THE KINGDOM OF ENDENSAW
The Kingdom of Endensaw covers a snowy region up north, just above its rival, The Kingdom of Highend. It is a kingdom with high values and a militaristic culture. They function off of seclusion and a protective nature. Most Endurians proudly defend their king against any scrutiny or dishonor. They live off of ice fishing, the hunting of large mammals and a sturdy trade system.
Endensaw is known as the land of snowstorms, the majority of the kingdom deemed uninhabitable due to its restless icy winds and unpredictable blizzards and avalanches. There are not many species who can withstand such an environment. The Grey Elves, however, are happy to call it their home. |
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The kingdom is brought together by it's 5 cities: Edurne, Natquik, Polithia, Silvara & Wintry
Ruled By: King Rumah
Ruled By: King Rumah
CONTENTS
1. Rulers 2. Military 3. Crime & Punishment 4. Dragon Laws 5. Magic Laws 6. Education 7. Religion 8. Regions
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History & Rulers
The Kingdom of the Mountain Elves, known as Endensaw, lies furthest north under the great ruling of King Rumah. Endensaw has been home to the grey elves for as long as anybody can remember. They have been at constant odds with the high elves in Highend, who have always wanted to conquer and dominate them. The grey elves have carved out their home and have been fierce in keeping it protected from those who try to taint it.
Endensaw is currently ruled by King Rumah, one of the strongest grey elves to have ever lived. King Rumah was wed to a grey elf, a Queen Aorist, who died in 1605 by the hands of a Highend soldier. They had two children together before her passing, Prince Glacius and Princess Liara. Both have pledged their lives to the kingdom. The people of Endensaw, known as Endurians, bear the symbol of a thorn branch wrapped around in a circle. This symbol is most notably seen as tattooed markings surrounding an Endurian’s limb or neck. The thorns represent a pledge to the King; a will to sacrifice and endure pain at all cost to him, protectors of their home and fellow Endurians, as well as showing a word of caution to those who cross their path. This thorn branch correlates with the symbol of the King, a white rose. An image of an iced rose can be seen above the doors of the castle. King Rumah, and all kings before him, are nicknamed The White Rose. He wears a crown made of icicles and a white/black rose patterned robe. |
House of Montange
1267 - 1394 King Luin / Queen Tuilë
1394 - 1501 King Meril / Queen Alame 1501 - NOW King Rumah / Queen Aorist |
Playable Characters:
King Rumah: TAKEN Prince Glacius/Glade (Name can be changed but must be grey elf): Son of King Rumah, mother deceased. Uptight, noble and valor. First heir to the throne. Young adult. Princes Liara (Name can be changed but must be grey elf): Daughter of King Rumah, mother deceased. Soft, cunning and strong willed. Second heir to the throne. Young teen/adult. |
THE MILITARY
The Endurian army is large, second in size to Agathora. They are the most naturally trained in all Askeron, most skilled in survival techniques. The katar and claw daggers are Endensaw's weapon of choice. They are especially useful in aiding climbing up snowy mountains. Those that weild a katar or claw dagger in the army are called The Armadillos. Crime & Punishment
The absolute worst crime to commit in Endensaw is treason, though even small acts of dishonor towards your king can be marked as a form of treason. Love and respect to The White Rose is enforced quite heavily, punishment sometimes leading to immediate death by a spear to the head/heart. In other situations the individual's tongue is simply cut out. |
Murder often times warrants banishment, where said individual is brought out into the middle of the Snowy Mountains, beaten and then left for dead. If you survive you are banished from entering any of the five major cities in Endensaw.
All other crimes are dealt with by imprisonment or fine.
The public law enforcement is called The Thorn Guard, Thorns for short. Thorns uphold the king's law by all accounts necessary.
All other crimes are dealt with by imprisonment or fine.
The public law enforcement is called The Thorn Guard, Thorns for short. Thorns uphold the king's law by all accounts necessary.
Dragon Laws
In Endensaw, there are no laws that protect the dragon species directly. The only illegal act involves disturbing a dragon's egg or den. Eggs are to be left untouched. Failing to comply with this law results in banishment. Regardless, most of the time the dragons pay no bother to the people of Endensaw and vice versa. An attitude of avoidance is held as much as possible with the dangerous wildlife.
