Nation name: Norsca
Bua No Bas

General Information
-Pronounced Nor-sca, plural: Norscans

-A nation of Warriors, Pillagers, and Raiders
-Infamous for their savage and merciless warriors
-Known to boldly raid any nations coastal ports and settlements
-Located in the harsh and cold Northestern lands of Oballathin, scattered into many tribes
-National language is Nordish and Broken Ulkart
-Primarily a Polytheistic belief of beastial gods and care not for other religions
-Still plagued by old grudges throughout its main tribes
-Population: 3 million
-Manpower: 150,000 with 15,000 professional soldiers
-Ships: 610
-Wealth: Poor

Races

Nordish(Human): A group of pale skinned and hardened people who make up 50% of the population. The Nordish are a hardy and versatile race that consists of many warriors and sailors, only a minority to those who manage to live off the land as farmers and such.

Bestigor(Werebeast): A savage race that many Nordish tribesmen claim to be the chosen of their number blessed by one of their patron gods in their favor that makes up 35% of the population. A Bestigor can only be created through offspring of a Bestigor and Human(Primarily Nordish) which is the most common, two Bestigors which is more uncommon, and finally through gaining favor with one of their patron gods.

Elken(Beastfolk): An elk like humanoid race that makes up the last 15% of the population. The only true beastfolk that has managed to survive only in due to their natural swiftness and stealth. The Nordish in general do not view them any differently and sometimes even respect their will to survive the harsh lands, while Bestigors view them as only being allowed to live due to their patron gods whims.

History

The Culling (Second age; 100-500)
Not much is known of this time period as the Nordish passed on history orally and rarely written with the rare few who could write, while the Bestigor traditionally only pass it down orally, and the Elken only recorded history when it involved their race interacting with the Nords and Bestigors. From what can be gleaned through similarities of various tribal storytellers and elders is during this time there were many tribes that warred against each other for survival. This is when many tribes rose and fell, either absorbed or killed off due to some of the bigger tribes gathering strength through conquest. Only after centuries of bloodshed did 4 tribes remain standing; The Varg, Bearsonling, Skaeling, and Sarl. The Elken stayed out of the conflict as much as they could to avoid the carnage wrought throughout this ear of strife. Along with this was the discovery of magic which at first merely added fuel to the already burning fire of the killing and bloodshed between clansmen and Bestigors.

The High King (Second age; 500-current)
This era is when recorded history truly began for Norsca as the climax of the era of Culling, when the High King of Norsca arose from the ashes. A Nordish babe that should've perished in the ruins of his tribes settlement and yet an Elken hunter took pity, nursing the babe in Elken lands. It wasn't long before this babe grew and finally learned the ways of peace through his Elken mentor, leaving when his mentor passed from sickness. He soon learned the harsh realities of life outside of Elken territory, already dragged into one of many skirmishes fought between tribes for precious resources and grew conflicted with each battle he took part in. Eventually he had made a name for himself as “Raider” and soon came the moment of when a patron god noticed his rising strength. When given the chance to be chosen, Raider blatantly refused the gods favor and walked off. This angered the god who then called his chosen to hunt him down for his arrogance. A Bestigor war party came to see only one lone warrior waiting on a hilltop for them, wielding a two handed axe and a pile of carcasses not far of Nordish tribesman loyal to said patron god. With a guttural roar they charged the bloodied warrior who merely resumed his fighting stance as they rushed the one called “Raider”. Raider soon became Warlord as the patron god angered from the refusal of his favor rescinded his earlier transgression and respected the warriors show of strength and conviction to his word. Word spread of the Warlord's deeds as smaller tribes flocked to the warrior and named him their Chieftain, including the Bestigors who followed the patron god that showed him respect. This tribe soon became the Dravach, led by The Warlord and marched towards where the four main tribes clashed for territory. Leading his small warband of warriors the Warlord stood in between where the four warcamps were situated, staring each tribes larger warbands with a hardened gaze and likewise his own warband stood with him. He bellowed out his challenge to all four tribes as each warband rushed to be the first to kill the upstart all Nordish know as the Warlord. The fight lasted for three days and nights on that hilltop, mounds of fallen warriors growing steady as time progressed and soon a victor emerged. The Warlord who still stood and only 10 of his warband still alive beside him, while the combined might of all four tribes warbands lay dead in the snow. That is when their patron gods made it known that he has proven himself worthy and let it be known throughout that he stood not as a Warlord, but as High King of Norsca as every tribe acknowledged his strength and conviction. So began the unification of all the tribes of Norsca under their High King as each tribes Chieftain paid homage to their new King and pledged their fealty to him. Under his rule Norsca soon knew peace as grudges became settled either through word or blood, the tribes becoming provinces under the rule of a Jarl of their respected tribe. The High King would soon pass and a successor would take his place, but Norsca soon knew unity and turned its attention now outwards towards new lands.

