The Lore of Ergus

Ice Crystal Plains

The vastness of the sparkling ice plains and the contrast of the great blood red castles and cities cause the Ice Crystal Plains to be considered some of the most beautiful lands in Luctenia.

Both the great houses of the nomadic Alfinn and the proud Kingdom of Altheim are strong and sturdy, putting great value on their honor.

The great storms from the south and scarcity of quality farming areas force the two people to work together and hold to the alliances of old. 

Cities and Landmarks

Altheim Keep – Located in the heart of the Ice Crystal Plains Altheim Keep is the seat of the King and his Court. This keep is the largest in the Ice Crystal Plains and houses the majority of the Altheim people.

Home of the Dead – Seeped with rumor and lore, the Home of the Dead is a place most prefer to avoid. Part of the Duchy of Ostigarr, the Home of the Dead consists of more walking dead than fully living.

The Hot Springs – Located in the southwest corner of the Ice Crystal Plains are the Hot Springs. This is a place of spiritual significance and is guarded by the houses of the Alfinn, with each house rotating in for a year at a time.

The Cliffs – located on the border between the Ice Crystal Plains and the Painted Sands are the magnificent cliff faces that lead to the desert below. Alfinn, young and old alike, travel to The Cliffs to hunt, climb, and prove their might.

Natural Resources

Despite its frozen surface the Ice Crystal Plains has many resources available to its people. Through careful management of the Alfinn, the large herds of elk provide meat, hides, and bones to the people. The cave systems under the ice have massive deposits of a unique iron, valued for its strength in the cold weather after it rusts into the deep reds the metal is known for. The Altheim, through generations of diligent work, have created a system of farming that thrives on the icy surface. 

People and Lifestyle

Life on the plains is hard regardless of which faction you belong to.

The Alfinn are nomadic, living a lifestyle of heavy travel and hunting. It is said the Alfinn feel the call of the Plains, and some are so in tune to the land they can sense the land’s needs and warnings of danger. During the mild seasons Alfinn Houses are spread across the Plains, following their herds. Fighting between the Alfinn Houses is not unheard of, especially when the herds begin to diminish. During the harsh winter storm seasons most of the Houses move underground, into the vast cave network under the Plains. During this time the Houses have a tenuous peace. A few of the Houses have taken to living within the Altheim keeps to survive the storms. 

The Alfinn often are seen as violent and uncaring to outsiders. The importance of strength is a huge part of Alfinn society and the strengths of the individuals make up the strength of the House. While physical strength is paramount, strength of character is taught to all Alfinn from a young age. Only weak Houses fail to care for their young, elderly, and less capable. Most Alfinn are skilled hunters and trackers, but those that don’t hunt contribute by cooking, gathering, caring for the elderly, and educating the young.

The people of the Kingdom of Altheim are stationary, enjoying a life contained within the great iron keeps. The keeps are large and well guarded, allowing for jobs in farming and crafting for the commoners and a pursuit of sport education among the nobles. While taxes are high and civil service is required for all young adults, overall the Altheim are a happy and prosperous people. The interior sections of the keeps and houses are kept warm via an expansive system of vents siphoning the warmer air from the underground cave network. 

The Undying Court, while part of the Kingdom of Altheim, has its own unique culture. The Court, headed by its Duke and Duchess, seeks to find the joy in life. Mindless undead perform many of the menial day to day tasks such as farming, maintaining infrastructure, and keeping the Bastion of the Undying clean. This allows for the living to put more focus on the arts, music, hobbies, and crafting. It is said some of the most beautiful clothing, weapons and armor of the Ice Crystal Plains come from the Court Lands.

Appearance and Fashion

While everyone living on the Ice Crystal Plains dress for warmth, the Alfinn and Altheim have unique looks.

The Alfinn prefer leathers and furs, in light or neutral tones. The colors, layers, and textures are designed to both keep the Alfinn warm and for ease of travel and hunting of prey.

The Altheim prefer sturdy fabrics and dark or bold colors, seemingly as a flaunt to the lands themselves. Most dress in layers, allowing warmth while outside and removal of layers while inside the heated interiors of the keeps.

Architecture and Art

The Alfinn rely on portable housing, living in large communal tents that are beautifully painted, yet manage to blend with the ice beautifully. They often wear jewelry made of bone and wood. The Houses communicate locations of importance, warnings or advice to others beautifully painted on hides or carved into the ice itself.  

The Altheim have huge iron keeps with a large wall surrounding it in order to protect the homes and business within. The deep red color of this unique iron stands out from great distances on the ice. Art is cherished, and beautiful mosaics created out of iron and crystal are prominently displayed throughout the keeps and homes. Like the Alfinn, it is not uncommon for the outer walls of a house to be painted, each generation adding their own story to the mural.

Holidays

The Altheim: Despite the lack of regular yearly holidays, they are not lacking in gatherings and celebrations. It takes little prompting for the Altheim to throw a ball, party, or festival. Birthdays, weddings, and funerals are all grand events. 

Winters Rest: The harsh winter storms drive the Alfinn into the caves under the ice. The first weeks of the Winters Rest, while tense, are a time of bonding and trade of the Houses.

Dawn of Awakening: Celebrated by both the Altheim and the Alfinn is a day of peace and trade. On this day, celebrated on the first new moon in spring, it is forbidden to raise arms against another of the Plains. Small gifts are left outside the homes of friends and allies.