In Endensaw, there are no laws that protect the dragon species directly. The only illegal act involves disturbing a dragon's egg or den. Eggs are to be left untouched. Failing to comply with this law results in banishment. Regardless, most of the time the dragons pay no bother to the people of Endensaw and vice versa. An attitude of avoidance is held as much as possible with the dangerous wildlife.
Magic Law
In Endensaw
In Endensaw
Edurne
Population: ~115,000
NATQUIK
The City of Drifters
Population: ~10,000
Natquik is a densely populated city in what feels like the middle of nowhere, surrounded by nothing but flat snow and woods. It sits directly north of Eden Path, often making it the first impression outsiders have of Endensaw. Unfortunately there is no welcome committee. The city is filled with a still silence that rattles the bones of anyone unfamiliar. Natquik carries a very heavy somber feeling, with the wooden houses pressed tightly together leaving very little space between neighbors. The people are most notably hesitant and defensive towards anyone they don't know, but among their own the people are polite and protective.
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DRIFTER BUILT COMMUNITY
Centuries ago most of southern Endensaw was empty, the only inhabitants being what one might refer to as drifters, nothing but a bunch of constantly traveling individuals and families making their way towards the mountains. Natquik is a city built by drifters, as traveling through the terrain alone or in small groups proved too treacherous and difficult. It originally was an outpost where travelers could seek shelter and stock up on goods but it grew over the years to accommodate more people as well as to supply more necessities. Natquik became a flourishing city that remains true to its purpose today, to some extent.
Natquik is known for having a sort of socialist nature where sharing is expected or praised and the economy is managed co-operatively, but the city functions more like a family you have to earn your way into. While outsiders are not shown direct hostility, they are definitely treated with more abruptness and suspicion
Natquik is known for having a sort of socialist nature where sharing is expected or praised and the economy is managed co-operatively, but the city functions more like a family you have to earn your way into. While outsiders are not shown direct hostility, they are definitely treated with more abruptness and suspicion
SURVIVALIST NATURE
Because Natquik was built by drifters the culture resembles this. Bartering is extremely popular and the people depend primarily on livestock and hunting to sustain themselves, harvesting caribou and taking any meat from any wildlife they can find. Muskox also have a significant presence in Natquik, used often to pull wagons, carriages or sleds and without much effort becoming a beloved pet. There isn’t a whole lot of religious presence in Natquik, many individuals appearing apathetic and self-absorbed with anything outside the thought of pure survival.
Then there is the way in which one moves about within the city that makes it most unusual, because there are no busy roads or lively streets. The path or roads through the city are shoveled year round to make way for carriages, wagons and sleds but those who travel on foot typically avoid the roads. Simply walking down the road is a rare sighting and a big indicator that you are not from around here. Instead the people weave through the small two feet wide alleyways between houses, jump fences and even hop from rooftops, giving an abandoned feel to the quiet roads. Rooftop hopping is so common that hearing thuds on your ceiling is hardly alarming; usually it is easily overlooked or unnoticed. And even with the unstructured technique of traveling throughout the city, many residents refuse to hang out or linger anywhere outside for too long, getting where they need to go in a hurry due to the severe and unpredictable weather conditions that effect the area. Snow storms are an extremely common and frequent experience in Natquik. This doesn't eliminate nightlife, as bars and clubs are widely popular.
Natquik makes great use of its surroundings. The city is known for some of its rare herbal medicines crafted from the kingdom’s biome with ingredients seen nowhere else. The city also has some of the best cartwrights (makers and repairers of carts and wagons) in all of Askeron, using materials from the nearby snowy woodlands.
Then there is the way in which one moves about within the city that makes it most unusual, because there are no busy roads or lively streets. The path or roads through the city are shoveled year round to make way for carriages, wagons and sleds but those who travel on foot typically avoid the roads. Simply walking down the road is a rare sighting and a big indicator that you are not from around here. Instead the people weave through the small two feet wide alleyways between houses, jump fences and even hop from rooftops, giving an abandoned feel to the quiet roads. Rooftop hopping is so common that hearing thuds on your ceiling is hardly alarming; usually it is easily overlooked or unnoticed. And even with the unstructured technique of traveling throughout the city, many residents refuse to hang out or linger anywhere outside for too long, getting where they need to go in a hurry due to the severe and unpredictable weather conditions that effect the area. Snow storms are an extremely common and frequent experience in Natquik. This doesn't eliminate nightlife, as bars and clubs are widely popular.
