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User:LordSkorne7/sandbox/Norheim

Scope: Imagindarium/Haven
From Amaranth Legacy, available at amaranth-legacy.community

Heaven Above. Haven Below.
This content takes place in the Haven setting of Imagindarium's Creation.

Norheim
File:Norheim Banner.png
Banner of Norheim
Territory
National Info
Organization Type

Protectorate

Status

Active

Divisional Powers/Regions
  • Graecoast
  • Luthrik Forest
  • Lake Valagar
  • Voldamyr Mountains
    • Mt.Vuldameek
    • Lake Vernakhan
  • Norfross Region
    • Norfross River
  • Mount Frossflame
  • Voldamyr Isles
Other Names

Greater Cloudrock Isle

Geographical Info
Location

Bariquel - Northrend Territories - Superior Sea

Territory

Norheim Isles (40,700 square kilometers)

Capital Info
Capital City

Mythkhan

Locales
Major Cities
  • Mythkhan
  • Graecoast
  • Fefnir
  • Norfross
Demographic Info
Inhabitants
  • 60% Edian
  • 16% Lunalin
  • 10% Avelreni
  • 5% Lithreni
  • 5% Solvalin
  • 4% Other
Foundational History
Founder(s)

Haethiod Vuldameek

Founding Date

939 YM

Dissolution History
Rulers/Leaders
  • High Archon of Cloudspire
  • Magician's Councilor
Diplomacy
Allies
  • Westland Empire
  • Captimia
  • Chimara
  • Cloudspire
  • Dragonfall
  • Drakenmoore
  • Gladehaven
  • High Castle
  • Maidensong
  • Metallic Isles
  • Northhaven
  • South Star
  • Stonerain
  • Sun's Voice
  • Vorminheim
  • Whitemoon
Enemies
  • Eastern Union
  • Andiroth
  • Downhaven
  • Everfall
  • Grayraven
  • Havavinya
  • Laolia
  • Lithknell
  • Rothvelgar
  • Tealrith
  • Theltheim
  • Unimore
  • Vaviland

Overview

Norheim, (Now known officially as "Greater Cloudrock Isle") is an island region of the continent of Bariquel located in the Superior Sea, northeast to the Imperial Province of Northhaven, and northwest to the province of Cloudspire. Norheim Isle is a member of the "Northrend Territories," a blanket title given to the numerous islands off the northern coast of Bariquel in that of the Superior Sea. For much of its history, Norheim served as a protectorate state to that of Northhaven, the Westland Empire's true northernmost province. However; upon the conclusion of the Bloodied Sea in 2,850 YM, and the subsequent defeat of Northhaven by that of Cloudspire, control over the Norheim region was given to the latter province and has remained so to the present day.

Despite being seen as one of the less important territories of the Westland Empire, Norheim has an extremely varied history and culture. Its most fundamental shift in its history came when the island was first conquered by Haethiod Vuldameek in 939 YM, during her northward treks into the then uncharted Superior Sea. Following the addition of Northhaven into the Westland Empire, Norheim has been a region under the continental superpower's control, and has remained so to the present day.

Famously; Norheim once served as the seat of power to the ancient Amaranth Heir, Itilgoloth. Under his reign, Norheim was transformed into a hellish waste of wriggling, gnashing tentacles, known to history as the "Wriggling Empire" the mirror-image of his Lord and his Wriggling Abyss. However; his kingdom would fall to ruin, and Itilgoloth himself would be magically trapped in the subterranean vaults of his great Temple.

He was once again unleashed upon the island in 3,000 YM following the Mavishift, which weakened his magical bindings; though his ultimate defeat occurred soon after at the hands of the Amaranth Heir Oblivion Mystara.

History (WIP)

Archaistic Era

Though much of Norheim's history during the Early to Middle Archaistic Eras remains in large part a mystery to the modern day, it is known that the Edian Empire held a presence on the island, albeit a minor one. Norheim was regarded by Edia as one of the less significant territories within the continent of Bariquel. Despite the Edian Empire's reputation for global dominance, advanced technology, and military strength, it demonstrated limited interest in asserting control over the peripheral islands of the Superior Sea, including Norheim. Existing Edian settlements on the island were minimal, typically comprising small villages or hamlets that functioned primarily as waypoints along trade routes rather than as substantial population centers.

These isolated Edian communities were not unique to Norheim, but rather were found across much of the Superior Sea. However, despite the Edian Empire's ironfisted rule over the Bariquel continent mainland, the islands of the Superior Sea were almost lawless by comparison, making them a hub for other less powerful races to thrive upon. Among these were the Kolamar, a polar bear-like species native to the island, whose natural resilience to extreme cold enabled them to inhabit the harsh environment of Norheim with minimal shelter. As a result, many of Norheim’s smaller settlements were occupied by nomadic tribes that migrated in accordance with available resources. Although Norheim was nominally under Edian control, the island held little practical value for the empire and was largely neglected.

Given these conditions; the island saw frequent unrest throughout the era, marked by a long history of pirate raids and violent skirmishes between various nomadic factions. Such conflicts often left Norheim devastated, with entire towns and villages burned in the chaos. This was especially true of the southern coast, which suffered more attacks from pirates and brigands than any other region. This is believed to be due to the area's lack of natural defenses, making it more accessible by sea. In contrast, the northern portions of the island remained largely untouched, likely because their remoteness offered little of value to raiders.

Over time, some of the nomadic groups began to establish permanent settlements, constructing larger villages, towns, and cities across the island. These were primarily concentrated along Norheim’s southern and western coasts, where fertile lands and accessible water sources supported growing populations. Inland regions continued to see nomadic activity, with many groups settling temporarily along the numerous rivers that traversed the island. A few also made their homes near the mountainous regions, though these areas remained sparsely populated. Despite the emergence of more permanent settlements, the nomadic peoples of Norheim maintained their customs and traditions well into the Middle Archaistic Era.

The Late Archaistic Era brought significant changes to the island. Several nomadic tribes began forming alliances, creating a loose confederation of clans aimed at defending against the persistent threat of pirate raids and external incursions. Some of these groups also launched expeditions to explore the wider Superior Sea and beyond in search of new lands to settle. These ventures met with limited success, with many expeditions either ending in failure or being forced to return due to harsh climate conditions. Despite this, the growing sense of cooperation and unity among the nomads and settlers proved beneficial in the centuries to follow, strengthening the island’s defenses against continued pirate activity.

Rise of Nagrunok (36 YM - 166 YM)

Founding of Nagrunok

With the collapse of the Edian Empire, Norheim remained largely unaffected by the cataclysmic event, owing to its comparatively minor presence within the world-spanning superpower. With the Edia gone, however, many of the nomadic tribes that lived across the island came together to form a new nation. They named their new country "Nagrunok," meaning "the land of the nomads." Though the culture of the people had been steadily shifting toward a more sedentary lifestyle, the people of Nagrunok continued to uphold many of their old traditions, including those rooted in their nomadic heritage. The first king of Nagrunok was named Sresshak Skolldava, who succeeded in uniting the scattered tribes of the island under a single rule in the year 36 YM, making the kingdom of Nagrunok one of the very first mortalborne powers on the entire world.