Government

The Alfinn are independent from the Altheim and maintain the original Houses of their ancestors. Each House is led by a Patriarch/Matriarch that is often decided on by challenges of combat. Often the challenges only come with disagreements about decisions made, and changes in leadership do not happen all that often, with most members of a House believing the stability of that House being of utmost importance. Overall the Alfinn are strongly opposed to unifying the Houses, putting the Houses’ independence and freedoms above the theoretical safety of the Kingdom. The Alfinn do trade with the Altheim, and it is not uncommon for some of the more powerful Houses of the Alfinn to have representatives in Altheim court to maintain the tenuous peace between the two peoples. 

The Altheim are ruled by a King, Dukes, and Counts/Barons. The Kingdom seat is located near the center of the Ice Crystal Plains. The Kingdom is then divided into three Duchies (one to the south, one to the east, and one to the west). Any smaller settlements or specific tasks within a Duchy are ruled by a Count or Baron. There seems to be no sure way of determining if a settlement is called a County or Barony as this decision is mostly at the whim of the Dukes. 

The King is a hereditary title, being passed upon the death of the King to their chosen heir. The exception to this being if the King is slain in an accepted challenge of combat with the right to claim the Kingdom being set as terms. This has caused some instability within the Kingdom at times, but this right is maintained in the Constitution. Dukes are then chosen by the King (with no right to an heir) and Barons and Counts by the Duke. That said, it is not unheard of for potential Barons and Counts to war among each other to prove they have the strength to lead.

Laws

The Alfinn have few set laws among their Houses, with the Patriarch/Matriarch determining how to best maintain order within their individual Houses.  

The most significant laws within the Altheim involve the Laws regarding Necromancy – Nobles are forbidden from practicing Necromancy. Any noble who becomes newly undead (The Undying Court being grandfathered) are subject to loss of title and lands. The Undead Court may not create any undead, regardless of the station. Commoners may do their thing. Unwilling creation of undead is punished very very harshly, thus even among commoners Necromancy is rare and the animation of oneself is done carefully. 

The other prominent laws of the Altheim involve the limited or controlled hunting of certain prey within the Ice Crystal Plains. This is mostly established to protect the relationships between the Altheim and the Alfinn. 

The laws of society within the Altheim address the crimes of murder, theft, vandalism, and slander, and punishments tend to be harsh due to the limited area the keeps provide.

People and Organizations: The Alfinn

Vera Al’Carr: Head of the House Al’Carr, Vera is a brilliant tracker and hunter. Leading House Al’Carr and maintaining/tracking/hunting from the largest pack of Elk on the plains. 

Braccus El’Torr: Ambassador from the House El’Torr to the Kingdom of Altheim. House El’Torr hunting grounds stretch across the coastal edges of the Plains and Braccus often sought to help keep the peace between the merchants that journey to that area and the Alfinn. Braccus is said to be a harsh negotiator, never giving into demands that he feels are not beneficial to the El’Torr house. 

Rothgar: Traveling the lands, generally solo or with one or two companions, Rothgar is well known among the Alfinn. Despite his youthful, playful personality Rothgar is one of the oldest known Alfinn and is often sought out for advice. He is known for mediating issues between different Alfinn Houses, and the Alfinn and the Kingdom of Altheim. Rothgar is often a welcome sight for Alfinn Houses, often bringing with him toys for the children and new tools or weapons for the older members of the house.

People and Organizations: Altheim

Hessin Von’Karr: The Von’Karr Family have ruled the kingdom since the civil war, reclaiming a position that had been lost centuries prior. Hessin took the throne 5 years ago, after his father, King Warrick, died suddenly. Many are hopeful for the young king’s rule, feeling he has the softer touch and quicker mind his grandmother was known for.

Duke Jorrick and Duke Zathir: Duke Jorrick and Duke Zathir were granted the Duchy of Purrota as a wedding gift from King Warrick Von’Karr. Their Duchy is located to the east of the King’s Castle (the Crystal Palace). Duke Jorrick was the military leader for King Warrick, and Duke Zathir was King Warrick’s nephew. It is said both Dukes are kind and fair leaders, but both possess strong military minds. 

Duchess Lysinnia: Named Duchess of Fadmir (to the south) after the execution of the previous Duke. Duchess Lysinnia is said to have the might and wit to survive the harsh lands of the south. 

Duke Caleb Boregoth and Duchess Xira Boregoth: Duke Caleb and Duchess Xira have ruled the Duchy of Ostigarr for the last 90 or so years. Near the end of the civil war they negotiated with the Von’Karr family to secure their rule as Duke and Duchess in exchange for a oath of loyalty, agreement to follow all new laws of Necromancy, and to aid the Von’Karr family in reclaiming the throne from the from the “Eternal King” and the Grimm’Toll family.

Relations with Other Nations

Painted Sands:  Both the Alfinn and Altheim have strong relations with those of the Painted Sands. There is a mutual respect for not just surviving but thriving in the harsh environments that allows both people to reach an easy accord. Trade between the two nations is thriving with each providing what the other lacks. 

Red Crags:  The love of duels and sport fighting quickly created a strong alliance between the Red Crags and the people of the Ice Crystal Plains. Every handful of years the nations gather with their best duelists and host grand festivals celebrating the duels. The people of the Red Crags are a bit formal with their duels, but it’s still a good fight.

Onyx Isles: The Onyx Isles facilitate trade with the other nations, providing ships and transportation for those of the Ice Crystal Plains. The Altheim rely on these services and therefore maintain strong relationships. In contrast, the Alfinn tend to dislike those of the Onyx Isles feeling that anyone who gives up their freedom that easily is weak.

Lodur Swamp – Both Lodur and the Ice Crystal Plains have a long history, with each rising in power among Lucentia in various parts of history. Therefore the peoples of each nation tend to respect the other easily.