Categories
Godsbarrow Tabletop RPGs

The Ice Courts, part 3: historical events

Now available: The Unlucky Isles

The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG!

My slow march through the “double-sized” Ice Courts region continues! I’ve now wrapped up the historical events for each nation (as always, using Worlds Without Number [paid link]). Part 4 will cover the relationships between these nations — and then the Ice Courts will be done (at least at the regional level, and for the foreseeable future).

The Ice Courts

Assign two important historical events to each group or nation.

Lonþyr and Yrfeđe are already detailed in the Gilded Lands write-ups, so I’ve given them just one Ice Courts-related event apiece here. Ahlsheyan first appeared in my Unlucky Isles write-ups almost a year ago (!), but it straddles the Ice Courts and the Isles (roughly equally, or maybe with a bit more of it down south) and is a major player in this region, so it gets the full treatment here.

To put these events in context, you’ll probably want to peek at part 2.

Ahlsheyan

  • Great Builders: When the Abvärwinter came, most of Ahlsheyan was spared — but the cities and towns around Kyögüŕ Sound needed to adapt. Equally comfortable beneath the earth as they are plying the waves, the Ahl began to dig. The largest settlements already used tunnels and vents to channel heat from deep within the earth, and once it became clear that the Abvärwinter wasn’t going to end these were expanded into great subterranean works that reached every Ahl city around the sound: the Orman-čaj (“orr-manh-NSAJ”). Combined with moisture from the sound — a constant source of trouble in the tunnels — the heat also makes the environment perfect for fungus farms, and the Orman-čaj provide ample food and fungus ale for snowbound Ahl settlements (and exports to the other Ice Courts).
  • Consequences + Battleground: Long ago, when Abäschern first laid claim to what would become the Ice Courts and to the people of the region, that territory included what is now Ahlsheyan. The Ahl dwarves, by and large, wanted no part of this wolf-god or his zealous followers. A series of wars, each lasting several years, pitted the Ahl against the followers of Abäschern, eventually driving the Ahl dwarves underground — literally.
    • None of their foes were adept at mountaineering (whereas many Ahl lived in the mountains), and they balked at tunnel-fighting, living in underground caverns, and the peculiarities of war below ground. Between the growing sailing prowess of those Ahl who remained above ground and the fierce martial culture that developed among those underground, the Ahl were able to decisively push back Abäschern’s forces.
    • In the present day, these traits are a major part of Ahl culture (and not a biologically deterministic thing common to all dwarves; Myedine dwarves, for example, have no culture of mining, tunnel-fighting, or stonework), and the rivalry between Ahlsheyan and its southern neighbors persists.

Valkenschirm

  • Magical Tech: The assassination of Abäschern had no effect on the sacred nature of lycanthropy in Valken society, or on the percentage of Valken born as werewolves (which is high). This blessing is part of why Valkenschirm remains the heart of the Ice Courts, conferring higher social status on its inhabitants in the courtly intrigues between nations. Centuries ago, Abäschern broke off one of his teeth and created the first Sklavengeist (“SKLAH-venn-guyst,” which literally translates to “seeker of the blessed wolf-spirit”), a talisman that can detect whether someone has the Sacred Blood (i.e., is a werewolf), and in what proportion.
    • Valand-Brämlings (“VALL-and BREHM-lings,” which means “wolf-singers” in Valken) found that they could create their own Sklavengeists, and this tradition has been passed down and expanded throughout Valken society. With the proper ritual, any Valken can extract one of their own teeth and create a Sklavengeist; many outside Valkenschirm also know how to do this, as that knowledge was passed down before the region split into multiple countries.
  • Noble Function: Since time immemorial (even prior to there being a Valkenschirm at all, when the Ice Courts were one), the nobility of Valkenschirm has maintained stewardship over the custom of the Great Hunt, the Hühneraar (“HOO-neh-rayre”), and the Lonely Hunt, the Hühneralk (“HOO-nerr-olk”). The Lonely Hunt is a coming-of-age ritual for every Valken, presided over by a noble and marking the child’s passage into adulthood. They must hunt prey designated by the noble, alone, and return with proof of their kill. The Great Hunt is part celebration, part safety valve for snowbound nations to blow off steam without fighting wars, and part sacred ritual.
    • It has evolved into the social event of the Ice Courts, and any year in which it is held is a busy one indeed. Hundreds of werewolves (and non-werewolves, although they’re in the minority) gather in Valkenschirm, select their prey, and then boil out into the snowdrifts in a roiling pack to stalk that prey until it’s dead. At times, this has served to muster a force of irregulars for a de facto military action, or to settle a grudge the presiding nobles have with a rival or foe; sometimes the prey is a rare or unusual creature, and not always one local to Valkenschirm. Like everything else about Valkenschirm, the Great Hunt is a considered a mixed blessing by the other Ice Courts, one they tend to resent and crave in equal measure.

