Frozen Kingdom of Troll King Skrug

#### **Government**

Monarchy ruled by a single ancient troll, with an advisory council that act as the government comprised of three humans, a dwarf and an elf.

#### **Culture**

The predominant culture within the troll kingdom is in fact, a human one. The Vargr are a complicated people who have suffered greatly at the hands of other nations, beasts and monsters. Their traditions are based upon both their Grendarrym and Ruskata ancestors but have taken on a more violent, practical and oddly passionate change. Raiding far and wide is a common practice and the primary use of military force. Music, singing, martial prowess, sexual prowess, cleverness and strength, all are extolled virtues. Personal glory is constantly sought after and the Vargr people seem to be well known for their boastful telling of tales. After the return of raiders, traders or explorers stories always abound of their adventures as they will tell any who will listen. Some manner of trollish customs have seeped into the ways of the Vargr as well. Cleverness and wit are highly prized attributes among the Vargr, even a frail man might find a place for himself provided he is clever enough. Pranks and jests are said to be common during times of revelery. On the summer and winter solstice games of chance and mental fortitude are played among the usual celebrations. "Trolling" an enemy by painting their face across a goats ass and presenting it too them as a gift is a grievous insult, an ultimatum and an opportunity to surrender. If the goat is left outside the targets home it is considered a sign of surrender for all to see. For those willing to fight it is considered traditional to respond with a malicious prank before hostilities truly begin.

#### **Religion**

The Arn are a fellowship of deities, worshiped by the northern peoples within the region of Skrug. Much of the faith involves acts of; singing, music, dance and many other acts of passion, skill, cunning and violence.

#### **Organization**

The Frozen Kingdom of Skrug is a region claimed as the territory of the largest and oldest known troll. There are 13 clans of Vargr humans, one dwarven and one elven clan as well as a multitude of trolls living under the protection and in service of Skrug. Skrug’s method of rulership is to mostly leave the day to day running of his kingdom to leaders chosen from among his subjects. Humans make up the bulk of the population of Skrug's kingdom, followed by dwarves and a few elven clans. Trolls, though a minority are treated with grudging respect for the obvious physical threat they pose and their dedication to maintaining the kingdoms borders. The human clans raid neighbors and coastal cities within range of their ships for glory and to gather enough food to sustain the growing troll population. The dwarven clan of Jolgrith provides the troll population with massive two handed swords, simple plate armor and the human raiders with fine dwarven arms and armor. The elves within Skrug’s territory largely avoid attention but offer mead and music when trolls corner them for Skrug’s tribute. Skrug himself spends his time eating, drinking, sleeping and planning his next “turn” in the great game against the great dragon to the south.

**The thirteen Vargr clans**; Bjørnung, Njaling, Bodilung, Arning, Åsung, Haralding, Runnung, Walling, Geirrung, Siffing, Pórderrung, Yngling, Vetlung

**Dwarven Clan Jolgrith**

The Jolgrith clan, vassals of the Troll king, inhabiting the most northern mountain range. Hárr, the chief of clan Jolgrith, rumored to be an elder dwarf of venerable age, leads his people deep within their mountain home. Master smiths renowned throughout the Northedge region and beyond, the dwarves of clan Jolgrith are said to be severe and dour people, even more concerned with practicality than most of their kind. Rumors of the dwarves great riches are commonplace in the north. Their masterwork arms and armor have been sold to all the peoples of the north since the ascension of Troll king Skrug. Unlike humans of the region dwarves of clan Jolgrith do not engage in raiding or mercenary work, though many merchants have claimed to have hired their craftsdwarves for all manner of works. Unlike other clans this one is said to be bereft of any dabblers in the arcane, even runes which the dwarven people are renowned for.

**Elven Clan Yssret**

#### **Origin**

Skrug, the largest and oldest of his kind, has developed a degree of intelligence comparable to humanity over the years alongside the wisdom his experience has granted him. The local clansmen attempted to slay him for their own glory. In response he slew the attacking clansmen and gathered the younger trolls of the region into an army to conquer all of the peoples of the north so that he could go back to eating, sleeping and wargaming in peace. Skrug rarely leads his forces anymore and leaves much of the rulership of his kingdom to the smaller races. When he takes to the field he does so with great determination to end the enemy quickly and return to his cave-palace filled to the brim with treasures, food and massive tables covered with complex battlefields.

#### **Diplomacy**

Regular raids against neighboring lands keep the large population of trolls well fed and allow the men of the region a means of attaining greater glory for themselves.

#### **Economy**

Trade in metals, gemstones, hides, fish, dwarven manufactured weapons and armor.

#### **Disciples of Skrug**

We know that Skrug wrangled most of the troll, goblin, and hobgoblin population in his territory (most of them are possibly his own offspring). What if the ones that show promising above-average intelligence gets taken in by Skrug to become his disciple, just so that in case Geoffrey died somehow he'll still have someone to wargame against? This has the added benefit of having those smarter greenskins becoming capable governors or lieutenants, able to divert some of the burdens of nation-managing away from Skrug's true passion: wargames.

**Skrug**

Skrug, the largest and oldest of his kind, has developed a degree of intelligence comparable to humanity over the years alongside the wisdom his experience has granted him. The local clansmen attempted to slay him for their own glory. In response he slew the attacking clansmen and gathered the younger trolls of the region into an army to conquer all of the peoples of the north so that he could go back to eating, sleeping and wargaming in peace. Skrug rarely leads his forces anymore and leaves much of the rulership of his kingdom to the smaller races. When he takes to the field he does so with great determination to end the enemy quickly and return to his cave-palace filled to the brim with treasures, food and massive tables covered with complex battlefields.