Natquik makes great use of its surroundings. The city is known for some of its rare herbal medicines crafted from the kingdom’s biome with ingredients seen nowhere else. The city also has some of the best cartwrights (makers and repairers of carts and wagons) in all of Askeron, using materials from the nearby snowy woodlands.
TROMPER LAKE
To the northern most point of the city lies a small lake known as Tromper Lake (it too small to be significantly indicated on the map). The lake is named after a herd of Icetrompers who live nearby. This Icetromper herd is the only wild herd that is protected under law, with large fines and jail time as a punishment to anyone who hunts and kills any member of the herd. The herd is identified by tags and are regularly researched by a group of scientists.
The lake itself is home to a couple dozen Natquik residents living in well built wooden houses on top of the lake's water or surface. They are essentially houseboats but are kept in place by stilts embedded in the bottom of the lake. For two thirds of the year Tromper Lake is frozen over, helping to harden and hold the houses in place.
The lake itself is home to a couple dozen Natquik residents living in well built wooden houses on top of the lake's water or surface. They are essentially houseboats but are kept in place by stilts embedded in the bottom of the lake. For two thirds of the year Tromper Lake is frozen over, helping to harden and hold the houses in place.
PINE'S
Pine's is the largest lumber company in Natquik and one of the largest income earners next to the ice fishing industry. They manufacture and distribute lumber in great quantities all across Askeron. Their sawmills and shops are placed at all corners of the city and are a proud representation of the city's success.
POLITHIA
The Little Town Under The Mountain
Population: ~5,000
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Polithia, the smallest town in Endensaw, is found on the western edge of the Northern Snowy Mountains. Polithia is prized for its simplicity and quaintness. The mountains provide a comfortable setting with the town itself mostly sitting on flat land with minor snowy hills. Those hills and mountains are known for having the deepest layers of snow accumulated over the many years of its existence. The snow is so deep that any individual other than grey elves are likely to sink further into the snow with each step they take. For many it is crucial to remain on the road that is made of cobblestone and built deep into the ground and stacked up. Houses are built in the same fashion with stone stacked from deep into the ground allowing for most buildings to have large, warm basements to serve as some of their main living quarters. The closer you get to the western side of the mountain range the deeper this snow gets.
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SAFE PASSAGE
Polithia was built with the purpose of guarding the safest passage through the mountain range to reach the city of Silvara. That passage (not indicated on the Endensaw map) is known as The Deep Valley.
The reason the valley is considered the safest route is because the western mountains are so tall and steep that climbing them is practically a death sentence and there isn’t even a way around them. Deep Valley, on the other hand, is a straight, u-shaped depression through the mountain range and while it can experience unpredictable, year round avalanches, it is the best chance one has of making it through to Silvara. The Kingdom thus felt it necessarily to build a city at the entrance to The Deep Valley in order to control, monitor and delegate travelers who wish to pass through.
The reason the valley is considered the safest route is because the western mountains are so tall and steep that climbing them is practically a death sentence and there isn’t even a way around them. Deep Valley, on the other hand, is a straight, u-shaped depression through the mountain range and while it can experience unpredictable, year round avalanches, it is the best chance one has of making it through to Silvara. The Kingdom thus felt it necessarily to build a city at the entrance to The Deep Valley in order to control, monitor and delegate travelers who wish to pass through.
THE POLITHIA PROUDEST
Originally just a military base the kingdom began building houses to sustain a small town, creating some normalcy for the soldiers stationed there. Unfortunately, the community that started to grow developed their own opinions of what the town should be and more and more the people rejected the high security, feeling it was unnecessary and detrimental to their well-being. The town guards had grown an over exaggerated sense of self-worth and were using excessive force and intimidation on their own innocent citizens, not even just outsiders. After several decades of frustration the people of Polithia began forming committees and fighting back with popular opinion.
The town formed what is known as The Polithia Proudest. The Polithia Proudest are a group of ten who are voted into chair positions each year. The Polithia Proudest have the power to call upon town meetings at any time and whenever necessary, with all residents invited to join. The Proudest have no real authority, their purpose strictly to organize and moderate town meetings. All discussions are held to a majority vote with all attendees of the meeting, all ages.
These meetings take place in the Polithia Hall, a long building at the western edge of town, where once decisions were made the Proudest then consult with the Earl of the town. It was because of this that the military presence was slowly pushed out and reduced. The Polithia Proudest successfully took their majority votes of opinions to the Earl and convinced him to make the proper changes.