Culture

Appearance: Clothing matters based on ones actions and deeds, or station within their perspective province. Those of the lesser profession wear generally light winter clothing to get by and help stand their work in the their settlements, while those of higher positions of either great warriors or ruling positions tend to be able to afford to wear armor and better clothing from spoils gained from their days raiding or sport.

Craftsmanship: Most buildings in many settlements tend to be built for a specific purpose in mind which is generally made out of wood and stone so nothing goes to waste. Doing so means while designs may be almost the same from one settlement to the other barring tribal differences, repairs can be made much more quickly or a building repurposed for another role in a short amount of time. Instead of stone castles, Nordish Holds have large, stone, and wooden long houses where Jarls rule and live for most of their daily lives. As a universal rule the more important Holds have defensive walls and fortifications while smaller settlements have either little or no fortifications to speak of. Weapons and armor are made often made for being light, since extra weight can slow a warrior down and be their downfall if knocked overboard at sea. Their shields though are given extra care to provide a warrior protection while still being light, allowing such a warrior to withstand a withering barrage of missile fire. As such a Norscan shields are well sought after due to their durability and lightweight. Norsca shipbuilders are masters in their own right in regards to their raiding longships.

Traditions: Norscans have been and always be warriors first, masterful sailors second in their traditions. Warriors are always in held in high esteem, from the lowly Marauders to the Huscarls, any brave Nordish man or women that takes up arms is honored for their strength and conviction. While those who become excellent sailors also being honored in making sure their proud warriors return home with the spoils of their raids and feeding their Holds with resources from the sea.

Law and Rights: There are few laws in Norscan lands and vary between the different Holds. Rights tend to be given to those who are able to pull their own weight for their perspective province and Hold, as those who have served their Hold well can be assured of their own retirement later on peacefully. While men tend to inherit a majority of property, women can challenge this in their respective holds Trails of Ownership. Punishments for those that break the laws include serving as a retainer or death, be it quick or slow depending on the crime committed.

Pets: Most families in Nordish communities tend to own and raise dogs native to their lands as watchdogs or warhounds. These large and very loyal companions tend to be more common in Nordish homes while Bestigors may see value don't typically raise and own any. Hafingar is currently the province with the largest and best kennels, many of the best hounds coming from said province.

Slavery: Norsca isn't above slavery, but neither supports it due to their staunch traditions and honor-bound code in regards to a persons strength and conviction. Slaver ships spotted in their waters tend to be boarded to take over custody of said slaves and either sold back to their respective nation for a sum or given the choice to fight for their freedom.

Psychology: Norscans are a proud and hardy people forged in centuries long war and harsh winters spent trying to survive to the next day. Those too weak to defend themselves are viewed with little to no respect and those with strength with more respect. Though they view those with strength in respect, thats only half as a warriors mind is as important as their body in terms of their conviction and ambitions. Along with  that those who gain the respect of a Nordish warrior gain a loyal friend and their worst enemy if their trust is betrayed.

Entertainment: Norscans are more or less entertained by sports of physical strength and the occasional bloodsport back in their homeland or rarely abroad. They can also be heavy drinkers and have been known to be excellent storytellers recounting their adventures abroad with a captive audience. Music is also common as a few have taken to wind and drumming instruments along with singing.

Food: Seafood is generally the main diet for Holds and settlements near the coast, while those more inland rely on hunting for game and the occasional trade from the coast. Though much more exotic foods can be acquired through their frequent raiding of coastal settlements.

Military

Recruitment and Training: Unlike other nations, Norsca does not conscript soldiers or force them into service, but rather are allowed to either join or not. Due to much of their warrior like traditions though, the latter is rarely if ever chosen for those able. Recruits are required to be tested through fighting pits with varying trials based in their respective province, where the weak are weeded out and the strong move on is the general trial, some provinces throw warhounds into the pits to help weed out the weak. These pits are also where likely candidates can be found who are worthy for favor with one of their patron gods. Death of trainees can happen and each province expects such things to happen. Afterwards, the strong ones are then further trained in the use of axes, swords, and shields along with swimming along with unarmed combat so even an unarmed warrior can still fight.