Skølprene

  • Internal War: Centuries ago, in the chaotic months following the assassination of Abäschern, the notion that the ghost of the dead god was still present in the mortal realm took hold. The people of what would become Skølprene, on average, had less werewolf blood than those in the future Valkenschirm, more contact with Ahlsheyan and Zull Pyrendi, and were often considered outsiders or bumpkins amongst the elite. In this fertile soil the future church of the Celestial Harmony planted its seeds, and within a few years it had become quite powerful.
    • The church drove the civil war that split the Ice Courts, established the boundaries of present-day Skølprene — and then waged a secretive internal war to crush dissent and cement its beliefs as the law of the land in this fledgling nation. That “quiet war” went on for a decade, and it was one of the most vile and ruthless conflicts in Godsbarrow’s history.
    • People were “disappeared” by the hundreds; entire bloodlines were wiped out root and branch; skeptics were vilified in public, or they simply vanished. And barely a word of any of it was breathed in public; officially, the church opposed any such conflict. When the dust settled, Skølprene became the Celestial Duchy, and the Church of the Harmonious and Celestial Abäschern has ruled — generally in secret, hiding behind philanthropy and welcoming smiles — ever since.
  • Diplomatic Coup: Skølprene and Zull Pyrendi were once bitter foes, with Zull pirates raiding Skølprene’s shores and Skølen soldiers using fire and poison to assail the Zull. But in the early years of the Abvärwinter (even before anyone knew it would be permanent), church missionaries from Skølprene noticed how much better the Zull were faring than everyone else, with their strangely warm islands and abundant food. The church brokered peace with the Zull, establishing the supply line of edible fungus from the archipelago that still feeds all of the Ice Courts today.
    • Some terms of the peace are widely known, notably a promise by Skølprene to protect the Zull islands (with forts, ships, and diplomacy) that has been held up several times over the centuries. This has led to Skølprene and Zull Pyrendi being staunch, if unlikely, allies in the intrigues that plague this region. Much less widely known are the secret terms, which include fostering Zull colonies deep beneath church buildings throughout Skølprene, and intermarriage, with many notable Skølen secretly being human-fungus hybrids.

Myedgrith

  • Economic Boom: Long ago, the Myedine hit what is known as the Hälgenvarst (“HELL-genn-farst,” which means “The Vein of Eternal Perfection” in Myedine): a vein — or more accurately, several veins in proximity — of precious metals and gems that has never run out. The portion of the Vein nearest to the surface lies within the Vulkanöl Mountains, and its location is the most closely guarded secret in Myedgrith. The balance of the Vein stretches south, deep underground, and a network of tunnels beneath the Great Emptiness connects it to other (secret) points within Myedgrith. No matter how deep Myedgrith’s miners go, the Vein persists.
    • Like diamond cartels in the real world, Myedgrith carefully meters the extraction of wealth from the Vein — but over time, it has made the nation incredibly wealthy. Every Myedine family of note trains and maintains a corps of miners, and reaching and tapping the Vein without other families knowing of it has become an art form — and a deadly pursuit.
    • The Vein is too long, and runs too deep, for any one family to control it. But anyone shut out from it entirely risks a dip in their lavish, decadent lifestyle and a corresponding loss of status. In many ways, the Vein is Myedgrith.
  • Resource Collapse: Before the Abvärwinter, what is now Myedgrith was rich in arable land, supplying grain and vegetables to the whole region. The changed overnight, and the result was chaos. Strife between Myedine families boiled over, with access to the Vein — and the wealth needed to import food — as its flashpoint. Entire villages became ghost towns, their refugees swelling the population of locales with food to share. Myedine left in droves, kneecapping once-powerful families and scrambling the politics of the area. The current system of access to the Vein grew out of this instability, and the families best able to navigate the tightrope walk of greed. secrecy, and measured extraction of wealth gradually brought a kind of peace to Myedgrith.