While Polithia was meant to revolve around a defensive military system, today it actually has proven to be one of the friendliest and most welcoming cities of Endensaw. In fact, its military presence has dissolved into something much more democratically peaceful. The population of Polithia has always struggled to grow and because the town is so small the people of Polithia are very close-knit. Polithians tend to know the names or faces of everyone in town, everyone easily into everyone else’s business. The overall attitude is to handle all issues with peace, using force as a last resort.
The Earl/Count/Duke/Etc who rules over Polithia usually cooperates with the Polithia Proudest and occasionally attends the meetings to observe discussions, but it remains his/her decision when deciding who gets authorization to enter The Deep Valley. Security remains heavy at the valley, though guards are polite and friendly, happy to give direction on how to receive authorization.
The town formed what is known as The Polithia Proudest. The Polithia Proudest are a group of ten who are voted into chair positions each year. The Polithia Proudest have the power to call upon town meetings at any time and whenever necessary, with all residents invited to join. The Proudest have no real authority, their purpose strictly to organize and moderate town meetings. All discussions are held to a majority vote with all attendees of the meeting, all ages.
These meetings take place in the Polithia Hall, a long building at the western edge of town, where once decisions were made the Proudest then consult with the Earl of the town. It was because of this that the military presence was slowly pushed out and reduced. The Polithia Proudest successfully took their majority votes of opinions to the Earl and convinced him to make the proper changes.
While Polithia was meant to revolve around a defensive military system, today it actually has proven to be one of the friendliest and most welcoming cities of Endensaw. In fact, its military presence has dissolved into something much more democratically peaceful. The population of Polithia has always struggled to grow and because the town is so small the people of Polithia are very close-knit. Polithians tend to know the names or faces of everyone in town, everyone easily into everyone else’s business. The overall attitude is to handle all issues with peace, using force as a last resort.
The Earl/Count/Duke/Etc who rules over Polithia usually cooperates with the Polithia Proudest and occasionally attends the meetings to observe discussions, but it remains his/her decision when deciding who gets authorization to enter The Deep Valley. Security remains heavy at the valley, though guards are polite and friendly, happy to give direction on how to receive authorization.
A LITTLE TOWN'S AESTHETIC
Aside from this unique system Polithia is most known for its successful economy, with the smallest amount of poverty stricken individuals. The houses are built of brick or stone and there are street lanterns lining the cobblestone roads, as sunlight is hard to come by with the mountains shadowing over. At the center of town is the famous small cobblestone bridge (in the picture above) called the Proudest Little Bridge, which crosses over a small frozen stream. The bridge was built to represent the town's togetherness and pride.
SILVARA
Trading Capital of Endensaw
Population: ~80,000
Silvara feels very isolated from the rest of the kingdom but is praised for its commerce system. It actually supplies many of the other cities with needed goods, causing much of the kingdom to be economically dependent on Silvara. Silvara manages a port to the south known as The Silver Docks, which deals with all international trades. Silvara then disperses various international goods to the rest of the kingdom, making it a merchant dream home.
THE SILVER DOCKS
Silvara is also known for its ocean fishing, which takes place at the Silver Docks. While the rest of the kingdom relies on ice fishing in lakes, Silvara is one of two cities with access to the open sea.
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Between the expansive fishing industry created in Silvara and the foundation of Endensaw's commerce system, the city holds a great deal of pressure. It's no secret that the Silver Docks is a vulnerable part of Endensaw. If the port was ever attacked, as it has been many times, it could effect the economy of the whole kingdom. While it's not wise to put so much pressure on one city and one port, Silvara has managed, time and time again, to rebuild itself better and stronger with each war. The Silver Docks continue to feed the rest of the kingdom and do so with such efficiency that it's hard to put any doubt on their growing success.
SAFE PASSAGE
Silvara, like Natquik, is no stranger to international travelers but it
cannot be considered easy to venture into the kingdom of Endensaw. Those
that wish to pass through Silvara to enter the rest of the kingdom
should be prepared for the high security found in its neighboring town,
Polithia. Silvara is connected to Polithia by a single passage known as
The Deep Valley. The mountains between Silvara and Polithia are much too
tall and steep to reasonably climb, meaning The Deep Valley is the only
option to travel. Both ends of The Deep Valley are labeled high
security, needing strict authorization to pass through, authorization
that can take weeks to receive. Silvara is known to follow the
authorization code much more strictly compared to Polithia, but
nonetheless it forces travelers to spend days or weeks stuck in the city
under investigation and inspection before going any further.