Marauders: Norscan Marauders are the main armed forces of the nation itself, a group made up of mostly those who survived being weeded out from the trial pits and fledgling Bestigors, though rare cases a former slave with no place to go can be given the choice if they can prove their worth. The Marauders are trained weekly in ax throwing and swordplay, and excellent swimmers due to being trained to fight also at sea for boarding actions. Marauders are lightly armored and often armed with axes or swords, deadly great axes, and wear light helms. Commanded by either a Nordish Huscarl or Bestigor Chosen, influences of their home province evident on the brands of their shields and training.

Norsca Warriors (Professional Army): The Norsca Warriors are the great professional army of Norsca whose origin dates back to the ten surviving warband of the First High King. Originally formed as first a warband under direct command of the High King, it soon became an impressive offensive army. A mixed army of Nordish and Bestigors, the Norsca Warriors wear more heavy armor and stronger shields as their purpose is much more demanding. Their armor painted purple and bearing Norsca's sigil on their shields, Norsca warriors are well trained and supplied, coming from Jarls and wealthy Chieftains. The Warriors pledge fealty to their High King or Queen, as the Hing King is the only one who can command such an army in honor of the first High King.

Chosen: A minority of warriors made up of only Bestigors of all types that have proven their worth and gained favor with their wild gods. All Chosen know their death will come someday and accept it fully, but not before taking a few enemies with them. Given stronger lightweight armor, the Chosen charge into enemy battle lines with a savage fury few have ever witnessed and methodically butcher their foes with weapons gifted to them by their Nordish brethren or gifts received from their wild gods in the form of tooth and claw.

Navy: Norsca has a strong and swift navy in the form of longships, built to be a bit large to carry more spoils and warriors but also speedy to help the ships ram enemy ships and start boarding actions. Primarily used for raiding coastal lines and boarding actions of passing ships even in stormy weather, a deadly navy in its own rights. Marauders that train extensively for naval combat are aptly called Stormcloaks, due in part to wearing dark, heavy cloaks for stormy weather and showing deadly skills with an ax to any enemy boarder that foolishly boarded a Norscan longship of Stormcloaks.

Government

Chiefdom Monarchy: Norsca has only prospered as such in due to the strong and capable hands of succeeding High Kings and Queens, who is also the only one who can formally declare war and set foreign deals. Beneath the High King or Queen is a Council of Elders consisting of powerful Jarls, Exalted of Chosen tribes, Head Greymane, and a Court High Wizard for matters involving the arcane. Said council of Jarls will also come together to meet which is called a moot and decide the next High King or Queen if successor isn’t chosen when the High king or Queen dies by vote. Only a Nordish can be High King or Queen of Norsca, a law that cannot be changed even by the High King or Queen themselves.

High King: The High King or Queen rules all of Norsca, a chief of it's military in war and the only whom can declare war for the nation and foreign interactions. The High Kings word is law and can enact edicts that last until their death, to which their successor can either continue or not continue such edicts. The position can be challenged by a Nordish who has proven themselves worthy of strength, conviction, and favor of the majority of their wild gods by rights of Mortal Kombat.

Jarl: A Jarl is the leader of a province and oversees said land, also has a seat on the Council of Elders. While independent, they still swear fealty to their High King along their successor after a Jarls retirement or passing. Even a retired Jarl can still have a seat on the Council of Elders if the ruling family still views them as capable.

Exalted: A Chosen who has proved themselves worthy enough to their patron god and given leadership of a Chosen Tribe. Equal in power and maybe more to a Jarl of a province, has a seat on the Council.

Greymane: A Elder Bestigor that serves as priests to their wild gods and advisory roles to Exalted or Jarls due to their natural wisdom gained from long years serving their patron gods along with powerful magic granted in their worship, highly respected in all provinces.

Court Wizard: A Nordish with a natural affinity to magic and an equally curious mind to study said magic. Generally recluses that serve a Jarl in matters involving the arcane and taking on apprentices while they study. Mostly Cryomancy, Electromancy, and Hydromancy is practiced among Court Wizards in Norsca.

Thane: An honorary title given by a Jarl of a Hold to those that prove worthy in the eyes of said Jarl. There is no limit to the amount of Thanes a Jarl can have in their province, a noble of sorts.