Sresshak was able to accomplish the unification of the disparate Kolamar tribes in large part due to both his own individual physical strength and prowess, but also the strength in his words. He weaved great songs and tales telling of the promise of unity, passion, and strength. That all of Norheim would prosper should they come as one. One tribe with one goal. And so it came to be. A major factor in this would be the invented faith known as the "Pillars of the World," one of the few faiths of Haven lacking in reverence to any of the Divines of the Thirteen Realms. Instead, it is believed by its practitioners that the world was governed by four great pillars of north, south, east, and west, with Norheim itself serving as the world's northern pillar, and its Kolamar peoples being blessed with a special connection to these pillars because they were formed from the very same ethereal stone known as "Norshamar."

Nagrunok Golden Age

For a time; Nagrunok prospered, emerging as a regional power that rivaled many of the other fledgling mortal nations across Bariquel. Their culture remained deeply rooted in their nomadic traditions, which in turn made them highly effective at conducting raids and pillaging along the coastlines of nearby islands, most notably Cloudrock Isle to the south of Norheim, as well as parts of the northern Bariquel mainland. These raids helped maintain the strength of the Nagrunok military, though the nation’s influence never extended beyond the bounds of Norheim itself. Despite this, the people of Nagrunok long viewed the smaller Cloudrock Isle as their rightful territory, believing its close proximity to Norheim marked it as part of their ancestral birthright.

In the decades that followed, under the reign of King Sresshak, Nagrunok culture flourished across the island, with little internal dissent. Even as a more unified cultural identity began to emerge across the northern mainland of Bariquel, Norheim remained a land distinct in both character and tradition. Over time, however, the island entered a period of stagnation, with few significant developments taking place within the nation. The people of Nagrunok grew increasingly focused on preserving their hard-won stability rather than pursuing expansion or reform. This resulted in several generations of political stagnation, marked by a lack of major change. For those born on the island during this era, life was defined by peace, with no memory of war or conflict.

Charting the Four Corners

To prevent further stagnation of both the island and its people, King Sresshak devoted the latter half of his reign to initiating new and ambitious projects for the nation. The first of these began in 98 YM with the launch of a large-scale effort to map the neighboring islands of the Superior Sea. In keeping with the teachings of the Pillars of the World faith, Nagrunok exploratory ships were dispatched in all four cardinal directions. To the north, they reached the shores of the island of Alianna. To the west, they discovered the Vorminheim Isles. Sailing eastward brought them to the vast and imposing isle of Galriel. To the south, they reached the continental mainland, charting the coastal regions of Northhaven, Cloudspire, High Castle, and Maidensong.

These expeditions, while largely successful, were not without significant loss. The waters of the Superior Sea remained largely uncharted to the people of Norheim, and several ships, along with their crews, met their end at the hands of violent arctic storms, massive icebergs, or the monstrous sea beasts that called the region home. Many of these incidents would later be immortalized in the island’s oral histories, such as the tale of the three ships that sailed for the "Great White Glacier" — the Nagrunok name for Galriel — in 103 YM, only to encounter a terrifying creature that destroyed the vessels and claimed the lives of their crews. The final Nagrunok expedition set out for the Vorminheim Isles in 106 YM, but was ultimately lost to the great northern gales.

The most significant and grandiose of these great works programs was the ritual sanctification and reinforcement of the ancient Pillars of the World, which the Nagrunok people held in deep reverence. Though the Pillars themselves had long stood at the northernmost, southernmost, westernmost, and easternmost extremes of Norheim Isle, it was during this era that efforts were made to enshrine and preserve them with ceremonial structures and fortified surroundings.

Beginning in 106 YM, and coinciding with the final exploratory expedition, these sites were encased in sanctums of carved stone, each constructed from the sacred material known as Norshamar, the same divine substance the Nagrunok believed their people were formed from. Each of the four sites embodied one of the cardinal directions, serving not only as physical markers of orientation but as spiritual anchors of the nation’s identity. These projects became symbols of cultural unity and devotion, and served to reinforce the belief that the people of Norheim shared a unique bond with the world’s foundational forces. After decades of labor, the final sanctum was completed in 166 YM, signifying the close of the Nagrunok Golden Age.

Nagrunok War of Succession (166 YM - 205 YM)

Concurrent with the completion of the Pillars of the World, King Sreshak would perish unexpectedly from an undiscovered illness of the liver. His death brought about a great period of unrest for the island, as the people of Nagrunok grew increasingly concerned about who would succeed him. Due to Sreshak not fathering any children throughout his reign, the Kingdom of Nagrunok lacked a true heir to the throne. Many of the leading nobles of the island had been close friends of the deceased monarch and thus felt that they had the right to ascend to the throne of Nagrunok. While there were attempts at diplomacy, the desire for personal power infected nearly all of the highest echelons of Nagrunok society, and soon after battle lines would begin to be drawn. It would not take long before the nobility of the land engaged in open warfare against one another, with the commoners either siding with one side or the other. This conflict would later be known as the "Nagrunok War of Succession," and its waging would soon engulf all of Norheim Isle.

Like much of Nagrunok society, these factions vying for control over the island were formed alongside the four cardinal directions of north, south, west, and east. The southernmost faction, named "Mythakhan," due to their advantageous location on the isle, remained the foremost and dominant power of the isle. Their naval might and position on the most temperate region of the island allowed them to send fleets of warships to the four corners of the isle, bombarding the settlements located upon the coastlines. This naval might allowed them to conquer nearly the whole of eastern Norheim by the year 172 YM. This utter dominance proved so threatening that the western and northern factions of the Isle were forced to form an alliance with one another in order to even begin to match Mythakhan's ferocity.

As the conflict dragged on, the great pillars that stood upon the four corners of the island began to show signs of decay and disrepair. While the people of Nagrunok continued to worship the pillars, many began to believe that the pillars themselves were magical and/or divine in nature, and that these flaws were reflections of the violence that befell the isle. In the ensuing chaos, many of the noble families' children sought to escape the fighting, leaving their parents behind to wage war against one another. Some of these children would go on to seek refuge within the lands of neighboring nations, like that of the northern island of Alianna. Alongside them, many commoners would seek refuge across the Superior Sea, hoping to one day return to their sacred Isle once the bloodshed had ended. By 188 YM, when the last of the pillars were toppled, the Pillars of the World had been destroyed in the process of the civil war, leaving the people of Nagrunok bereft of the former symbolic connection to the pillars of the world.

After the Pillars of the World had been destroyed, the people of Norheim experienced a period of great turmoil and strife. Several generations of children were born during the war, and they would grow up without any knowledge of the existence of the pillars, and instead began to worship the Pillars of the World as mere symbols of power and authority. During this time, the nation would enter its greatest dark age of isolationism, refusing to accept any visitors from outside of Norheim's borders. There would be no more exploration or settlement of new lands, and the nation's economy would plummet into stagnation.

As the decades wore on, the once proud people of Nagrunok would become increasingly isolated from the rest of the Northrend Territories, and the continent at large. Only the occasional merchant ship from the mainland would make its way past the collective faction's coastal defenses, and even then, the merchants would only stop at the island's shores to gather supplies for trade. Fewer and fewer people would venture to the island, and those who did would eventually be met with hostility, as the people of Nagrunok would come to view anyone who ventured onto the island as a potential enemy. The northern and western factions of the island would do their best to try and foster a lasting peace with the southern and eastern factions, but for the most part, this would prove fruitless. The years following the destruction of the Pillars of the World would prove to be nothing short of difficult for the people of Norheim. With no more pillars of power to unite them, the four factions of the island would continue to fight against each other.