Zull Pyrendi

  • Rare Resource: The fungal entities of Zull Pyrendi are almost incomprehensibly strange to outsiders. Each colony is a god, a city, a nation, a tribe, food, fuel, and so much more. When the Abvärwinter came, another property of the Zull fungi was revealed: Despite their differences from one another, all of the fungal god-islands naturally resist the eternal winter, leaving the Zull Pyrendi archipelago warm, fertile, and hospitable to life. Previously a relatively minor player in the Ice Courts, this boon made Zull Pyrendi a real power in the region. Among other things, the archipelago became a major exporter of mushroom-based food to a frozen land where little grows, and today the islands are the “bread basket” of the Ice Courts.
  • Exodus: This is the opposite direction for my fuzzy ideas about Zull Pyrendi — I love it! Not every Zull god-fungus-colony is a hive mind in perfect harmony with itself, although that tends to be how they’re perceived. Ten years ago, at the same moment down to the second (not that folks keep track of time that way, but you know), several dozen Zull from Siskuzar, Imen Zull, Zull Myeen, and Myrmsk left the archipelago. Some were pirates who decided not to return home; some simply vanished; and most of them snuck into the mainland Ice Courts and then vanished.
    • The pirates have become infamous, and the fleet of Iskmik Zull (“ISSK-mikk”) — a self-declared god-fungus-colony — is feared along the shores of the Greatwater. The other Zull who disappeared have remained hidden, and outside of Zull Pyrendi (where they are anathema, traitors, or criminals) most in the Ice Courts have forgotten about them entirely.

Lonþyr

  • Good Wizard: During the tumultuous time when the Abvärwinter was taking hold of the Ice Courts, a charismatic sorcerer, Hadubrant Twelve-Fingers (“HAH-doo-bront”), fled what would become Valkenschirm and snuck into Lonþyr. He carried with him two of Abäschern’s fangs, which gave him tremendous magical power, enhanced his cunning, and made him irresistible to the Lon nobility (though they knew not quite why; there was just something about him). A selfish schemer at heart, Hadubrant saw that by helping the Lon plunder the Mormú-Hús Mountains he could become enormously wealthy himself, so he used his magic to greatly enhance their mining operations and protect them from the Grshniki. During the decade when he assisted the Lon, their mining yields were multiplied many times over; some of the most prominent families today owe their wealth largely to this bygone era.
    • The time of plenty (from the Lon perspective, anyway) ended when Hadubrant — now rich beyond his wildest imaginings — simply vanished, never to be seen again.

Yrfeđe

  • Plague: When the Abvärwinter came, half of a Zull colony took to the seas and landed in Yrfeđe. Distraught, cut off from their god-fungus, and in a strange and hostile place, the Zull fruited and released corrupted spores throughout southern Yrfeđe. The plague was short-lived, but claimed the lives of thousands of Yr (and all of the fruiting Zull). To this day, no one in southern Yrfeđe will eat mushrooms, and most will not deal with the Zull in any fashion; that old hatred runs deep.

(This post is one of a series about worldbuilding with Worlds Without Number. I’m using the setting-creation approach detailed in Worlds Without Number [paid link], which is a fantastic resource.)

Categories
Godsbarrow Tabletop RPGs

The Ice Courts, part 2: nations and gods

Now available: The Unlucky Isles

The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG!

This post catches Yore up to all of the Ice Courts material I’ve finished to date. I’m still working on historical events (a couple to go) and relationships/wants (lots to go). As always, the headers are steps from Worlds Without Number [paid link].

The Ice Courts region of Godsbarrow

Create six nations or groups of importance.

Ahlsheyan (“all-SHAY-ahn,” linguistic touchstone: Proto-Turkic), a chilly, windswept dwarven kingdom which abuts the Unlucky Isles to the south. Ahl dwarves are equally at home deep underground and plying the waves. The three pillars of Ahl society are wind, waves, and stone (representing impermanence, opportunity, and the past, respectively). Ahl “wind sculptures,” made of stone shaped so as to change in interesting ways as they are worn away by wind and weather, and not sold or exhibited until decades after they were first made, are famous throughout Godsbarrow.