Commoner: A commoner with common rights.

Religion
Dremorish: Dremorish is the dominant religion within Norsca that revolves around worship of a pantheon of gods with forms taking on natural predators. Despite being in a general pantheon, each god are natural rivals of one another and value strength of a certain aspect in their followers of worship. Those that prove worthy of their god in worship can in turn be gifted their favor and gain the animal aspect that the god represents. In turn they become a whole new race devoted to their god and their said whims as their Chosen. The main gods currently with the most influence in Norsca is the Wolf, Bear, Eagle, and Tiger gods.

Economy

Norsca Taxation: To help fund this relatively new nation, Norsca place a small tax on its people as a majority still struggle to feed their families due to their lands harsh conditions. Norsca also lays claim to about 10% of raider hauls that come back to port, be it valuables or the occasional slaves.

Resources: Norsca is based in the northeastern part of Oballathin and while harsh does offer few resources. The only problem being for those getting lumber must deal with disputes of logging in Elken territory and the extreme cold one must deal with almost year round that prevents most common crops from ever growing and dieing off. Though hunting has proven to be especially lucrative though double edged as the wildlife is fierce and larger then most of their normal species.

Territory

Windhelm Hold (Capital): Windhelm Hold is the provincial capital based more central inland where the tundra meets the dense forest. A large and well fortified Hold situated on a hill, the city wall separating the city around it into three distinct districts. The Cloud District is the Upper level where nobility is located and the Hold longhouse itself, the Mountain District is where notable warriors and shrines are located along with a temple where the majority of Greymanes are located, and finally the Plains District where the majority of common Nordish folk live and work. The ruling tribe is the Dravach and where the High King or Queen resides along with where the Norsca Warriors are stationed and trained.

Dawnstar Hold: Dawnstar Hold is a province southeast of Windhelm Hold with a similar layout in three districts and defensive fortifications, barring the fact of the Hold being situated near the coast. Most of Norsca's naval fleet is built and repaired in Dawnstar Holds port, harboring trade ships, and the Stormcloak Raiders being stationed here. The ruling tribe is the Sarl and oversee the southern half of Norscan waters.

Winter Hold: Another province on the coast northeast to Windhelm Hold with a sizable port that rivals that of Dawnstar Hold. Again with more of a similar layout to Dawnstar Hold with Stormcloak Raiders stationed and trained here, the main difference being more military focused then Dawnstar Hold. The ruling tribe is the Skaeling and oversee the northern half of Norscan waters.

Hjerim Hold: A province southwest of Windhelm Hold with similar layouts, the main difference being as one of two holds that train the majority of the Raiders. Expanded barracks and multiple fighting pits dot one of the holds districts along with having a large number of shrines dotted throughout the hold. The Ruling tribe is the Baersonling and oversee the southwest part of Norsca territory.

Hafingar Hold: A province northwest of Windhelm Hold with more similar layouts to that of Hjerim Hold, barring the addition of kennels for raising watchdogs and warhounds. Again, expanded barracks and fighting pits dot the holds middle district along with accompanying shrines. The ruling tribe is the Varg and oversee the northwest part of Norsca territory.

Factions

Dravach Tribe: The main tribe that rules over Windhelm hold and a vast mix of Bestigor types that exist within the tribe. The current Jarl of Dravach is a Nordish named Ulfric Battlewind and Exalted Bestigor Balgruuf of the Fox Aspect.

Sarl Tribe: The main tribe that rules over Dawnstar Hold and worship the Wild God of Tigers. The current Jarl of Sarl is the matriarch Nordish Brina Merilis and Exalted Bestigor Maven of the Tiger Aspect.

Skaeling Tribe: The main tribe that rules over Winter Hold and worship the Wild God of Eagles. The current Jarl of Sarl is the matriarch Nordish Elisif Stuhn and Exalted Bestigor Sorli of the Eagle Aspect.

Baersonling Tribe: The main tribe that rules over Hjerim Hold and worship the Wild God of Bears. The current Jarl is the patriarch Nordish Siddgeir Dengeir and Exalted Bestigor Skald of the Bear Aspect.

Varg Tribe: The main tribe that rules over Hafingar Hold and worship the Wild God of Wolves. The current Jarl is the patriarch Nordish Brunwulf Free-Winter and Exalted Bestigor Korir of the Wolf Aspect.