By the year 205 YM, the war would end, however, no effective monarch would remain in order to take their place as ruler of Norheim Isle. And as the majority of the Isle was left in ruins, many of the people of Norheim would lose all hope for the future and even consider abandoning the island entirely. Some of the people of Norheim would never abandon their homeland, clinging to the old ways, hoping for a return to the glory days of the golden age, even as the island itself began to fall into ruin. And so the people of Norheim would live on, in a desperate attempt to preserve some semblance of their old life.

Return of Nagrunok (205 YM - 288 YM)

With the war's end ultimately resulting in a stalemate, the whole of Norheim Isle was left standing in total shambles, as much of the population remained in total isolation from one another, while others would leave the island altogether and seek refuge elsewhere. By the year 210 YM, the four factions of Norheim had begun to break apart entirely, and many of the remaining members of the nobility of the island began to voluntarily relinquish their positions of power and authority, unable to meet the callings' demands. As many of the nobles gave up their titles, the remaining ones would be left to deal with the responsibilities of governing what little remained whole on the island. This period of uncertainty would lead to further decline of the once great island of Norheim.

In the years following the war, the only thing the people of Norheim could focus on was rebuilding the nation, and restoring the ancient pillars of power that had once been the symbol of authority and unity among the people of the island. For many years, the people of Norheim would struggle against one another in a desperate attempt to rebuild their nation, however, it would not be until the year 225 YM when from amongst the common masses, a Kolamar woman named "Baefael Nornaleth" would rise up and gain prominence over the rest of the people of Norheim. Baefael came from humble beginnings, and unlike her predecessors, she was not a member of any of the noble houses of the island.

Coming from more humble backgrounds, Baefael's family had fled the carnage of the Succession War years past and made a home on the continental mainland. Once upon the continent proper, Baefael would find herself in the court of a wealthy Mythra noblewoman within what would eventually become western Northhaven. In this court, Baefael would learn the intricacies of politics, economics, commerce, and trade. While at first, she did not know how to best utilize these skills, by the time the war had ended on Norheim, Baefael had quickly risen through the ranks to become an influential figure in the court. Eventually, she would resolve to leave her position in the Northhaven court and return back to her beloved home isle, hoping to make use of her new skills of leadership and administration to help rebuild the nation. With little opposition, Baefael returned to the isle of Norheim, where she would soon begin to take steps toward reforming the broken state of her homeland.

Once returning in 225 YM, and seeing the nation of Nagrunok in such a dire state, new invigoration filled her heart, and she set out to create a new nation that would serve her people better than ever before. She would make visits to each of the few remaining sparse settlements across the isle, hoping to get others willing to join her in this cause. While at first, the people were intentionally reprehensive towards the idea of reconstituting Nagrunok, fearing it would bring about further bloodshed on the island, things soon changed after she presented them with the possibility of becoming part of something greater than themselves. The people would come to see Baefael's vision of the future, and together they would begin the work of rebuilding their nation. By the time 230 YM approached, the majority of the island's citizens were under Baefael's leadership, and she had successfully brought together all the disparate groups to establish a single government.

Now having large enough support by the island's populace, she set out to recreate the same sort of great works programs the late Sreshak Skolldava had done in the centuries past. By her orders, all of the resources of the island were put into the rebuilding of the former capital of Nagrunok, Mythakhan. With the aid of the many laborers, craftsmen, and artisans of the island, along with the assistance of the numerous visiting merchants, traders, and explorers from the continental mainland, and the surrounding islands of the Superior Sea, Baefael would soon have the city rebuilt far beyond its original glory, completing their work by 243 YM. However, she knew that there were still many challenges ahead for her country.

As the decades passed, the people of Norheim continued to prosper. Together, they worked to build and rebuild their nation anew. Over time, more cities and towns would be built across the isle, and more settlers and refugees would arrive from across the Superior Sea, including those who had once lived on the island but had fled to escape the last century's bloodshed. However, the greatest of these works programs would be the ultimate restoration of the island's most prized idols, the Pillars of the World. After years of work, by 264 YM, the Four Pillars were restored to their former glory and brought back to be the center of the island's cultural and religious face, where they would stand watch over the nation for generations to come.

As Norheim continued to slowly rebuild itself, Baefael would continue to take steps forward in helping improve the lives of the people. One of the foremost issues for the people of Norheim was their lack of access to basic resources such as food, fuel, and medicine. To address this problem, she ordered the building of several small agricultural villages and farming communities throughout the island, so that the people could once again grow and cultivate crops and produce their own food. After a long and difficult effort to recover from the wars, the people of Norheim were finally able to begin focusing on the prosperity of their land, rather than simply surviving from day to day. Alongside this, she began to establish alchemical enclaves across each of the New Nagrunok holdings on the islands, which would allow for the production of high quality medicines and other alchemical goods for the nation.

By 280 YM, the once thriving nation of Norheim was reborn. With the help of the many people who had risked their lives to rebuild the nation, they had managed to rebuild their nation, and bring prosperity and peace back to the whole of Norheim Island. Along with this, a great era of art, culture, and innovation began to bloom on the isle, far eclipsing the former Golden Age of Nagrunok. Now the people could pursue their passions and careers without having to fear for their lives or livelihoods, all thanks to the efforts of Baefael Nornaleth. With the return of the Four Pillars and the restoration of the Pillars of the World, the people of Norheim were now able to bring a sense of unity and pride back to the island. With her work of reconstruction done, she could begin ruling the island proper, ultimately taking a Kolamar man to be her husband and mothering a daughter and heir into the world, Fanilyth Nornaleth in 288 YM.

Cloudrock War (310 YM - 324 YM)

Past the start of the 4th Century in 310 YM, Queen Baefael Nornaleth had been in contact with Cloudrock Isle, due south of Norheim itself. The two islands had long had a sense of rivalry in centuries past, even in the vast ancient past of the Archaistic Era. However, with her impeccable skills of diplomacy, she would manage to convince the current ruling body of Cloudrock Isle to an alliance, ensuring their dominance over the rest of the Superior Sea for centuries more to come. She would set off towards the island to the south, unfortunately, however, she would never make it. As the delegate ship made its way towards the isle's coast, a fierce sea storm would ravish the surrounding waters, quickly overtaking them. The ship would be smashed into bits by the raging current slamming the small vessel into the rocky breakers outlying the isle, and all on board, including Baefael herself, would be lost to the arctic depths.

With Queen Baefael Nornaleth's death, Norheim Isle would be thrown into chaos and turmoil, as the reigns of leadership would fall to her daughter, now Queen Fanilyth Nornaleth. With her mother gone, she would continue to rule in her stead, however, the young queen would fail to attract the same sort of allegiance and veneration her late mother had done. In fact, almost immediately after her coronation, the queen would find herself embroiled in political tensions with the very island her mother died attempting to foster better relations with. Cloudrock Isle, immediately after Baefael's death, pulled out of the treaty they'd signed with Norheim Island, refusing to allow any new trade or commerce between the two. From that moment onward, the relationship between the two nations would sour, and it would only grow worse with time. Queen Fanilyth would continue to try and mend the political differences, but to no avail, and her attempts at maintaining the peace would continue to founder on the rocks of broken promises from Cloudrock Isle.

