Region of Everdusk
The Everdusk region is consists of the upper quarter of Hearth, where a perpetual twilight always reigns, and the skies are continuously lit with a never-ending sunset. It is a realm where few live for the terrible temperatures here, but is far more extensively explored and colonized than the south.
Azure Floe
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The Azure Floe is the capital of the northern Glacier Dwarves, located somewhat below the northern polar circle. It is what was once a truly ancient sea that froze over in a time out of memory. With the fall of the comet, a shockwave rippled through Hearth and split open the land beneath the sea and the ice fell. Mountains toppled over it and buried the frozen ocean. Glaciers later formed however and slowly scraped away the earth, leaving a hint of what lay beneath, a true motherlode of blue ice that had been kept in freezing temperatures and crushing pressure.
For the last thousand years or so it has been mined, often by the directing of distant rivers by the cutting out of mountainsides. The friction of the running water eventually wears down the thickest ice in places so that mining may begin. A large city of stone and blue ice now borders this sea and somewhat below it. From this city, now named the Azure Floe, is bought most of the blue ice of the Ring (though for steep prices).
Banner/Colors: The banner of the Azure Floe is a large circle of deep blue color with wires of blue ice woven into dwarven runes of wealth, water, cold and ice around its edge.
Population: 9,500+
Primary Language: Dwarven
Year of Establishment: 2006 YOF
Important Events:
In 2107 YOF the glaciar dwarves waged a five year war against the Frost Folk.
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Government: The Azure Floe is ruled over by guilds who each control a portion of the sea and have the mining rights of that portion. Only a portion of the sea has been fully explored for it is many miles from end to end. These guilds operate under shared rules that are strictly adhered to and honored.
Government popularity: If one doesn't care for his guild he is always allowed to go mine on his own. Some may even join another guild, but must not give any plans or inside knowledge of his former guild or be permanently sent from the city. This rule is strictly observed, for the dwarf could then leave again and give away more information. If a guild is found to have been gaining information of another it is ostracized and becomes property of the wounded party. Those of importance within the offending guild become little more than beggars or are forced to seek out their own fortunes, but are never again allowed to join a guild.
Army: The guardians of the Azure Floe are a guild unto themselves, defending the entire city from bandits and others who would like to have the wealth for themselves.
Defenses: Giant barb-top fences of pure blue ice twenty feet high form around the city, being melted down and reused when the city expands. This fence does not go out onto the sea, seemingly leaving the city in one entire direction undefended. But this is misleading for dwarven warriors on skates of blue ice blades have the advantage of nearly any enemy who'd attempt to come in over the frozen waters.
Primary Enemy: Because of their defenses and warriors attacks on the Azure Floe are not often, though Malasyers, Ice Toads, and White Puddings, natives of the frozen sea, prey upon the unwary and solitary dwarves. There are also skirmishes and sometimes outright battles with Frost Folk, who after the dwarves had been within the Azure Floe a hundred years discovered that the dwarves were violating the sea that they claim is one of their oldest holy areas. The dwarves, knowing nothing of it refused to leave their fantastic discover and a horrible war waged for many years. They continue to probe the cities defenses for weaknesses and plague the dwarves by encouraging yetis, trolls and other mountain creatures that are easily angered to attack.
Fighting Style:
The guardians of the Azure Floe are experts with ice skates and with the skill upon the ice came to take the name of Biting Wind, after the similarity was made with the occasional living gusts that flash across the sea. Their strategy consists of many variations on hurling glots and razor skipdisks across the ice, and while their enemy is dodging or having their legs broken from under them, bringing forth their axes and picks of beautifully crafted blue ice. They then skate forward with deadly poise.
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Slavery: Slavery is strictly outlawed.
Constabulary: The Biting Wind often doubles as a police force, though every guild has its own system of protection.
Method of Execution: Those found guilty of crimes worthy of death are not outright killed, but are walking dead never the less for they are sent into the most dangerous mines to test the strength and safety of each shaft. They are commonly used as the ice melters themselves, and few live more than a year after sentencing, and none more than two.