Characters

Ysgrammir Wildborn: The current High King of Norsca whose rise to such a position almost seemed like the will of the gods.
Age: 44

Gilar Greymane: The current Head of the Greymanes and serves as an adviser to the High King.
Age: 90

Brunhald Mystwald: The current High Wizard of Norsca's Court Wizards and an adviser to the High King.
Age: 72

Ulfric Battlewind & Bulgruuf: The current Jarl and Exalted of Tribe Dravach.
Age: 52 & 65

Brina Merilis & Maven: The current Jarl and Exalted of Tribe Sarl.
Age: 61 & 61

Elisif Stuhn & Sorli: The current Jarl and Exalted of Tribe Skaeling.
Age: 59 & 64

Siddgeir Dengeir & Skald: The current Jarl and Exalted of Tribe Baersonling.
Age: 60 & 59

Brunwulf Free-Winter & Korir: The current Jarl and Exalted of Tribe Varg.
Age: 55 & 57

This is literally just Skyrim, isn't it? I like it! 😉

a bit of inspiration of that yes. XD

=-=Fall, 710=-=

Several Beastfolk traders from the Confederation began to make more regular passes with the Norsca ports for trade, which was a rather enriching experience for the island itself. The Confederate Beastfolk however had become interested for more political ends when Olbarian raiders began to appear along their shipping lanes. The Black Ulmarians and their allies tormented the Confederate trade ships for easy loot, but were not foolish enough to directly attack or hound Norscan ships or coastal villages. Tired of the infernal island nation and it's foul raiding of their ships and people, Aethen Whitelight sent envoys to the court of Ysgrammir Wildborn to formulate a non-aggression pact between their two nations and to hopefully form a friendly defensive alliance as two north bound nations. Aethen, knowing very little of the nation, sent several of his best Ravar diplomats.

However, it did not take long for Olbar to take notice of this, hearing rumors of deadly alliances against them. Agron Ulmolt, the current ruler of Olbar, knew some general lore of the northern nation and decided to send a counter-envoy, his son Buluvar Ulmolt. Buluvar was a strong and skilled raider himself, a true blooded Black Ulmarian who knew little of humility. Believing his father had sent him north to be rid of him, Buluvar took the best of the situation and traveled to Norsca but did not directly go to the court of it's high king just yet. The would be diplomat traveled to Dawnstar Hold to meet with it's rulers, Brina Merilis. The Black Ulmarian sought mostly information and docking rights for his ship before traveling onward, but a more nefarious purpose was to keep a good eye on Norsca's economy.

Buluvar did eventually go to the capital of Windhelm Hold where he made his appearance before it's high king. Buluvar, despite his arrogance, gave a gift to the High King a Wildar galley slave and a humble tribute of Olbarian gold sent by Buluvar's father. Buluvar argued that the Beastfolk Confederation was a false nation and made it's riches off the backs of a dead empire. Buluvar claimed that the nation of Norsca could become mighty and rich if they would side with the Republic of Olbar. Buluvar also argued that both nations were kinsmen in truth by their similar culture of raiding and that both could make profits together as allied nations.

=-=Fall, 710=-=

It did not take long for Sarl controlled ports to have accepted traders from the Beastfolk Confederation, with more on curiosity then actual trading, as a benefit could be gained from trading with another nearby nation. It did not take long for Norscan ships to notice Olbarian raiders along their shipping lanes, but avoiding Norsca ships and coastal villages. Word had been sent to the High King of the situation when envoys from both the Confederation and Olbar arrived to Norscan lands. Intrigued, the High King currently visiting Dawnstar Hold himself for personal business, through the local Jarl's words allowed the Ravar diplomats through first.

Then the Olbarian envoy arrived, word being the diplomat seemed to be the son of Olbar's current ruler. Rumors being this Black Ulmarian was a strong and skilled raider, a prospect that peaked Ysgrammir's interests. The Jarl matriarch of the Sarl Brina Merillis, later shared what she knew of this Buluvar Ulmot through her meetings with him. Cunning as the Wild Aspect the Sarl worshipped, she saw through his ploy easily but didn't let on that she knew.

Under the guise of a warrior, he walked alongside the Olbar diplomat to Windhelm Hold as a would-be escort to learn more about Olbar. Once finally reaching the capital and the court of the High King where the Jarl of Dravach Ulfric Battlewind stood in the High Kings place and beside him the haggard Gilar Greymane, an elderly Wolf Bestigor in dark robes, to help trick the envoys into thinking he was the High King and not Ysgrammir. Already he knew of the Confederation's intentions, but once Buluvar Ulmolt spoke his words then silence overtook the court. All the Nordish and Bestigors looked almost stunned as a Nordish translator said his words in Nordish, crows cawing in the background even going silent.