As the people of Norheim began to feel enraged at this perceived slight against them so soon after the death of their beloved Queen, many called to Fanilyth to not stand idly by and allow this besmirchment of their land. Thus, the call for war across Norheim grew louder and louder, until Queen Fanilyth relented, and officially declared war upon Cloudrock Isle in 313 YM. This war would later come to be known as the "Cloudrock War" Both sides quickly began to bolster their forces, pouring a great number of resources in the accumulation of strong navies for the inevitable attempts to assault both isles' respective coastlines. The first attack came in 314 YM, when both sides met at the shores Cloudrock Isle. At the onset of the battle, the Norheim Isle navy was overwhelmingly superior, and it looked like the war would be won in short order. However, after the first wave of attacks, the Cloudrock navy would use great feats of hydromancy, ultimately repelling the Norheim assault.

Once the initial shock of war had worn off, the two sides began a brutal clash of attrition. Neither side could gain any ground, and continued to fight tooth and nail, eventually leading to an uneasy stalemate. The two would struggle to push back and forth along the island's coastlines, each trying to gain the advantage. Each side began looking for anything they could think of to tip the balance in their favor, including reaching out to other islands of the Superior Sea, though little would come of this for both sides. Throughout this period, the two would continue to expand their navies, eventually doubling the size of each nation's ships. With reinvigorated navies, more battles would be waged across the waters between the two isles in the decade that'd follow, and even upon the land itself, leaving great battle scars to stretch for miles on end across both islands.

Without any ground being gained by either side, it was evidently clear this war would not be about winning major engagements, but merely to wear the opponent down. Neither side wanted to give ground, and neither side could afford to stop fighting. It was a constant stalemate of pushing and pulling, and there appeared to be no end to it. Still, the two sides knew they couldn't sit around and wait for their enemy to tire themselves out, lest their own will falter. A number of plans were hatched during this time, none of which would actually come to fruition, but still served to keep the war going.

With the vast majority of the island's resources going toward the war effort, the infrastructure of each country began to suffer as well. With just barely enough food to feed its populace, Norheim Isle, unable to produce the amount of grain necessary to support such a large army, began to run low on supplies. Thus the people of Norheim's will to fight began to fall more and more, alongside their trust in Queen Fanilyth's leadership. As a desperate attempt to both end the war, and regain the people's trust in her, she would command all possible resources, soldiers and ships on a final, all-out assault on the Cloudrock Isle coast, hoping to force the lower island to sue for peace. The great Nagrunok fleet would be sent towards their rival island in 324 YM. Unfortunately, the plan would end in disaster, and the invasion would prove to be a costly failure for the Kingdom of Nagrunok, with the Norheim fleet destroyed in the process. The loss of the fleets would effectively doom the war, as the Cloudrock navy would see to it that the Norheim army would never again dare to venture into the shores of Cloudrock Isle.

Thus, it was with great shame did Queen Fanilyth Nornaleth be forced to sue for peace, ending the Cloudrock War. The price of this unwanted peace would be that Cloudrock Isle would be issued costly war reparations, putting further strain on the almost depleted resources of Norheim, and deepen the mistrust of the current ruling monarch. The war would end with great losses on both sides, but one cannot deny that it was the Kingdom of Norheim who suffered the most. After the war, Norheim would be plunged into a state of depression, as the people mourned the fallen, and the survivors were left to ponder what had happened to their land. All the while, the economy of the kingdom would continue to shrink, and the population would begin to decline, while the Queen would soon find herself desperately holding onto her unworthy position of power.

Fanilyth's Tyranny (330 YM - 338 YM)

Following the disastrous defeat of the Nagrunok military by that of Cloudrock Isle, Queen Fanilyth Nornaleth would soon find herself at odds with much of the population of Norheim. As the queen attempted to hold on to her throne, she found herself constantly under attack by those who saw her as an illegitimate ruler, unworthy of inheriting the position of power her more beloved mother once held. The people of Norheim would begin to openly revolt against Queen Fanilyth, and the once peaceful and prosperous nation would descend into a dark age of violence and bloodshed. With the power of the people now rising in revolt, Fanilyth would begin to close an iron fist tighter and tighter around the necks of the populace, plunging the nation into a state of absolute tyranny, further exasperating the problems of rebellion.

As she descended further and further into megalomania, Fanilyth would take measures to ensure that loyalty to the Nagrunok crown would be maintained by any means necessary. The most prevalent method she would use to foster loyalty would be the spreading of the idea that openly protesting, or committing acts of treason against the Crown would only aid that of their sworn enemies, Cloudrock Isle, and further, hinder their attempts at rebuilding the nation, and taking their desired revenge. Another method was shown through fear of reprisal, as those who spoke out against the queen's rule were often met with harsh punishment, including imprisonment or even public execution. This would cause a split amongst the common populace between those who supported the Queen, and those who opposed the oncoming oppressive regime.

Beginning in 330 YM, Fanilyth would close off the borders to the island, preventing anyone from entering or leaving the land. Not only were those already born and raised within the land not allowed to leave, but even those who wished to emigrate to Norheim were refused entry. Those wishing to leave the island were stopped at the ports, and met with harsh sentences for attempting to escape the oppressive regime. Fanilyth's forces were quick to seize any boats that departed from the shores of Norheim, and many were never seen again. Those who remained on Norheim faced strict curfews, which required them to remain indoors after dark. Anyone caught outside during curfew was subject to harsh punishment, and often times death. It became increasingly common practice for soldiers to patrol the streets of Norheim at night, searching for anyone they deemed suspicious, and killing them without question. Many of these patrols would also randomly search homes, looking for anything or anyone that could be used as evidence of rebellion.

In 338 YM, as a means to further suppress ideas of rebellion, forced labor camps began to spring up across the land, where men, women, and even children who had committed acts against the crown were forced to work long hours in order to support the military and the queen. These slave laborers were given no pay, and were treated like dirt beneath the feet of their oppressors. When they weren't working in the fields, they were forced to clean and maintain the various buildings and structures throughout the kingdom. They were paid nothing, and lived in cramped quarters underneath the barracks of the army. Their meals consisted of gruel and cabbage soup, if they were given food at all, and the only way to escape these forced labor camps was to either commit suicide, or to work yourself to the point of death.

For the remainder of the century, Fanilyth would begin to fall further and further into madness, believing herself to be the chosen by the Pillars of the World themselves to be the rightful and eternal ruler of Norheim. She would start to believe that her own mother's spirit inhabited her own body, bestowing her visions that would tell her that the people of Norheim had turned on her. Thereafter, she would begin to treat the people as if they were her own personal slaves, and would take every opportunity to remind them of her status as their ruler. She would make sure to act as if she was doing them a favor by allowing them to live, and would heap upon her subjects heavy taxes to fund her growing military for the crushing cost of the Cloudrock War was all-consuming.

A Rising Resistance (400 YM - 426 YM)

Even upon the eve of 400 YM, Norheim continued to suffer under a dark cloud as Queen Fanilyth continued down the path of total megalomania, and it was becoming increasingly clear that something needed to change. More and more rebellion groups would erupt in the following decades, while even the will of her most fanatical supporters began to falter. It began to take root within the military itself, and Fanilyth would be forced to increase the wages of each soldier in order to prevent the total collapse of her military. In order to pay for this immense financial burden, the coffers of the Kingdom were bled almost dry, and the taxation of the citizenry increased in order to compensate. Her citizens were taxed so heavily many of the poor simply starved to death because they couldn't afford to buy food. The number of homeless beggars grew larger and larger, and the Queen's paranoia grew ever stronger. Fanilyth would begin to see even the slightest opposition as an imminent threat to her rule, and would send out her armies to deal with those who dared to speak out against her.