Organized Crime: Organized crime is quickly snuffed out by the firm rules of the guild organization, though a small but successful smuggling ring exists. Almost exclusively consisting of changelings, they make contact with the few bribe-able dwarves and cart out the illegal blue ice to the highest bidders.
Common skills of inhabitants: Ice mining is the lifeblood of Azure Floe, and their knowledge of their craft is almost unparalleled. Smithing of equipment and blue ice weapons are also a thriving business, and their abilities of enchanting these weapons are famous. A number of artisan guilds also exist, producing ice carving and sculptures of great beauty.
Clothing: Extremely thick clothing of spongy padding is common amongst the inhabitants, providing protection against falling ice and instead of keeping heat in, it keep the cold out, for even body heat is enough to destabilize many a shaft.
The guild of the Biting Wind tends to dress in exquisite plate armor of blue ice.
Poqt
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Poqt is the home to a small, extended village of people who count amongst the most psionically gifted humans on Hearth. Their oldest histories give hint that they fled their original home because of their beliefs. Their god has no spoken name, aside from being referred to as the Creator. They believed that though humans may never truly understand the way of god, it was not necessary that they should, that it was enough just to do his will, not to find out how they had aided until they reached the afterlife.
The people of Poqt spend simple lives of fishing, whaling and farming, with some small amount of mining, always listening for their god's guidance. An hour at their waking and before retiring are spent clearing their minds of their toils and troubles and dedicating their thoughts to their Lord. In the process they discovered the ways of their inner selves and learned to control and shape it. This was passed down from parent to child and refined and expanded upon. They believed that their god guided them to understand the abilities that all mankind were born with, but few possessed the patience or faith to recognize it. The greatest psis were encouraged to join the clergy of the church, for they were obviously the ones he had blessed the most.
This philosophy of control, self-sacrifice, and humbleness has allowed them peace for thousands of years.
When the comet fell it was felt as keenly as if a sword had been driven through their hearts. A handful of volunteers set out on their ships to discover the extent of the disaster. Only one returned years later, his mind clouded from what he had been through. Since that time the most psionically powerful of the villagers have been sought out and trained to be Sent to other lands where they would dedicate their lives to aiding others, likely never to return.
Location: Northeast section of the Ochine Ocean, within the borders of the Northern Dusklands
Population: 780+; 100% human
Primary Language: Common
Year of Establishment: 2851 WT
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Government:
The people of Poqt have no true government, the closest being a type of theocracy, a clergy of strong psionicists who have dedicated their lives to aiding the village and teach its people the wisdom they discover through their constant inner searchings. Despite this, they have little true power, though if so wished they could forcibly attempt to control the populace. Being an affront to everything the people of Poqt believe in, those who seek power are rarely allowed to join the clergy, and even then their trances are influenced by his brethren.
Army:
Poqt has no army.
Primary Enemy:
The people of Poqt have no specific enemies for the land they inhabit is no great prize, nor do they possess anything truly worth fighting for.
Defenses:
The location of Poqt, though not hidden, is difficult to locate, and local creatures respect if not outright avoid the town, well aware of the abilities of its inhabitants.
Fighting Style:
Being reknowned whalers, the people of Poqt know well how to use harpoon, spear and net, along with their own mental powers.
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Slavery:
None.
Constabulary:
None, those that break the laws are given a chance to make amends, but if they continue in their ways are given a boat and food and banished.
Common skills of inhabitants: Whaling and fishing is the main livelihood of the Poqt people. Very few vegetables are growable in the harsh climate, though hardy ones such as potatoes and beets supplemented their diet of meat, blubber, and vitamin rich organs. To help withstand the frigid arbtic temperatures it was a survival trait to put on a large amount of body mass by immense, high-fat and high-calorie meals. This diet resulted in a gradual weight and height gain by the inhabitants, the smallest rarely less than 6 feet and 250 lbs.*
* Traveling nomads of native tribes have spread legends that the people of Poqt are of giant blood, but this claim is wholly false.
Clothing:
The people of Poqt generally wear thick, oiled robes or toga-like garments of leather and furs.