"Boy." Ysgrimmar Wildborn, all pretense of him remaining concealed gone, as he spoke in a deep tone in a accented Ulkart that echoed throughout the room. All Nordish and Bestigor guards in the room kneeled, including the Jarl as the disguised High King walked forward towards his thrones with heavy, echoing footfalls. He turned around to look directly at Buluvor, the Wild King as some called him looked him in the eyes, a savage light within blue irises that flickered brightly.

"You would dare claim to be kinsmen in Norsca?" The High Kings attention all focused on the Olbar envoy now as he spoke. "I allowed you to come to my Hold in understanding of one another. But instead you come here understanding very little of Norsca and mock me in my own court with a gift of pity." He raised a hand towards the tribute of gold Buluvar brought along with him. "This tribute you call it, is a mockery and how little you truly know of us." He sat down upon his throne with a thump, his gaze never faltering on the Black Ulmarian.

"Leave. Never return to set foot upon Norscan lands again Boy. You step upon these lands again, I will come and take your head myself and give it as an offering to the Wild Gods. Your body strung up for your nation to see what Norsca does to those who dare say such claims in these lands." That is all the High King said as the guards escorted the Olbar envoy Buluvar forcibly out of Windhelm Hold and left them alone to head back themselves. Word was spread to all of Norsca of the High Kings words and as such every Nordish and Bestigor that would see the Olbar envoy gave either dirty looks, or muttered curses in Nordish as they passed.

=-=Fall-Winter, 710=-=

Happy with the outcome with Olbar's envoys banished, the Ravar diplomats stayed to continue their lord's work of trying to secure a more lasting relationship with the northern nation. The Beastfolk envoys had wished to set up a embassy in Norsca and establish a prestigious Gumis family member from Iron Port as it's ambassador. The envoys encouraged the northern folk to help in reclaiming sea territory from Olbar raiders and corsairs, which they argued hurt their economy. However, as it was noted, the envoys would only do this very cautiously or if the subject of Olbar was ever brought up with disdain, as not to offend the High King or cause another outburst which banished the Olbar envoys. The Beastfolk sought further relationships to establish themselves against Olbar, but were unaware of growing ills against the nation on it's southern waters.

Buluvar Ulmolt, insulted and infuriated, left Norsca with deep disdain. In response to this insult against the Ulmolts and clear favoritism to the Confederation, there was some hostilities over the waters in the north. Where once the Olbar raiders prowling those waters only targeted Beastfolk ships, they had now tasked themselves to hounding Norsca trade ships and lone raiders. . .sometimes. It seemed that Buluvar had met up with several raider captains seeking his favor on a southern and unknown shore, telling only a limited few that Norsca had lost Olbar's favor and had been consumed by Beastfolk hordes, and that it was their duty as Olbarians to attack and loot their ships. As a result, only select raiding fleets seemed to hound and torment Norsca ships.


Norsca's northern front has recieved odd word that several Wildar tribes from Aran'Burdur had made their way down southward to escape the cold north's brutal winter. While only minor tribes seemed to just nomadically struggle their way to the coasts, several of the tribes began to begrudgingly attempt trade with Norsca villages. Eventually a major tribe, the Winterblade Tribe had appeared. Wildar tribes coming down from the nation of Aran'Burdur were very rare, since most tribes seemed to fight almost solely over hunting grounds and ruins which protected against wind chill. The Winterblades, having lost several battles, decided to regroup in the south to prepare for a invasion against northern rivals.

The Winterblades sought to trade with the Nords for a short time, trading Winterweave, a far northern cotton found in Aran'Burdur's forests, for food and occasional weapons. The Winterblades, while a isolated and easily angered tribe, set themselves up to move through Norsca lands to a peninsula to settle for some time before returning north. However, as it predicable with the Wildar, had brought several Shadow Shamans with them, necromancers who acted as guides and clergy.