As the people of Norheim fell into further despair, more and more resistance movements would begin to form in the underground, however, they remained largely unorganized, acting as independent agents of chaos. Some would rise up in open combat against the queen's armies while others would simply stay hidden and continue to live their lives in quiet defiance of the monarch. Many of the dissidents who formed these underground resistance movements were caught and imprisoned, or killed outright, but some managed to survive the wrath of the queen's soldiers, and would continue to spread the word of rebellion amongst the masses. With ideas of rebellion spreading across the whole of Norheim, it was only a matter of time before the people's will to resist would grow strong enough to overcome the Queen.

These rebel groups would continue to act in defiance to the Nagrunok Crown independently throughout the first decade of the century. However, amongst the numerous dissidents, one Kolamar would begin to sow the seeds of that which would spell the end of the reign of Fanilyth Nornaleth, and the beginning of the next era in Norheim history. Cinkara Vakin, a young Kolamar woman, had been born to a peasant family of Norheim, the second daughter to a family of farmers, who worked the lands of the southern portion of the kingdom. Suffering under the heel of the brutal taxes levied by Queen Fanilyth, the young Cinkara would be forced to watch as her parents wasted away, barely able to provide themselves with meager rations. Thus a fire had been born within the young woman, fueled with a desire to do whatever she could to put an end to the oppression of the royal house, and to see the people of Norheim once again free. Despite her humble origins, Cinkara held within her immense magical power and strength, and would use this to her advantage when she would eventually rise to prominence amongst her fellow rebels.

In 424 YM, the young Cinkara would leave her home and make her way toward the capital with the goal of assisting in the chaotic acts of rebellion against Queen Fanilyth's tyrannical rule, however as she made her way there, she began to think on a more long-term solution. She believed that she could muster up a force great enough to challenge that of the Nagrunok military itself, and thus plunge the island into a war of revolution. When she had arrived to Mythkhan, she would set her plans in motion, having quickly found a group of rebels eager for new recruits. After showing them her immense magical talent, they would be ager to put her to use. Upon nightfall, the small group of dissidents would appear before a prominent tax collecting office in the city, and with one sharp exhale, Cinkara would blast a jet of flames from her mouth, burning the building to ash. With this act, the small rebel group had made their mark on the city, as many of the common people rushed to see the symbol of oppression in flames, and to join the cause. However, the action of Cinkara had also attracted the attention of Queen Fanilyth's forces, who had begun to patrol the streets more frequently, searching for any sign of dissent.

With more joining the yet unnamed group, an actual command structure would need to be put in place, and with Cinkara's fiery passion of rebellion, she was a clear choice to lead them. She gladly accepted the position, and saw fit to give the organization a formal title known as the "Sisterhood of the Pillars," named after the ever-prevalent faith on the island. With more and more members coming in through word of mouth, it wasn't long until Cinkara would be joined by a small band of loyal followers, including the former military members who had grown disenfranchised by the Queen. With Cinkara at the helm, they would begin to gather intelligence about the whereabouts of Queen Fanilyth's military, and to formulate a plan for how to strike back at them. Under the guidance of Cinkara, the Sisterhood throughout the coming months would begin to create a network of spies throughout the kingdom, who would report back to the rebel leaders with information regarding the locations of military barracks, and the routes taken by troop convoys. These reports would prove invaluable, and would help to determine the general location of the queen's army, and the main strongholds which housed most of her military power.

The Sisterhood of the Pillars would continue to commit acts of open rebellion to the Queen's rule, however, It wouldn't be until two years later in 426 YM that they would finally make their ultimate declaration against the Nagrunok Crown. Having amass a force numbering in the thousands, they would descend upon a large military encampment on the southern shores of the Graecoast, launching a surprise attack on the area, meeting with the Nagrunok military in open combat. After a bloody battle several thousand dead bodies lay strewn across the ground, and the rebels had emerged victorious. With this, the declaration of war would be solidified, beginning what would be known as the War of the Pillars.

War of the Pillars (430 YM - 449 YM)

The War of the Pillars would begin in full at the start of the 430s YM. The rebellious forces would hold off the attacks of the Nagrunok Crown for years, pushing them further and further south along the coast, and making incursions deep into the forests of Norheim. But for each victory the rebels would win, however, the Nagrunok Crown would launch a fresh wave of attacks into the heart of the rebel's lands, destroying towns and villages, with the crossfire of both sides resulting in the murder of thousands of civilians. With more and more innocents lost, a growing animosity to both the Nagrunok Crown which had oppressed them, and the Sisterhood now attempting to free them grew amongst the common folk, wishing to simply return to peace, a state of being long forgotten on the island. However, the rebel forces were relentless, and despite their losses, they continued to fight on, knowing that there was still hope for the people of Norheim.

During the course of the war, the rebels would continue to gain greater control over the areas around their territories, seizing control over key locations such as the large port town of Graecoast, which served as one of the main ways in which the Nagrunok Crown imported its food supplies. This caused the queen's forces to realize that they couldn't simply rely on their massive military to crush the rebellion, and instead began to develop more elaborate strategies such as encirclement tactics, sending out smaller units of troops to seize control of strategic locations, which could then be used to defend against large scale attacks. The Sisterhood, however, had already anticipated these types of strategies, and were ready for them, and were able to counter them with their own clever tactics. Through careful planning and preparation, they would make sure to have a reserve of trained fighters stationed at each of these choke points, to be deployed to either defend or attack at a moment's notice.

While the war raged on, the queen's forces would continue to lose more and more men and women to the rebel attacks, and the war would begin to take a toll on the morale of the Queen's soldiers, with many of the officers becoming increasingly even more discontent with the Queen's leadership. The Nagrunok Crown's inability to sustain a strong hold over Norheim was evident. Supplies became scarce, communication lines were consistently disrupted by the Sisterhood, and a climate of mistrust spread within the ranks of the queen's forces. Stories began to circulate of soldiers from the Nagrunok Crown deserting their posts and seeking refuge in neutral villages or even secretly joining the rebel cause. The loyalties of the once-unbreakable Nagrunok military were now in question.

Concurrently, the Sisterhood's influence grew not only in military strength but also in the hearts and minds of the people of Norheim. While they were initially skeptical of the rebels due to the devastation the war had wrought upon their land, the Sisterhood made concerted efforts to win their trust. They established safe zones, organized food distributions, and even set up makeshift schools and hospitals. These actions humanized the Sisterhood and painted them as the true champions of Norheim, contrasting sharply with the brutal reign and negligence of the Nagrunok Crown.

In 446 YM, the Sisterhood managed to orchestrate a significant victory in the Battle of Lornridge, a strategic mountain pass of the Voldamyr Mountains that effectively cut off the Nagrunok Crown from reinforcing the southern Graecoast with assests located further north within the Norfross Region. The loss of Lornridge marked the beginning of the end for the queen's forces. With the bulk of her army either decimated or disillusioned, and her supply lines severely compromised, the queen had little choice but to sue for peace. However, she would not live to see such peace, as only her death shall bring it about. Thus, the heads of her armies, prior to the peace summit would execute her within her chambers, ending Fanilyth's rule over Norheim Isle.

