Jarn-Burg

### Demographic

45% Human, 37% Crows(Black Haired Humans), 8% Giants, 2% Elves, 2% Skin-Walkers, 6% Half-Elves

## Settlement Stats

### Spellcasting

6th - Spellcasting services above 3rd cost double the calculated price.

### Corruption

+4 (to Bluff City Officials/Stealth Outdoors)

### Crime

+3 (vs Sense Motive checks/Sleight of Hand)

### Law

+5 (on Intimidate & Diplomacy, if related to the law/well being of the town)

### Lore

+4 (on Knowledge & Diplomacy for Gathering Info)

### Society

+3 (on Disguise & Diplomacy to Alter Attitude)

## History

For many years, the men of the north were mere stories told to children of other villages and tribes. But eventually, the men known as Jarnvikings settled a land, known as Jarn-Burg in the far north of **Tolreiya**. These Jarnvikings had decided to live in one of the harshest lands; full of ferocious beasts, dangerous weather, and bitterly cold seasons. Yet despite this, they remained, living and thriving in the environment. Unknown to most, the Jarnvikings had come from a land even further north, even more harsh and deadly.

As time went on, and as the cold let up, the Jarnvikings set out, raiding other villages and lands. Often with little retaliation because in the earliest of ages, none knew where these strange men came from. They came, raided, and left for many years before returning.

In Year 40, Jarn-Burg initiated several raids upon villages and caravans sent by **Thel Modir**, as well as some trading ships, leading to the normally peaceful dwarves to begin the creation of technological weapons, but they hoped for peace and sent numerous diplomatic requests to the other Northern City-State, but all were ignored. In Year 50, after repeated raids and incursions into their territory, Thel Modir encouraged the destruction of any Jarn-Burg Longboats that dare to enter their waters.

The attacks ceased, and for five years, there was peace. However, in Year 55, on Pharast the 14th, Jarn-Burg launched a complete assault against Thel Modir in a war known as **The War of the Axe**. While the Dwarves of the Thel were equipped for war, they were not prepared to deploy due to the lack of recent raids. However, they did so, and after a month of grueling combat and field battles, the Dwarves drove the Jarnvikings from their lands, but they would never forget the brief war.

After this war, Jarn-Burg had lost face in the eyes of the other Clans who lived within it's walls, and over the next few hundred years, many Clans began to make attempts to explore elsewhere, and eventually, during Year 307, an event known as **The Upheaval** occurs within Jarn-Burg, resulting in numerous Clan Chieftains splitting off from Jarn-Burg, forming numerous, smaller Kingdoms, causing the north of Tolreiya to become known as **The Barbarian Kingdoms**.

## Inhabitants

**Crows**: Blonde and red are the hair colors common among the Nordic Peoples, they are the colors of dignity and ferocity. But, a third color exists, black. The color of death, decay, frostbitten hands. A poor omen plain to see, an omen that would have been left behind by the First Jarl if they hadn't pleaded with him and pledged their and their descendant's servitude, according to the skalds that is. By the first Jarl, it was decreed when they left their frozen prison that the Crows are to take no family name other than Crow and they would serve just as dogs did. They were expected to be loyal or they would be kicked like the dog they were. Over time the Nords would lose such blunt cruelty, but the Crows gave them little cause to do so. The first generation was diligent and they raised their sons and daughters to be the same. Even if they had never known the cold as they once had, they learned by example.

* Children born of Crows must be tattooed by the age of 6, a symbol of their parents choosing upon their face
* Crows are not slaves, but nor are they men, the exchange of a Crow must only be done within the family or in a contract of marriage with another houses Crow.
* The act of breaking the first Jarl's oath with the buying and selling of a Crow is punishable by exile
* No man may host more than 30 Crows, if this number is exceeded a fine must be paid and the host must marry off his Crow to another houses Crow or pass them onto his kin.
* Any man or woman known to not uphold their ancestors' oath are denied the right they had traded so much for and exiled with nothing more than rough spun rags.
* Crows do not have the right to holmgang, but if their host requires it of them they may fight in their stead in a holmgang
* Crows have no right to steer a ship
* Crows have no right to row an oar
* Crows have no right to plunder
* Crows have a right to compensation, shared among the other Crows of their host
* A host found unfairly compensating his Crows loses his right to one for each fortnight he withholds payment
* The Payment of Crows is dependent on their most skilled man, who earns a fourth of their contemporary
* Crows may never pledge themselves to the order of Jarn

## Religion, Magic, Technology & Military

#### Religion

It is rare that a Nord ever dedicates themselves to only one god, the nordic people venerate and appease a great many gods of the Norse Pantheon. Especially gods of Protection and War, holding them in the highest regard.

#### Magic

The Nordic people have little talent within the arcane arts, often unable to understand the ways of the flow of magic. A more common use of arcane magic is through there the use of runestones, an art long past down in history. Divine Magic is much more natural to them, a great number of shamans and war priests rising from their ranks and proclaiming proudly the teachings of their pantheon.

#### Military

All able-bodied citizens of Jarn-Burg are expected to be able to fight, should the need arise. Although there is a formal military in the form of the Jarn-Kyn, a group of Elite Warriors directly under the command of the Chieftain.