Kingdom of Fargraad

"Land of Hearth and Iron Oaths"

Capital: Vaes Fargrathi

Fargraad is a human kingdom of cold winds, rolling plains, ice-fed rivers, and smoke-wreathed forges. Built on the ideals of honor, clan loyalty, and oath-keeping, it stands as a bastion of endurance and martial prowess, bridging inland settlements, fortified coastal cities, and the open riverlands.

History

Fargraad began as scattered hearth-clans, each bound to their own ancestors, forging settlements along rivers, hills, and coasts. Hooskarls led cities and towns, while Clanspeakers and Gothi maintained law, ritual, and the sacred traditions of the Aesir. Skalds recited deeds and oaths, ensuring memory and honor endured.

For a time, Fargraad existed as a tributary under the northern empire of Harak. The kingdom sent warriors and iron, upheld oaths of allegiance, and preserved internal governance through ceremonial authority. While tribute flowed outward, the Hooskarls and clans maintained autonomy, traditions, and the guidance of Gothi.

When Harak faltered, torn by internal strife and civil unrest, Fargraad reasserted full sovereignty. Rituals at the central Oathstone, fortified cities, skilled Vaestag, and swift Windcutters allowed the kingdom to declare independence. The empire's distant garrisons could not respond, and Fargraad emerged free, bound by oaths and ready to defend its enduring way of life.

Government and Society

Fargraad is ruled by a High Thane or Thaneis (female ruler), whose authority is ceremonial and bound by oaths to clans and council. True influence lies with the Council of Horns, composed of Hooskarls, Clanspeakers, and Gothi. Decisions are reached through deliberation, formal duels, and negotiation among clans.

The kingdom is organized around fortified cities, river settlements, and open plains towns. Guilds of smiths, seafarers, horse-clans, and religious orders operate within this structure, balancing martial power, trade, and spiritual guidance, while all owe loyalty to the High Thane or Thaneis.

Cultural Themes

  • Architecture: Stone halls, iron-gray rooftops, and rune-carved Oathstones dominate cities. Coastal forts are built to endure storms and raids.
  • Society: Clan allegiance, oath-keeping, and martial skill define status. Skalds, Gothi, and Hooskarls hold prominent roles.
  • Religion: Worship of the Aesir, focused on Woden, Thor, Frigga, and Loki. Temples and hearth-fires sustain the spiritual life of all communities.
  • Military: The Vaestag forms the standing army, trained in shield-wall, longaxe, and spear. Grey Riders patrol riverlands and plains, while Windcutters protect coastal cities.
  • Economy: Centers on smithing, shipbuilding, salt, grain, and trade along rivers and coasts. Clans specialize in metalwork, horsemanship, or maritime craft.

Religion

Fargraad venerates the Aesir, with four principal deities guiding all aspects of life:

  • Woden: All-Father, god of wisdom, law, and runes. Invoked in councils, trials, and before battle.
  • Thor: God of storms, protection, and martial strength. Blesses warriors, ships, and shield-walls.
  • Frigga: Goddess of hearth, family, and fertility. Guards homes, crops, and kinship bonds.
  • Loki: God of mischief, cunning, and change. Teaches vigilance, diplomacy, and the consequences of deceit.

Gothi serve as priests and guardians of the Oathstones, overseeing rites, sacrifices, and seasonal ceremonies. Skalds act as heralds and memory-keepers, reciting the deeds of clans, Thanes, and warriors.

Notable Factions and Orders

  • The Vaestag: Standing army trained in sword, longaxe, spear, and shield-wall combat.
  • The Grey Riders: Mounted scouts and messengers patrolling plains and riverlands.
  • The Iron Clans: Master smiths forging weapons, armor, and tools vital to war and trade.
  • The Skaldic Circle: Keepers of memory and law, reciting deeds and oaths in every hall.

Fargraad's Role

Fargraad bridges inland plains and the northern coasts, connecting river settlements, fortified cities, and maritime trade. Its emphasis on oaths, clan loyalty, and martial prowess ensures survival and influence. Despite the kingdom's freedom, rivalries among clans, coastal raids, and political intrigue shape life, keeping the Fargraadi vigilant and resilient.

Population Summary

  • Total Population: 800,000
  • Humans: 780,000 (97.5%)
  • Dwarves: 15,000 (2%)
    • Specialists in smithing, forges, and construction in key cities.
  • Halflings: 5,000 (0.5%)
    • Found mostly along rivers and plains towns, managing trade posts and rivercraft.

Major Cities

  • Vaes Fargrathi (Capital): Seat of the High Thane/Thaneis, home to the Hall of Oaths and central Oathstone.
  • Vaes Balgis: Coastal harbor city and shipbuilding center of the Sea Guard.
  • Vaes Aral: City of the Skywatcher priesthood and beacon-temple.
  • Vaes Kherem: Warlike coastal bastion defending against raiders.
  • Vaes Baruum: Trade-rich port with salt harvesters, shipwrights, and merchant clans.
  • Vaes Khot: Forge-city of the iron clans, producing Fargraad's finest blades and armor.
  • Vaes Tendak: Headquarters of the River Tribunal, arbitrating disputes between provinces.
  • Kas Tataryn: Riverside trade post linking inland farms to coastal cities.
  • Kas Nuuriin: Plains town of horse clans, grainfields, and open moots.

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