=-=Fall-Winter, 710=-=

It would be a bit before Ysgrammir Wildborn would listen to the Ravar diplomats and as such Ulfric Battlewind, the current Jarl of Windhelm Hold, listened to the envoys. Already disagreements started popping up as the Jarls of Dawnstar and Winter Hold, Brina Merilis & Elsif Stuhn, arrived to say their thoughts on the matters discussed. Clearly both Jarls argued both valid points of establishing a more lasting relationship with the Confederation. Brina in favor as both Norsca and the Confederation can both benefit from the increased trade, with subtle hints that the Beastfolk seemed desperate to make more friends then enemies. Elsif meanwhile stood against it as she argues tradition dictates they proved themselves to be a boon and not a hindrance.

As the talks were discussed with much back and forth words with some curses mixed in, the Exalted that co-ruled with the jarls of Dawnstar and Winter took notice of Olbar raiders now targeting Norscan ships. Sorli, Exalted of the Eagle Aspect, took an active approach by sending out Stormcloak long boats to hunt down the specific Olbar raiders given in great detail by Bestigors of the Eagle. A keen hunter and sailor in youth that matched with her growing years, these patrols met with successes as raiders picked off the raiders with such lightning speed and efficiency few have seen along with the butchering of the Olbar sailors on said ships.

Meanwhile, Maven, Exalted of the Tiger Aspect, took a more passive approach by sending escorts and enforcing the waters near Norscan trade routes. Those captured by these escorts were killed of course, though unlike her rival Exalted matriarch, she had the ships plundered of their loot and any slaves found to be either sold off back to their original nation or given the chance of freedom by Trial of Freedom. A Trial given to slaves that who prove themselves capable in combat and survive are given freedom, along with the respect of surrounding Norscans, then are allowed to go home or make a new life in Norsca.

–------------------------

At first wary when word came that several Wildar tribes from Aran'Burdur had made their way down southward, then less wary when several of the tribes attempted trade with some villages. Meeting with partial successes as the Baersonling Tribe that ruled over Hjerim Hold, situated more northwest from the capital, begrudgingly themselves accepted the trade. Once a major tribe arrived, the Winterblade Tribe to be exact, the Nordish became instantly wary again and the Jarl, Siddgeir Dengeir, along with the Exalted of the Bear Aspect, Skald, took notice. Only to calm down slightly, but still wary, as they accepted the trade and Norscans stayed out of their way only out of respect. The Shadow Shamans only tolerated as Greymanes, guides and clergy of Norsca themselves, tolerate them as well out of some form of respect only the Greymane themselves know of.

=-=2nd Age 711, Spring=-=

The Winterblades went through Norsca slowly and would eventually make it past their borders and set up tents in the western peninsula, much to the dismay of the nation there. As the journeyed through, the Wildar revealed more of their culture and faith. Wildar tribes from Aran'Burdur lived as nomads to appease for the mistakes their race had made long ago, believing the winter of the north was punishment for themselves. The Wildar were a war like culture who valued conflict and the nobility of war, so most Wildar in the tribe were warriors in a sense, and even elders could be conscripted to the cause. Most of the tribe consisted of non-Wildar thralls known as Gray Otur, a gray furred beastfolk otter race which lived in snowy Holts who traded their freedom for protection under the Wildar.

=-=2nd Age 712, Summer=-=

The debate between establishing more firm connections with the Beastfolk seemed to be reaching an end soon as word is heard of the High King reaching a decision. A debate that lasted for so long seemed to finally be coming to an end soon as the arguments between the Jarls seemed to be dying down as the High King arrived to announce his answer. With total silence permeating through the room and with a deep toned speech, agrees to more trade routes between Norsca and the Confederation. Though he denied their request of establishing an embassy saying such a request must be earned and Norsca will only secure direct routes to the Confederation, those other routes of the Confederation the Beastfolk must secure themselves. The High King gave overview of the venture to Jarl Brina Merilis of Dawnstar Hold as her responsibility and gave orders for Elsif Stuhn to prepare expeditions to Yulsol for plans of expansion southward.

Sorli, Exalted of the Eagle Aspect, received word from the capital in regards to her and Elsif's orders from the High King. Quickly she ordered the patrolling Stormcloak ships to come back closer to Norscan waters as work began going underway. Within Winter Hold dock workers, sailors, and like began work on converting longships currently docked their for voyages to Yulsol's northern tip. Renewed construction began of larger longships to come after initial expeditions arrived during the summer and established a foothold for more to come during the winter.

The Jarl and Exalted of Hjerim Hold began to tolerate and, in some sense, respect the Winterblades from learning more of their culture and faith. Small trades done between the two grew slightly as more of the Wildar tribe is learned about and finding common ground between the two.

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