Vylkland

The frozen wastes and icy seas that comprise Vylkland breed a fierce and hardy folk. Vylklings pride themselves on their ability to survive where most would surely perish; yet when food grows scant, and the weather harsh, they are forced to ply southern waters, seeking plunder and glory in far-flung places. As a result, they have become some of the best seafaring fighters in the known world.

### Of Jarls and Kings

Each Vylkling village is led by a battle-hardened jarl, convinced that he or she knows how best to guide their people. Wars of unification are common, especially during the colder seasons, and many have claimed kingship or queenship… but there is always another jarl ready to put them in their place.

### The Bitter North

The wastes of northern Vylkland are largely uncharted due to skin-blistering snowstorms and treacherous jagged mountains. Skalds tell of cannibalistic tribes and nightmarish creatures emerging from these hellish storms; yetis, ice spiders, and frost wyrms, to name but a few. There are also chilling rumours of frost-skinned elven raiders, nestled in a secret city of frozen crystal.

### Wolfen

Vylkland has a higher than average population of wolf shifters. They live openly among their follow karls and are treated as equals… just as long as they seek seclusion when the blood moon grows full.

### Notable History

Note: Records from before The Time Of Founding are notoriously scarce...

**1MR** – Vylkland exists much as it does today. Villages vie for available resources, coming to blows when food grows scarce.

**56MR** – In the east, an unusually intelligent giantess (and sorceress) named Laufrej'gar rules over a half-dozen Vylk villages. A young boy named Yâk sneaks into her magically-preserved garden and poisons her next meal, saving his people.

**107MR** – **The Ice Web War:** Ice spiders swarm from the Bitter North, forcing Vylklanders to put aside their differences to slay the arachnid foe.

**139MR** – Advancing boat-building techniques allow for larger holds and greater storm resistance, leading to increased raids on Mureth and Lo'Quai.

**164MR** – **The Ravenous Rime:** The cold comes early this year, refusing to leave until mid-Goldyn. Famine grips the realm. Coastal villages, still able to fish, are repeatedly raided by Vylks living further inland. The coastal Vylks grow accustomed to repeat besiegement, while their attackers grow ever more wiry and cunning.

**270MR** – **The Battle Of Balrof's Mark:** At the behest of Balrof's priests, Vylks from across the realm travel to the village of Perkä for Warrior's Meet. Days of ritual duels and celebration, draw the attention of an orc horde under Warchief Worzurk Clobbergruff. Perkä becomes a field of swirling melees. Each village in attendance is blessed by a hero, who slays many orcs, bolstering their comrades with displays of bravery. The heroes that survive are all left with a scar in the shape of crossed weapons... Balrof's sigil.

**333MR** – Rønja Hákarldotter, "The Shark Daughter," raids and captures Solaria. Her forces are only repelled when the Collegia Arcana unleashes its most gifted students. She returns to Vylkland with heaps of plunder, and urges her people to reconsider their hesitancy towards working spellcraft into their plans. Some listen, and Vylkish mages become a more common sight in the raiding fleets.

**355MR** – Jarl Ulgr Axeborn and Jarl Eirgild Bjordinson conquer their rivals, claiming kingship, and forming the realms of Tirgoth and Wërgun respectively. Unlike previous kingdoms in Vylkland, these two show respect for one another, and trade is plentiful.

**406MR** – **The War Of Wolves And Bears:** An army of cannibalistic humans led by bear shifters descends from The Bitter North. Though ill-prepared, the Vylks of Tirgoth and Wërgun fight back. Wolf shifters prove integral to victory, hunting their ursine counterparts under every full blood moon.

**411MR** – Ulgr agrees to marry his daughter Krofti to Eirgild's daughter Sofeig. Unfortunately, Krofti is killed on her way to Wërgun. Grief stricken to the point of madness, Ulgr declares war on Wërgun. After much bitter bloodshed, the two old kings meet in single combat. Both men are mortally wounded, and die in the dueling circle. As is the way in Vylkland, competing jarls tear the twin kingdoms apart, until all that remains are two villages bearing their names... along with a score of tragic drinking songs.

**432MR** – **The Wet Powder War:** A Murethi army armed with early flashpowder rifles launches a punitive war against Vylkland. Alas, the rifles prove ineffective and faulty in the harsh climate, forcing the Murethi to withdraw, harried by vengeful Vylks.

**474MR** – The Pharidae War begins.

**583MR** – The Pharidae War draws to a close.

**595MR** – Prophets across Scy’kadia receive visions of the Weftyril portals reawakening. Confusion meets these portents, but Vylkish heroes, bored of their icy homeland, start heading Weftward.

**617MR** – Four young dragons cause chaos in Vylkland, but are slain by Jarl Svange Blackhand, with the unlikely help of two Murethi sky galleons.

**621MR** – House Lyomand, a lesser Arkhosian noble family, makes an offer to the coastal Vylkish villages with which they trade. In exchange for helping them betray powerful House Brock, the Vylks may keep all spoils while Lyomand keeps all conquered land. The Vylks play along, but secretly agree that assisting traitors is sure to see them betrayed in-turn. When the best knights of Lyomand depart to set up their trap, the Vylks raid Lyomand's towns and castle instead. At the same time, they send word to House Brock, warning them of the scheme, which leads to the execution or exile of the Lyomand nobles themselves.