Valkenschirm (“VAL-kenn-shurm,” linguistic touchstone: Old High German): The heart of the Ice Courts, and the center of all court politics in the region. What Valkenschirm lacks in size and martial power it more than makes up for in magical power: Most Valken are werewolves, and Abäschern’s still-magically potent corpse is entombed here. Years of intermarriage and close ties between the nations of the Ice Courts mean that many outside Valkenschirm are also at least part werewolf (considered a noble blessing), perhaps manifesting only minor signs of their nature.

While every Ice Court nation competes to be the preeminent regional power, Valkenschirm has held onto that honor for generations. The best balls, the best hunts, the best spellcraft, the best masquerades that lead to the best diplomacy — all of that happens here. Much maneuvering goes into ensuring that others must travel here — suffering the privations and facing the dangers of the trek — in order to really be playing the game of intrigue.

Since Abäschern’s assassination, Valkenschirm’s most potent tool in this regard has been his tomb. There are celebrations, rituals, and other events related to his tomb and death every year, and Valkenschirm has ensured that high society folks feel compelled to attend them — and to make the long, dangerous journey that entails. The other nations hate this.

One of the most coveted solutions to the problem of staying warm in a land with few trees is heatstones. Mined from deep beneath the Vulkanöl Mountains, these stones are always warm to the touch. One can keep a traveler alive in a storm. Three can heat a tent. Fifteen (or a larger, more valuable stone) can warm a hall — forever. More blood has been shed over the extraction, disposition, and possession of heatstones than would have been lost if these rocks never existed in the first place.

Celestial Duchy of Skølprene (“SKOOL-preen,” linguistic touchstone: Old High German, and as a reminder to myself, duchy is pronounced “DOO-chee” not “DOO-kee”): Skølprene purports to hold itself above the diplomatic fray that is the Ice Courts. The dominant religion, the Celestial Harmony of the Living Abäschern (commonly shortened to “the Harmony”), is based on doing good works, performing charitable acts, and philanthropy. Their “deity” is the “living ghost” of Abäschern, who doesn’t have a ghost; he’s dead. The entire faith is a sham.

This suffuses the culture of Skølprene, even among the half-wolves (with close ties to Valkenschirm), those outside the Harmony, and transplants from other lands. Underneath all the outward lovey-dovey positivity of the Harmony, human nature being what it is, sits a rotting foundation of lies, scheming, religious blackmail, dark rituals, and all manner of nastiness that takes place behind closed doors. In a region best known for mushroom pirates, eternal winter, and a country of werewolves, Skølprene is the most dangerous place in the Ice Courts…it just doesn’t look like it.

Myedgrith, Shining Lamp of Eternity (“MEEYED-grith,” linguistically it’s a mix of Old High German and made-up stuff, reflecting its history): How pretentious is Myedgrith? One, there’s a comma in the name of the country, and two, they’re particular about you referring to the country by its full name, comma and all: Myedgrith, Shining Lamp of Eternity. Pretentiousness is an art form in this majority-dwarven nation.

Always the most decadent area in the single nation that preceded the Ice Courts (which broke apart when Abäschern died), Myedgrith has leaned into that. Pleasure, putting on airs, and one-upping everyone around you are the heart of Myedine culture, leading in turn to an emphasis on overwrought artwork (e.g., an ice sculpture that takes 10 artisans a year to make, which is then melted for fun during a single lavish party), rich food, and petty disputes between housebound families (trapped by the climate and weather) that blossom, over the years, into bitter, elaborate blood feuds.

While there’s ostensibly a central government, Myedgrith is really a loose conglomerate of interrelated, feuding families who constantly jockey for position — only coming together when there’s a chance to expand the influence of Myedgrith, Shining Lamp of Eternity within the Ice Courts.

Zull Pyrendi (“zool pye-RENN-dee,” no linguistic touchstone): Mushroom pirates! Each island in this archipelago is home to its own massive fungal entity, with a roughly equal amount of fungal biomass above and below ground. The strange properties of these fungi have kept Zull Pyrendi from suffering the full effects of the Abvärwinter, and consequently the archipelago is the warmest place in the central Ice Courts.

Each fungal entity (a sort of massive hive mind, just like some fungi in the real world) spawns its own “children,” and for reasons of their own many of these fungus people become pirates. (The actual reason is because mushroom pirates are cool.) Most other mushroom folks are either farmers (and boy does mushroom farming look weird), who supply food to the snowbound Ice Courts, or diplomats, whose approach to intrigue is rather…unique.

While neither Lonþyr or Yrfeđe is part of the Ice Courts proper, 1) they’re on its map, and 2) they’re close enough to have political and other connections to the region.

