[hider=Hrjóstrugt] [hider=Map Claim] [center][url=https://ibb.co/sbnD1Zp][img]https://i.ibb.co/jbmxwS9/dbWLKl.png[/img][/url][/center] [/hider] [h3]RULER[/h3] [b]Name:[/b] [hider=High King Sterkur Maður][img]https://wiki.guildwars2.com/images/7/71/Kodan_01_concept_art.jpg[/img][/hider] [b]Race:[/b] Villimaður [b]Description:[/b] Sterkur Maður is High King of Hrjóstrugt through a rite known as the Blóðáskorun, or Blood Challenge, a feat he has accomplished by being the biggest, smartest, and most savage of his kind. When appearing as a Forfaðir, an exceptionally large human, he has white/blonde hair and beard that swell down over a barrle shaped chest and corded arms. When appearing as a Villimaður he is a savage white bear that stands nearly twelve feet high and can shatter an entire shield wall with one blow. No matter his form, he always has ice blue eyes that hint at an intelligence often overlooked by his friends and foes. ATTRIBUTES Charm: 1 Lore: 2+1 Might: 3 Skill: 1 [hider=Focus] Sterkur is adept at creating powerful illusions and glamours, as well as being a master in the mystical arts of elemental manipulation and control. He is capable of weaving spells of confusion and trickery that can ensure that an intruder will be unable to discover a Villimaður settlement, even if he walks only feet from its majestic doors; he can cast dangerous blasts that strip trespassers of their wits and memories, and leave them stranded to die in the often barren lands he calls home. He is capable of manipulating the very weather patterns for a short time, which can then be directed to aid an ally or hinder a foe. He is able to disappear like smoke, only to reappear in a completely different location.[/hider] [hider=Foible] As powerful as Sterkur is within Hrjóstrugt, his power fades as moves further from the north. It is likely he would end up as little more than a nice rug in the deep south. [/hider] [h3]THE REALM[/h3] [hider=Eldstæði] [img]https://cdnb.artstation.com/p/assets/images/images/005/136/407/large/martin-deschambault-bridge-city-www.jpg?148875247[/img] [/hider] [b]Realm Name:[/b] Hrjóstrugt [b]Capital Name:[/b] Eldstæði [b]Description:[/b] The Villimaður originated as common humans in the south affected by lycanthrope. Understandably they were driven from their homes by fearful, ignorant peasants, and those who were not slaughtered, or managed to not go feral, fled to the north. Their numbers slowly grew as they sheltered in crude hovels and caves in the northern mountains, dodging Ratlings and Dwarves wherever they could. Their numbers eventually led them into direct conflict with the Kynþáttur, a race of humanoids who were half again the size of an average human. Only the feral nature and animalistic skills of the lycanthrope refugees allowed them to survive the skirmishes. You can imagine the surprise on both sides when it was discovered that a lycanthrope could turn a Kynþáttur as easily as they could a human. These first Kynþáttur, shunned or persecuted by their own kind, found themselves living among the lycanthrope. Amon them was the first Runesmith, a powerful mage of the Kynþáttur race. He was the first to weave the spells and mix the potions that would help the lycanthrope from their fate of going fully feral after enough time had passed. The mixing of races led to them being referred to as the Villimaður, or Savage Ones, even as they found that over species of animals could be given the lycanthrope curse. These creatures, when goaded to bite a Villimaður, would then give that individual the ability to take their particular form. What began as a twisted experiment soon evolved into a race of incredibly powerful beings. Dwarven neighbours wasted no time making friendly overtures to the Villimaður, concerned what might happen if they turned their gaze westward. It was the Dwarves who taught the Villimaður how to dig channels in the rock to guide the molten lava seeping from the mountains. No Villimaður is complete without a Hearth Hall, usually the largest building in the settlement, where a lava flow serves to heat both water and the soul. All hearths are lit from the central lava flow and it is held sacred as the Giver of Life in a land that is otherwise harsh and unforgiving. With the support and weapons of the Dwarves, the Villimaður kept busy by subduing the last of the Kynþáttur, as well as the settlements of men and elves who had made the lower reaches of their new realm home. Trade routes were established, tracks marked out with beautifully carved stone columns, decorated with coloured stones gifted by the Dwarves. In return the Villimaður have given the Dwarves access to their greatest treasure, the Hrjóstrugt Diamond, a smokey black stone with a heart of fire that glows without renewal or end. Even with the might of their animalistic forms, the folk of Hrjóstrugt are forever locked in a deadly struggle with the beasts of the mountains. There is no shortage of huge beasts, Dragons among them, for the Villimaður to battle. Peace has been maintained with the Dwarves of Middlestrath and trade is strong even as Villimaður raiding parties stab into the south and along the Eastern seaboard. Curiously, the Villimaður have noticed that the further from home they go, the weaker their animalistic form becomes. This is perhaps a function of their Kynþáttur heritage and the magic drawn from that now extinct race, but the Villimaður generally appear in Kynþáttur or human form when raiding. Fertility: 1 Industry: 3 Nobility: 1 Prosperity: 2 [b]Realm Traits:[/b] Grace and Focus: The Realm's Heroes and its Ruler receive +1 Skill. Your Levies receive some basic training with ranged weapons. The Secret Art: The Realm's Heroes and its Ruler receive +1 Lore. Your common folk are somewhat more familiar with and resistant to magic. [h2]Heroes[/h2] WIP [/hider]