The peace treaty would be put into effect in 449 YM, bringing an end to the War of the Pillars. The treaty dictated that the Nagrunok Crown would officially renounce all claims to Norheim, and was a bitter pill for the proud Nagrunok Crown to swallow. In the aftermath of the war, Norheim would embark on a path of healing and reconstruction. Under the guidance of the Sisterhood, the island rebuilt its towns, cultivated its fields, and fostered a renewed sense of community and identity. The sacrifices of the war were not forgotten, and the stories of bravery and resilience became an integral part of Norheim's cultural legacy.

Geography

Graecoast

The Graecoast is the name given to the region of land nearly consisting all throughout southern Norheim Isle, alongside several outlying smaller islands. Its landscape consists mainly of snow-covered rocks, weather-beaten by the constancy of the south Superior Sea waters crashing upon the coastline. The climate of the Graecoast tends toward extreme cold, with temperatures dipping down to a balmy -10 degrees Celsius (14 degrees Fahrenheit) at times during the winter months. During the summer months, however, the weather can warm up to around 0 degrees Celsius (32 degrees Fahrenheit), and in some rare cases even higher.

Across the rocky coast, small pockets of conifer forests grow between the blankets of snow that cover much of the area. These forests are home to many species of animals, ranging from arctic foxes and reindeer to snow leopards and wolves. In other areas where there aren't conifers growing, thick patches of tundra grasses and flowers can be found blooming. The sparse vegetation provides little in terms of food for most of the wildlife which live on the Graecoast, thus they often rely primarily upon their own hunting skills or resources provided by travelers passing through the area.

Further inland of the Graecoast, numerous large mountain ranges shoot upwards in spectacular fashion. The peaks are covered with snow year-round and often are subjected to harsh winter storms. This is a particularly snowy region and the mountains have been known to receive hundreds of feet of snowfall in one storm. During the summer months, though, fierce rainstorms and flooding are common. When this happens, great deluges rush down the mountainside, with enough force to smash entire forests to bits. These raging torrents can be heard for miles around, and they are frequently seen as dark clouds against the bright blue sky. Alongside inland mountains, towards the northern Graecoast exists an area of towering peaks and deep valleys, mountains riddled with caves and grottos, hiding many secrets within their depths. Frozen waterfalls cascade down the sides of the cliffs, creating vast ice fields that stretch far into the distance. The more southern parts of the High Mountains are covered with dense arctic forests, containing numerous frigid forms of flora and fauna.

Luthrik Forest

Stretching across nearly all of central Norheim Isle, the vast Luthrik Forest can be found. Consisting of thousands upon thousands of conifers trees such as Pine and Ceving, the Luthrik Forest is a cold, immense expanse of hardy vegetation. The thick tree lines of the Luthrik Forest are home to a wide variety of wildlife including numerous species of wolves, bears, deer, wild boar, and many more. While not inherently dangerous, it's important for travelers to take caution when traversing this forest due to the presence of many species of predatory fauna which call the forest home.

Nearly on a daily basis throughout the year, the Luthrik Forest is subjected to a seemingly endless jet of snow falling down from the sky above, leaving the ground covered in meters of thick white powder. Snow drifts are common all across the reaches of the forest, covering everything in sight with miles upon miles of white fluff. The wind that blows through the forest is cold and bitter, making it difficult for people apart of races not accustomed to the extreme cold to walk outside, even in the summer months.

Despite its harsh nature, Luthrik Forest also serves as an important source of lumber for both construction and decoration among the cities of Norheim. It is also abundant in wild herbs that are used by many of the people of Norheim for cooking and medicinal purposes. Small villages can be found sparsely settled across the forest, but their populations rarely exceed two dozen or so due to the extremity of the location, leaving only those accustomed to the harsh conditions able to make a home here. A few larger settlements had been established in the southern portion of Luthrik Forest, but most are largely abandoned as their populations chose more in favor to move towards the more densely populated cities.

Lake Valagar

Located near the center of the Luthrik Forest lies the vast Lake Valagar. Stretching for an area of land of 5,291 square kilometers, (3,287 square miles) it is an immense inland sea of frigid fresh water. Thermal shockingly cold, Lake Valagar's waters reach immense temperatures of cold well in excess of -48 degrees Celsius (-55 Fahrenheit). The lake itself holds a deep blue color that is tinged with green and brown from its many layers of sediment. Its deepest point reaches 1,386 meters (4,600 feet), making it one of the deepest lakes on the planet.

Lake Valagar is home to numerous species of fish, amphibians, and even some birds. In particular, there are quite a few species of waterfowl and duck-like creatures that inhabit this body of water. There are also several freshwater turtles that can be found here as well, swimming about the surface or basking on rocks along the shoreline, though only those capable of withstanding the extreme cold have been spotted within these waters. The lake's most notable inhabitants, however, are the immensely large species of predatory fish native to its depths. These include giant Arctic species of Aboleths, and Leviathans, which prey upon smaller fish by dragging them from the shallows towards the darkened deep where they can more easily consume their meals. A few of these monsters can grow up to hundreds of feet in length, and some even larger than this, but such sightings are rare. Other large beasts that dwell within Lake Valagar are the giant eels called Maelstroms. These massive serpents, like the Leviathans, are capable of swallowing entire boats whole if so inclined

Due to its immensity in both size, and life, Lake Valagar serves as a vital part of Norheim Isle as a whole, acting as one of the most major food and fresh water sources on the island. As such, fishing here is extremely popular amongst the locals who live in the surrounding regions. Because of the high level of danger involved, however, it is not uncommon to see fishing guilds set up shop along the shores of the lake. As result of its many advantageous features, the only major city in the region, Fefnir, was settled right upon its northern coast.

Voldamyr Mountains

Constituting the majority of Norheim Isle's eastern shores, the Voldamyr Mountains are spread far and wide through the snow-laden lands. Its tallest peaks rise above the clouds and provide a spectacular view for those who can climb them. Within this region, the island's tallest mountain, Mt Vuldameek, stands at a height of over twenty thousand feet (6,100 meters). Its landscape consists mainly of snowy, wind-battered wastes, and steep, ice-covered rocky inclines. In some places, it is possible to find small caves or shelters that have been carved out by the cold winds of winter. The mountains provide an excellent vantage point from which one may observe the seas around the island, including both the ocean and its many regions.

Many species of monstrous arctic fauna call their homes within the Voldamyr, as only the most hardened of creatures can withstand the extremity of the region's environment. These include great species of ice trolls such as the Gollusk, a species endemic to the region. Many other dangerous beasts inhabit the icy reaches of the Voldamyr, including wyverns, great ice serpents, and snow dragons, alongside more aberrant forms of life such as frost elementals, or icy Daevolin. Living alongside these fearsome beasts sit species of arctic flowers, trees, and other flora suitable to grow in the extreme cold.

As its landscape is extremely harsh in both terrain, and climate, no major settlements have been established within the region. Instead, only minor hamlets can be found hugging along the jagged mountain lines, or at the bases of steep cliffs. In addition to this, there are a few fortresses that dot the landscape. These fortresses were constructed when the established protectorate of Norheim was young, and as such, most remain abandoned and forgotten. Most of the region's sparse population relies on agriculture and hunting for sustenance, though some have turned to mining operations deep inside the mountains. The latter has proven to be lucrative, with many finding veins of precious metals scattered throughout the mountainous areas, though the profits are not without their own risks.