Yrfeđe (“EHR-feth,” linguistic touchstone: Old English), in the northeast, is a superstitious land of dense forests, high winds, and harsh weather. Closely connected to Lonþyr by ancestry and culture, the two nations have been at odds for centuries. Yrfeđe is a rough-and-tumble place known for its timber, fish, and fortified towns, but infamous for the Wyrdanwod. The Wyrdanwod, particularly its eastern half, is home to the much-feared đargnr (“THAR-ghnir,” which means “sleeping shadows” in Emnian), who slumber inside ancient trees, or beneath the earth, and travel the Wraithsea at night to feed. Everyone in this bedeviled place carries a torch, candle, lantern, or other light source — as bright light is one of the few things that can harm a đargnr.

Lonþyr (“LONN-theer,” linguistic touchstone: Old English), along the coast of the Greatwater Āŕ, is a small country rich in gold, silver, and gems — the mineral wealth of the Mormú-Hús Mountains (off the Ice Courts map to the north), which Lonþyr has pillaged for centuries. Always seeking to encroach further into Mormú, Lonþyr is constantly fighting Grshniki guerrillas in the foothills — and struggling to retain its foothold on the southern end of Many Sorrows Pass, the only overland trade route connecting it to the northern Gilded Lands.

Lonþyr and Yrfeđe were once a single country; now, they’re feuding neighbors bound by bloodlines that span their shared border. The đargnr that plague Yrfeđe don’t trouble Lonþyr, which provokes much bitterness among the Yr. Long ago, Lonþyr pulled something dark and strange from the deeps beneath the Mormú-Hús Mountains, and this artifact — the country’s most closely-guarded secret — is what protects them from the đargnr.

Identify regionally-significant gods.

Valkenschirm is a mix of non-worship (their god is dead, and good riddance…though not everyone feels that way) and a stew of faiths and pantheons from outside its borders, which Valken nobles try on like shoes or ball gowns. This has led to Valkenschirm being a popular destination for proselytizers from many faiths across Dormiir — and, given the stereotypical Valken attitude towards deities, has also put the nation on the radar of several hostile gods who don’t appreciate being taken so lightly.

To make matters more muddled, the Scions of the Wolf are a local religion based on the blessing of lycanthropy, officially without a deity — though the hardcore believers say that Abäschern, or at least the non-shitty parts of him, lives on in all of them. Like much in Valkenschirm, it’s confusing.

The Harmonious and Celestial Abäschern — essentially Abäschern’s ghost — is worshipped in Skølprene, and is very nearly the state religion. Worshippers believe that Abäschern didn’t die but instead merely changed state, ascending from godhood to an even higher plane of celestial existence. They’re wrong: Abäschern is just dead. There are those in Skølprene who recognize this — but it’s an exceedingly dangerous thing to say out loud.

Outsiders joke that Myedgrith, Celestial Lamp of Eternity, is its own god — and they’re not entirely incorrect. By and large, the Myedine are glad to have Abäschern gone and have embraced non-worship. But there is also a persistent — and dangerous — strain of orthodox Abäschern worship alive and well in Myedgrith, the Black Pelts, who worship Abäschern’s corpse as if it were still alive. The fact that the corpse is entombed in Valkenschirm does not sit well with the Black Pelts…

The Zull worship no gods. Or, from an outsider’s point of view, their notion of god, self, nation, and city is one, and that one is each island’s respective fungal entity and its “children.”

Ahlsheyan’s tripartite pantheon is covered in the Unlucky Isles write-up — though some southern Ahl did worship Abäschern, and now find themselves either adrift and godless, doubling down on the Ahl faith, or taking a page from Valkenschirm’s book and sampling other pantheons.

Yrfeđe and Lonþyr share a pantheon; it’s covered in the Gilded Lands write-up.

On a side note, why not “atheism” instead of “non-worship”? I’m an atheist, so it’s nothing to do with real-life religiosity. In Godsbarrow, gods are real, evident, and walk the earth — as they do in Greek mythology (which is my default touchstone for how gods work this setting). Atheism isn’t really a thing in Godsbarrow because there’s no question that gods exist. One of them rules the country of Kuruni; you can have a beer with her, if you’re brave enough. Another’s corpse lies in state in Valkenschirm; you can come and spit on his tomb, if you’re brave enough. So I use “non-worship” because it makes more sense in the context of Godsbarrow than “atheism.”

