The Taelshore is the most civilized area of Rjurik, first settled by the human people known as Rjuven. The Rjurik have cultural traits taken from the Celts and Scandinavians - druids watch over the people and forests, jarls build and trek in longships, and semi-nomadic tribes debate whether to join their 'civilized' settled brethren. This region is the site of the greatest changes in Rjurik culture, including traditional nomads, settled farmers, and urban Rjurik - how these people get along will have great influence on the direction of the Rjurik people.
For almost five hundred years since the fall of the Anuirean Empire, the jarls of the north have ruled themselves. But tradition clashes with ambition, and the old ways war with new ideas of kingship and settled rule.
The Jarldom of Svinik
Your characters are the vassals of Svinik, a modest jarldom nestled in the southwestern Taelshore between the mighty kingdoms of Halskapa and Stjordvik. While your more powerful neighbors boast ancient lineages and grand capitals, Svinik has always been a realm of hunters, traders, and survivors; pragmatic folk who endure through cunning and flexibility rather than brute strength.
You are the jarls of Bergvaas, a forested province in the Kingdom of Svinik. While King Hruthvar Ansgarsson rules from the coastal capital of Leivika, Bergvaas is inland; a realm of deep pine forests, scattered hunting camps, and a few small settlements. As vassal jarls, you have autonomy over law, temples, guilds, and sources within your province, but you owe fealty (and taxes) to King Hruthvar.
Your seat of power is Frostheim, a modest timber hall in the largest settlement of Bergvaas. It's not grand, maybe 200 permanent residents, with several hundred more in surrounding farmsteads and winter camps, but it's yours.
Your Domain: Svinik comprises three provinces of pine forests, rocky hills, and coastal fishing villages. The land is neither rich nor poor. It provides enough to sustain your people, but not enough to project great power. Your holdings include modest law and temple influence, a few guild interests tied to the fur trade and coastal fishing, and source holdings in the deep forests where the druids of Erik still hold sway.
Your People: The Sjavaar and Thajarr tribes claim Svinik as ancestral territory, and their loyalties shift like the autumn winds. When winter visits, most Rjurik still live in winter camps, then migrate to ancestral hunting grounds in spring and summer. As regents, you walk a careful line between honoring nomadic traditions and building the settled infrastructure a true kingdom requires.
The Political Landscape
The Shadow of Civil War: Halskapa, the oldest and most powerful of the Rjurik realms to your north, teeters on the brink of civil war as King Bervinig abdicates, with ambitious jarls refusing to accept his chosen successor. If Halskapa fractures, the entire Taelshore could be drawn into conflict, or Svinik could seize the opportunity to expand its influence.
The Bandit Kingdom: Rjuvik, the "bandit kingdom" to your south, constantly raids trade caravans and causes incidents that prevent good relations. They respect only strength, and Svinik has been too weak to command their fear or their respect.
The Price of Civilization: Many nomadic Rjurik feel that city-dwellers have turned their backs on Rjurik traditions and are held in less respect than nomads. As you build your realm, will you maintain the trust of the tribes, or become another "civilized" jarl who has forgotten the old ways?
The Druidic Balance: Erik's druids wield the true power in these lands. Every decision you make, from clearing forests for farmland to building roads through sacred groves, must be weighed against their teachings. Cross them, and you'll find your people turning against you.
What Awaits You
Domain Management: Balance the needs of nomadic tribes with the demands of settled towns. Manage law holdings, temple influence, trade guilds, and the mysterious source holdings that fuel realm magic.
Political Intrigue: Navigate alliances with neighboring realms. Will you support Halskapa's succession crisis? Make peace with Rjuvik's bandits? Seek trade agreements with distant kingdoms?
Bloodright and Regency: Your divine bloodlines grant you power but also make you targets. Other scions covet your bloodline strength, and bloodtheft is always a threat.
The Wild North: Beyond civilization lie monsters, awnsheghlin (corrupted scions), elven realms that remember when humans were invaders, and ancient secrets left from the days before Deismaar.
Your reign begins now. Will Svinik rise to greatness, or will it be consumed by the ambitions of greater powers? The choice, and the consequences, are yours.
Seeking 1 or 2 more backup players who are interested in joining. The table is theoretically full and we begin this Friday 11/21. Sign up soon if you'd like to join, as once the campaign begins, the doors will close.
