls, such as jotund trolls, are significantly less common.

Due at least in part to the cultural acceptance of lycanthropy in Rothurland, werecreatures are comparatively common in the region.

Culture

Religion

Deities like Gorum, Torag, and Gozreh are the most widely worshiped gods in Rothurland, along with many others to lesser degrees. Gods like Alglenweis, Immonhiel, and Kurgess find followers amongst Rothurlanders of specific roles and experiences. In the region's giant communities, deities like Thremyr, Bergelmir, Fandarra, and Minderhal are commonly venerated.

The practices of having large physical temples and organized churches are not particularly prevalent in Rothurland. Most worship is much more personal - if a location to pray or give offerings is required, small shrines or secluded places are usually used instead.

Society

Traditions

Language

Most Rothurlanders use Roeda as a primarily language. Common and racial languages, especially Orcish, Jotun, and Dwarven, are widely spoken as well. Other regional tongues see comparatively little use in Rothurland, though speakers of languages from nearby parts of the world can be found in most major settlements.

Art

Sagas, long stories and histories of heroes, villains, and those in between, are a well-established form of art in Rothurland. While most sagas have been written down, for much of the region's history it was more common for bards and skalds to memorize entire sagas and pass them along entirely as oral stories. Sagas are usually prose, though some incorporate more poetic elements in their text. Common subjects of these sagas include the deeds of past jarls, vikings, and creatures of the wilds. Their stories are often intentionally embellished and altered for dramatic purpose, though never to the point where it becomes clear that a saga is not faithful to the history it recounts.

Names

Rather than use family names, most Rothurlanders identify themselves by patronymic or matronymic names. Depending on with which parent they more closely associate, last names follow the pattern of a parent's given name suffixed with either "son" or "daughter". Rothurlandic culture emphasizes that an individual should become known due to one's one actions, and the use of surnames is widely seen as relying on the deeds of others to be recognizable. Patronymic or matronymic names, however, are considered to be a way of honoring one's parents.

Not all Rothurlanders follow this tradition. The dwarves of the region, for example, use more typical clan names, and most Rothurlandic giants prefer mononyms. Individuals of any ancestry who have become notable through their deeds frequently choose their own last name, usually from a word or phrase that reflects their experiences or personality. Particularly famous rulers, heroes, and villains usually drop the last name entirely in favor of an epithet.

Food and cuisine

Architecture and urbanization

There are few large cities in Rothurland, and even major population centers in the area tend to be small. Rather than centralize and develop into large metropolises, regionally important settlements tend to be places where people from the surrounding towns and villages congregate for important occasions. The vast majority of Rothurlanders live in small communities, though frequent trade and travel keeps them connected.

Architecture across Rothurland varies depending on the purpose of the structure. Generally wood and stone are favored materials - oak is commonly used in most of Rothurland, but the timber of the giant redwoods is sometimes used in the eastern interior. Most dwellings, stores, and storage areas are relatively simple in design, built to be warm, resilient, and easily reparable if necessary. Though there are not a great many large temples in Rothurland, those that do exist are often built in "stave" designs. In some of the outer islands, where wood is less easy to come by and the winter can be particularly harsh, turf houses are built. Jarls usually build large longhouses that serve as living space, throne rooms, and feast halls.

Travel

Travel across Rothurland can be dangerous and slow. Ships and boats are used wherever possible - as most major settlements are on the coast or along a river, this is very practical most of the time. Roads in Rothurland are rarely more than occasionally charted routes through the wilderness, maintained only by the footsteps of those that travel them.

Magic

Primal casters like druids and rangers are particularly common in Rothurland, though mages of other types can of course be found as well. The region has a disproportionate amount of oracles as well, compared to elsewhere in the world - for some Rothurlandic families, the dual boons and curses of oracles seem to be hereditary.

Fashion

Rothurlandic clothing is commonly made from linen or furs. Clothes are usually designed for practicality first - warmth and comfort are much more important than aesthetic styles, though the rugged appearance these outfits usually take has become a fashion in its own right. Cleanliness is generally valued highly in Rothurland, and most people from the region take care in grooming themselves.

Amongst Rothurlandic adventurers and warriors, wearing clothing made out of the creatures one has defeated is seen as a status symbol. Pelts, horns, and other parts are used to make cloaks, helmets, weapons, and so on.

Government

Rothurland has no central government, nor has it ever. Instead, the region is ruled by a shifting series of jarls. Each jarl controls a part of Rothurland, called a jarldom, for as long as they are able to maintain their grasp. Rulership is usually highly contentious, with challengers to the jarls both inside and outside their realms. In this autocratic form of government, no standard method of succession exists. Some jarls manage to pass on their lands to their children, or to trusted friends, but if the new ruler is unable to keep control through force, or less likely through diplomacy, they soon find their realms divided by their rivals. The culture of Rothurland prioritizes rule by the strong, and the constant replacement of rulers and reorganization of realms is seen as a necessary consequence.

Jarldoms are not fixed areas, like provinces or hereditary lands usually are elsewhere. Rather, they change regularly to reflect what a jarl is capable of controlling. If two jarls lay claim on the same territory, the inevitable conflict determines whose jarldom it falls within. Conflicts of these sorts may involve combat, but are just as likely to be resolved by trickery, payment, or some other method. Jarldoms usually follow natural geographic boundaries, but not always.

Currently, Rothurland is split between eight jarls:

Beneath the jarls, there is no standardized form of government. Historically almost all jarls have ruled as autocrats, a trend that continues to today. Many have advisors or commanders they delegate responsibilities to and rely upon heavily.

Economy

While it has grown increasingly integrated into global trade, Rothurland remains largely self-sufficient economically. Most settlements produce much of what they need themselves, and trade with nearby communities for other goods. Farming, hunting, fishing, and other food production is central to the Rothurlandic economy. The furs gathered by Rothurlandic hunters are valued in the broader world and are widely traded.

In the past, the vikings of Rothurland were very important to the region's economy, bringing back as spoils valuable goods and resources that could not be found in the area. With the decline of the raiding tradition this has become far less significant, and most goods that arrive in Rothurland are now brought by merchants under their own volition.