Norfross Region

Throughout most of the northern regions of Norheim Isle, the vast snowy wasteland known as "Norfross" stretches for hundreds of kilometers in every direction. Norfross is very much a blanket term referring to the region itself, the frigid river which stretches down towards the Voldamyr Mountains, its own outlying mountaintops, and the major settlement established in northern Norheim Isle. It stands as the second most immense region of the isle behind that of the Luthrik Forest. This entire region is covered by snow year-round, and all that can be seen are barren mountains, frozen lakes, and rocky outcroppings. As the name indicates, the Northern region is frigid all year. Snowfall is common throughout the winter months and rarely does the temperature rise above -25 degrees Celsius (-14 degrees Fahrenheit).

The Norfross River flows down through the middle of the region from the north until it reaches the southernmost point where it splits eastward, carving through the Norfross Mountains towards the Voldamyr Mountains where it deposits into Lake Vernakhan. Its waters are amongst the most frigid of the isle, -50 degrees Celsius (-58 Fahrenheit) at their warmest. The river's current is slow but steady, making for treacherous travel along its banks due to the precarious footing. In some areas, ice has formed on the water itself, forming what is called "ice bridges," which are narrow, floating platforms constructed of large sheets of ice that have been naturally frozen together. These can easily support several people at once and are used to cross the river.

Like the region in which they inhabit, the creatures which dwell across the Norfross Region are often large and powerful predatory arctic beasts, of these creatures are nocturnal hunters and avoid the harsh cold during the day. However, the small number of species that exist here make up for their size in intelligence and cunning. Most of them live alone or in pairs, as opposed to being part of packs like those found elsewhere on the isle.

Mount Frossflame

Mount Frossflame, while referring to both the great peak, and the surrounding region, is most often associated with that of the Cryovolcano which stands atop the northernmost region of Norheim Isle. One of only six in the known world, and one of only two apart of the Bariquel continent, Mount Frossflame is the most unique geological feature of the island, acting as a massive physical gateway between Haven, and Confluxia's Plane of Frost, Cryonilipse. Innumerable aberrant elementals and materials birthed from the endless condensation of Frost contained within its hollowed structure, manifesting as a great freezing molten form. The mountain is a true volcano, one which has erupted many times since the creation of the world, a fact which has caused massive death tolls in the past due to the ferocity of its eruptions. The last major eruption was well over two thousand years ago to the modern day, and there are those who believe it may not erupt again for another few centuries at least. As such, Mount Frossflame is considered to be a sacred place by many, and many rituals have been performed on the mountain over the ages.

The region surrounding Mount Frossflame is covered in hundreds of feet of blue ice created from millions of metric tons of cryogenic aberrant materials which have rained down to the ground below in the centuries past in had erupted. It is an incredibly cold environment, with temperatures ranging from -100 degrees Celsius (-148 degrees Celsius) all the way up to -200 degrees Celsius (-328 degrees Fahrenheit), depending on the exact location. This makes it inhospitable to nearly all races on the planet, yet life can still persist within the frozen terrain, and it is home to numerous arctic-adapted species of flora and fauna. Several aberrant Frost Elementals emerge fully fledged from the materials which cover the ground, their bodies of ice and snow bounded together by arcane Conflux energies. These Elemental Beasts are capable of manipulating the crystals of frost present on the ground around them, and can create defensive fields of crystalline ice to protect themselves or others from harm. They also possess incredible magical powers in terms of elemental affinity and summoning, using their magic to manipulate the very elements they were birthed form.

Due to its inhospitable nature, the area is largely unexplored, as no one wants to risk being caught in an eruption, or fall victim to the harsh cold, and the many great beasts that roam its icen lands. No settlement has ever been established within its borders, and few would ever dare try. Still, a number of adventurers from various cultures have been known to travel to the area, using magical means to brave the desolate icy wastes which surround the great mountain. Many of these travelers return with tales of unique creatures, often including the previously mentioned Aberrant Frost Elementals themselves. Others claim to have witnessed ancient ruins and other relics of the old days, lost to time in the frozen landscape.

Voldamyr Isles

Considered to be a part of the collective Norheim Isles, located northeast of the main island lies the frozen wastes known as the "Voldamyr Isles." consisting of five major islands, and numerous minor isles and islets, the collective expanse is a great frigid and desolate wasteland. The terrain is made up mostly of snow-capped spikes extending several meters upwards, covered in thick ice, while below lie cold, blue lakes that are inhabited by immense arctic sea beasts of destruction. Whilst being warmer than that of the Frossflame region, the collective Voldamyr Isles still sit at temperatures well below the threshold of most races of the world, dropping to an average temperature of around -50 Degrees Celsius (-58 Fahrenheit) at their warmest. The wind is strong, cutting, and constant, blowing across the entirety of the Voldamyr Isles from the east, often carrying with it heavy snowfall and blizzards that can last for days on end.

Living upon the isles' icy sheets, many species of great arctic beasts of prey stalk on the frozen over grounds, peering into the Superior Seas deep dark waters for any would be food. Aberrant Frost Elementals manifest along their shorelines, mindless wandering the desolate wastes which exist atop them, while frozen-over devils and demons stalk along the waters, using their magical prowess of cold and frost to freeze walkways across each of the islands, and raising the creatures felled by the frost back to life to be their throngs and servants . The beasts that call the Voldamyr Isles home are a cruel lot, merciless in their hunger and need, stalking out onto the ice floes with open jaws to capture and consume anything they can find. They do not understand mercy or compassion, nor do they care for anyone who may be different from them.

Large icebergs encircle each island, making traversal of the islands by sea extremely difficult, making only the most experienced of sailors able to brave the journey. This, coupled with the hostility of both the land, and the beasts which inhabit them, no formal settlement has ever been established on the isles. However, many a brave adventurer of Norheim have braved the trek to the Voldamyr Isles, as the beasts which call that land home, should one best them, would bring them great prestige amongst their peers back in their home land. And so they continue to travel there year after year, searching for great frozen creatures that can be conquered, however, the foolhardy hero may wish to think twice before setting off, as many have fallen to the perils which inhabit the Voldamyr Isles.

Fauna

Many species of endemic fauna call the Norheim Isle, alongside the outlying islands home. Most creatures who call its shores home are large, arctic beasts of ferocious strength and magnitude. These creatures all have an affinity for cold weather climates, some even being able to survive in immense freezing temperatures without any issue. Other more Aberrant creatures who call the Norheim Isle home include forms of Frost Elementals or arctic Daevolin, as well as non-endemic arctic animals.

Brilgruk are large boar-like creatures which can be found across central and eastern Norheim, but can also be seen sometimes grazing across the island's western coastline. The creatures have a thick layer of fat around their bodies to protect them from the harsh winters in the region, along with an impressive set of tusks protruding from either side of their mouth. They are often used as a large source of food for the island's native inhabitants, the Brilgruk is an important facet of Norheim's natural ecosystem. The Brilgruk is known to live in herds, although it is not uncommon for solitary individuals to be encountered on occasion. Despite their size, they possess very poor eyesight due to their body mass

Tuluska are large walrus-like creatures that are found across the whole of the Graecoast. They usually inhabit shallow waters, but can also be seen in rivers and lakes where they graze on algae with their tusks. Tuluskas have a very thick layer of blubber to keep them warm in the cold ocean depths. Often hunted by the population of the Isle, Tuluska serve as an important pillar of Norheim's ecosystem, creating waste products like oil and bone meal which are used in some crafts such as cooking.