Hey, this world sounds really fleshed out and interesting. I've never played a character with any kind of noble background/official authority and I'm intrigued. I'd love to play. Shoot me a message either on here or discord @gollumandeowyn if you still need people.
The Rjurik Highlands Await
The Taelshore is the most civilized area of Rjurik, first settled by the human people known as Rjuven. The Rjurik have cultural traits taken from the Celts and Scandinavians - druids watch over the people and forests, jarls build and trek in longships, and semi-nomadic tribes debate whether to join their 'civilized' settled brethren. This region is the site of the greatest changes in Rjurik culture, including traditional nomads, settled farmers, and urban Rjurik - how these people get along will have great influence on the direction of the Rjurik people.
For almost five hundred years since the fall of the Anuirean Empire, the jarls of the north have ruled themselves. But tradition clashes with ambition, and the old ways war with new ideas of kingship and settled rule.
The Jarldom of Svinik
Your characters are the vassals of Svinik, a modest jarldom nestled in the southwestern Taelshore between the mighty kingdoms of Halskapa and Stjordvik. While your more powerful neighbors boast ancient lineages and grand capitals, Svinik has always been a realm of hunters, traders, and survivors; pragmatic folk who endure through cunning and flexibility rather than brute strength.
You are the jarls of Bergvaas, a forested province in the Kingdom of Svinik. While King Hruthvar Ansgarsson rules from the coastal capital of Leivika, Bergvaas is inland; a realm of deep pine forests, scattered hunting camps, and a few small settlements. As vassal jarls, you have autonomy over law, temples, guilds, and sources within your province, but you owe fealty (and taxes) to King Hruthvar.
Your seat of power is Frostheim, a modest timber hall in the largest settlement of Bergvaas. It's not grand, maybe 200 permanent residents, with several hundred more in surrounding farmsteads and winter camps, but it's yours.
Your Domain: Svinik comprises three provinces of pine forests, rocky hills, and coastal fishing villages. The land is neither rich nor poor. It provides enough to sustain your people, but not enough to project great power. Your holdings include modest law and temple influence, a few guild interests tied to the fur trade and coastal fishing, and source holdings in the deep forests where the druids of Erik still hold sway.
Your People: The Sjavaar and Thajarr tribes claim Svinik as ancestral territory, and their loyalties shift like the autumn winds. When winter visits, most Rjurik still live in winter camps, then migrate to ancestral hunting grounds in spring and summer. As regents, you walk a careful line between honoring nomadic traditions and building the settled infrastructure a true kingdom requires.
The Political Landscape
The Shadow of Civil War: Halskapa, the oldest and most powerful of the Rjurik realms to your north, teeters on the brink of civil war as King Bervinig abdicates, with ambitious jarls refusing to accept his chosen successor. If Halskapa fractures, the entire Taelshore could be drawn into conflict, or Svinik could seize the opportunity to expand its influence.
The Bandit Kingdom: Rjuvik, the "bandit kingdom" to your south, constantly raids trade caravans and causes incidents that prevent good relations. They respect only strength, and Svinik has been too weak to command their fear or their respect.
The Price of Civilization: Many nomadic Rjurik feel that city-dwellers have turned their backs on Rjurik traditions and are held in less respect than nomads. As you build your realm, will you maintain the trust of the tribes, or become another "civilized" jarl who has forgotten the old ways?
The Druidic Balance: Erik's druids wield the true power in these lands. Every decision you make, from clearing forests for farmland to building roads through sacred groves, must be weighed against their teachings. Cross them, and you'll find your people turning against you.
What Awaits You
Your reign begins now. Will Svinik rise to greatness, or will it be consumed by the ambitions of greater powers? The choice, and the consequences, are yours.
Great blerb but no info on what day/time/timezone etc
Dangit, that was fast lol...I had just realized that and was in the process of updating.
Date/time: Fridays at 7pm EST
Seeking 1 or 2 more backup players who are interested in joining. The table is theoretically full and we begin this Friday 11/21. Sign up soon if you'd like to join, as once the campaign begins, the doors will close.
Hey, this world sounds really fleshed out and interesting. I've never played a character with any kind of noble background/official authority and I'm intrigued. I'd love to play. Shoot me a message either on here or discord @gollumandeowyn if you still need people.
Let me know if you need someone to step in, like the real kingdom building aspect of the game, let me know.
discord: drubebe