Make a sketch map of the region.

I started with the map, as has become my habit, and worked on it in parallel with the written worldbuilding. It’s at the top of this post.

I have a little Godsbarrow side project bubbling away that’s competing for my writing time, which is part of why I haven’t finished the Ice Courts yet. But I am starting to feel the itch to work on a fresh region, so maybe that’ll goose me into wrapping this region up sooner than later.

(This post is one of a series about worldbuilding with Worlds Without Number. I’m using the setting-creation approach detailed in Worlds Without Number [paid link], which is a fantastic resource.)

Categories
Godsbarrow Tabletop RPGs

Godsbarrow’s Ice Courts region: overview and geographic features

Now available: The Unlucky Isles

The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG!

Happy new year, Yore readers!

My fourth region in Godsbarrow is two map “tiles” wide, sitting south of the Unlucky Isles and the Gilded Lands. It’s the map where most of Ahlsheyan sits, plus the rest of Lonþyr and most of the rest of Yrfeđe — and new nations, of course.

The Ice Courts

As you can see above, I finished the map before the write-ups (and I’m actually still working on the tail end of the written material). But for this post I’m jumping in with the first step from Worlds Without Number [paid link]. As always, this is more or less straight from my notes in Notepad, not fully polished (etc.).

Name the region.

The Ice Courts, so called because this region is a hotbed of courtly intrigue locked in perpetual winter. Though climate and geography have always made this a cold region, the unnatural winter stems from the death of a god: Abäschern, the Wolf of Summer (“ah-bay-SHURN”). Abäschern once blessed the land, ensuring that despite its climate and geography the region was arable and full of game to hunt, and blessed its people by making them werewolves. But in time he became bored with the world, and his petty streak turned to outright cruelty. He reveled in the thrill of twisting the land to his ends and hurting his followers, and the entire region became a dark place.

A few centuries ago, the people of what is now the Ice Courts rose up, threw off their shackles, and assassinated Abäschern — and with his dying breath, the wolf-god cursed them unto a thousand generations, casting the land into winter. The curse, plus the warped energy of his magically-active corpse, keeps the Ice Courts frozen to this day.

Valkenschirm (“VAL-kenn-shurm,” linguistic touchstone: Old High German) is the heart of the Ice Courts. What Valkenschirm lacks in size and martial power it more than makes up for in magical power: The majority of Valken are werewolves, and Abäschern’s still-potent corpse is entombed here. Years of intermarriage and close ties between the nations of the Ice Courts mean that many outside Valkenschirm are also at least part werewolf (considered a noble blessing), perhaps manifesting only minor signs of their condition.

Part of the reason the Ice Courts are so full of courtly rules, fancy balls, intrigue, and polite skullduggery is that it’s too fucking cold to spent time outside. Since Abäschern’s fall, what was once one nation has split into several, and the region’s focus has turned inwards, socially and literally, with lots of infighting, political maneuvering, and posturing. Alongside centuries of refinement of this culture of intrigue, each nation has also developed its own approaches to surviving in a place where winter is the only season (magic combined with burrows or structures, digging down to geothermal vents, underground mushroom farms, peculiar trees that bear food — not just fruit — all year long, etc.).

Choose about six major geographical features.

  • The Abvärwinter (“abb-FAIR-win-tur”), the local name for the area cast into perpetual winter by Abäschern’s curse, which comprises most of the Ice Courts region
  • Kyögüŕ Sound (“KYU-goorh”), windy and partially iced-over, which separates most of Ahlsheyan from the rest of the Ice Courts
  • The Tadlungwort (“TADD-loong-vort”), the only forest that survived the coming of the Abvärwinter, a strange evergreen wood full of even stranger animals
  • The Zull Pyrendi archipelago, largely unaffected by the Abvärwinter despite being close enough that it too should be snowed under
  • Vulkanöl Mountains (“VULL-kann-ole”), the massive range that covers a large portion of the Ice Courts region
  • Webegezeug Mountain (“veh-BEGG-uh-zoyg”), the tallest peak in the Vulkanöl Mountains — and one of the highest in all of Dormiir, well over 8,000 meters

The next step, nations of importance, is long enough for a post of its own. Onwards!

(This post is one of a series about worldbuilding with Worlds Without Number. I’m using the setting-creation approach detailed in Worlds Without Number [paid link], which is a fantastic resource.)