Gollusk are a large species of Tulgrin (Troll) that inhabit the snowy wastes of the Voldamyr Mountains. They are easily identified by their muscular bodies, and their thick fur around them which they use to keep warm against the cold climate. One of the more gentler creatures of Norheim Isle, the Gollusk live solitary lives, keeping away from the vast majority of the island and choosing to only hunt within the Voldamyr Mountains themselves. Despite this, they can sometimes display fierce temperaments and have been known to attack sapient races if provoked or threatened.

Unyllkalithg are a large species of Tulgrin (Troll) that make their homes amongst the many icy caverns that can be found across each region of Norheim Isle. One of the more populace species of the island, Unyllkalithg are a communal species, living in interconnect clans in vast icy cavernous hives with dozens of members. While being timider than most Tulgrin, if one enters their nests, then they best prepare for an onslaught. They are often hunted by the island's population for both their meat, and the thick layers of fat across their bodies.

Frossflame Elementals are Aberrant Frost Elementals that are birthed from the arcane energies that fall from Mount Frossflame onto the icy ground below, forging a humanoid form out of ice, being held together by magical Conflux Mana. Shambling across the frozen region surrounding the great mountain, Frossflame Elementals are volatile creatures, able to manipulate great forces of frostfire to simultaneously burn and freeze any which crosses their path, they are one of the most dangerous and to be feared creatures to inhabit the isle.

Maelstrom Eels are immensely large sea serpents found within the cold depths of Lake Valagar, being so large they are able to swallow entire throngs of fish whole, alongside being able to smash great frigates and other sea-fairing vessels into bits. These great beasts have evolved to be incredibly strong, thanks to their long necks and powerful tails that allow them to easily crush or break apart boats with ease, whilst their jaws alone are capable of crushing rocks in seconds. One of the greatest beasts of prey one can conquer on the island, many more sea-fairing adventures have sought out to slay these beasts and return with their immense bodies to the land.

Loomicynvul are a large species of icen-netch which slowly stalk along the hostile Voldamyr Isles for any hapless creature unfortunate enough to cross their path. Using both their large tentacle-like appendages, and cold breath, they will freeze their prey in place whilst choking the life out of them, then shoving them into their gaping frozen jaws. Loomicynvul are highly territorial creatures who have no qualms about attacking other creatures should one venture too close to their territory. They rarely stray beyond a few hundred yards from shore, preferring to remain near the water as they travel between feeding sites.

Waelgamok are an immensely large species of icen-wurm which burrow underneath the Norfross Region of northern Norheim. They primarily live underground, only surfacing upon the sensation of possible prey walking above their nesting grounds, making each Waelgamok an immense, living landmine for any unfortunate to walk above them. One of the more sparse creatures of the island, they are no less a constant fear for the people living in the region, as once they spring from their hideaways, its near impossible to escape from their powerful, razer-sharp jaws.

Glacier Bears are an Aberrant frost mammal found sparsely across the Voldamyr Isles. Appearing like a typical species of arctic bear fused inside a glacial form, their bodies are primarily composed of frozen over compacted ice crystals, while their heads and paws retain characteristics more in line with other bear species. Glacier Bears possess sharp claws that can pierce even the thickest of hides and can also generate large chunks of ice to use for defense or throwing at opponents.

Snow Streakers, perhaps the single rarest beast of Norheim, are a species of Aberrant frost mammal found sparsely within the Luthrik Forest of central Norheim Isle. Able to dash and dart across the snow-covered grounds at incredible speeds, Snow Streakers are often hard for one to make eye contact with as they are incredibly skittish, a nature in which holds true in regards to their temperament, as they often choose to flee from most creatures. They hunt small species of mammal such as rodents, or even canines which also inhabit the forest in which they live. Due to their rarity, Snow Streakers are a more enigmatic creature of the island, and are often held in great regard by its sentient populace.

Reilgazz are small, aberrant frost Daevolin which stalk along the shores of the Graecoast, attacking any small weak creature they come across in order to feed on their flesh. They have sharp teeth, and razor-sharp claws that assist them in the tearing of flesh. They have a fondness for the blood of the Edian Races, often singling out lone young, but will gladly consume the blood and entrails of other creatures as well. As such Reilgazz are despised across the whole of Norheim Isle, with many hunting parties being sent from the major settlements of the region in order to exterminate each Reilgazz they come into contact with.

One of the largest creatures to inhabit the isles, the Desoicen is an immense icy Daevolin which sparsely populate the Voldamyr Isles. They are monstrous creatures, with their gigantic bodies they easily crush rock and stone beneath their feet, whilst the icy surface cracks and shatters under the weight. With their large wings, they can fly along the chilled-wind currents, making them masters of land and sky. Virtually unchallenged, the Desoicen is the apex predator of the Voldamyr Isles, with only rivals of their own kind able to challenge their immense strength. These great ice demons are the pinnacle of terror on the island, making most choose to avoid their home region all-together, despite their small number.

Flora

Alongside being a host to numerous great icy beasts, many species of arctic flora grow enforce across Norheim Isle, many of which contain frost-laden alchemical properties. All plants who live upon the island are able to withstand great temperatures of cold, and several in particular have developed unique abilities to protect their bodies from harm in these harsh conditions. These powerful specimens can be found growing throughout the frigid tundra of Norheim, often alongside other life forms that also rely on them for sustenance or protection.

Purheim Flowers are a common and beautiful sight across the Graecoast and Luthrik Forest of the island, they are small, purple-colored flowers with a thin icy sheet across their pedals. Due to the sun often becoming obscured by snow storms and thick arctic cloud lines, the Purheim Flowers are able to store the energy given by the sparse sunlight for long periods of time. In alchemy, one can take advantage of this in-born trait, with their pedals being able to be used as a preservative for foodstuffs, or liquids which may spoil overtime.

Graeberries are small, red berries which grow along the Graecoast line, with their long stems digging along the snowy ground to lap up the sea's waters. Described as having a slight tart taste, they serve as a major food source for both the animal and sentient populations of the island. They are a staple of Norheim cuisine, often used as an integral ingredient in cooking, alongside being used to create various jams, jellies, and desserts. The berries can be found growing along the coastlines throughout Norheim, though it is common for them to dry out during dry seasons. During winter months, the frozen ocean water will keep the plants alive through the cold season, allowing them to remain healthy until spring.

Frossberries are large, blue, and black berries which grow across the Norfross region of Norheim Isle, consisting of numerous thin wooden stems with clusters of berries on their ends. Often considered to be quite sweet, Frossberries are a delicacy for much of the island, being one of the most favored fruits on the island to be used in the creation of desserts and other foods. Alongside being a favorite of the sapient races of the island, many animals seek out the berry due to their immensely sweet taste which provides them with great amounts of caloric energy. These creatures include larger fauna such as wolves and foxes, along with smaller varieties like mice and rats.

Scruss Nettle are small, bush nettle plant with a distinctive black and red coloring which grow across the Graecoast, and the Luthrik Forest. A common sight amongst the island's populace, Scruss Nettle mainly serve as a food source for the island's herbivore animals, their thin and small leaves being easily digestible. They produce a potent, cool forested aroma, making them a favorite for perfumers fragrance alchemist's various scented concoctions.

Normano Roots are an immensely large species of fungi with a wooden-like texture adoring its giant stalks. They can be found sprouting through both the Graecoast, and the Luthrik Forest of the island, and serve as one of the most fundamental natural resources on the isle, with their massive thick wooden frames being used in the construction of numerous buildings, tools, furniture and other necessities, being primarily cultivated for their durable woody stems which make them ideal for the use of scaffolding of house frames.