MAGICAL ARCHITECTURE
Silvara may have a lot of guardsmen that keep an eye on the merchants, travelers, illegal goods, and so forth but overall the city appears relaxed. There is an atmosphere of hustle and bustle, constantly moving civilians and an abundance of goods coming in and out daily, with most people always excited about something. Silvara is known to hold art festivals of all kinds, most commonly for sculptures and architecture.
Silvara differs from everywhere else in the world with its architectural design. The buildings are full of curves, some lopsidedness, uneven surfaces and streets that make the city seem like you’re staring through a fun house mirror. The art style of the city is fun and magical, created by grey elves and wizards/witches who wanted the buildings to embody an unexpected dizziness every time you turned a street corner to capture the mysteries of magic itself.
Silvara, compared to the other regions of Endensaw, is the most magic influenced, with a decent population of wizards/witches and fairies. Most magic is praised and encouraged, especially to provoke change or improvements within society
Silvara differs from everywhere else in the world with its architectural design. The buildings are full of curves, some lopsidedness, uneven surfaces and streets that make the city seem like you’re staring through a fun house mirror. The art style of the city is fun and magical, created by grey elves and wizards/witches who wanted the buildings to embody an unexpected dizziness every time you turned a street corner to capture the mysteries of magic itself.
Silvara, compared to the other regions of Endensaw, is the most magic influenced, with a decent population of wizards/witches and fairies. Most magic is praised and encouraged, especially to provoke change or improvements within society
Geographical Features & The Wild
SNOWY MOUNTAINS
HOAR RIVER
The Hoar River is the longest and widest river in Endensaw, traveling south through the mountain range to the southeast edge of the kingdom. It creates an island to the east known as East Heights. The southern half of the river is lined with hoar frosted trees, providing breathtaking beauty which gave the river its name. The northern half of the river is known to ice over during some parts of the year, though mostly it is seen covered in sea ice. Icebergs and glaciers are spotted towards the northern mouth of the river and in the ocean above.
There is no permanently man-made bridge or infrastructure to assist in crossing Hoar River. This is one of the many reasons that East Heights is considered a completely worthless chunk of land, as it poses too many risks in survival. |
EAST HEIGHTS
East Heights is the name given to a generalized region of the Snowy Mountains, primarily the part of the mountain range on the east side of Hoar River. The area is not known to be cultivated by the kingdom, as the eastern half of Endensaw is covered in dangerous wildlife and severe weather, so much so that very few would ever bother to live within the land. Despite this fact some dwarfs are known to reside in East Heights, deep in mountain caves. There are not any known communities but simply individuals or small adventurous groups with an ambition to live on the wild side. The majority of dwarfs who make a lonely home for themselves in East Heights, and attempt to stay there, wind up dead within two years due to animal attacks, snowstorms, avalanches, starvation and more.
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While today East Heights refers to an entire region of Endensaw, what most people don’t know is that the name “East Heights” is actually the name of a maximum security prison/insane asylum. Endensaw keeps the prison’s exact location under lock and key, as well as any details involving its detainees, so much so that its existence is questioned. Of course, over time it became assumed that East Heights must be somewhere involving the eastern half of the Snowy Mountain. Eventually the east side of the Hoar River adopted the name East Heights. Whether or not the prison/asylum is there or even exists is still a bit of a mystery.
ENDEN/EDEN PASS
Enden Pass, sometimes called Eden Pass, is a passage that stretches through the grey forest, connecting Endensaw to Highend. It is the only clear path that exists in the forest and naturally is the main, or only, entryway to the kingdom by land.
Enden Pass doesn't directly lead up to any city, but rather the cold openness that is Endensaw and the grassy meadows of Highend. Natquik is the closest city to the path and typically becomes everyone's destination. The path itself varies as a 4-6 foot wide trail surrounded by dense forest. The snowfall is typically anywhere from 2 inches to 3 feet. The biggest danger found when traveling through Eden Pass is raiders, bears and snow beasts. At the entryway on either side of the passage is a single guard tower for each kingdom. There are anywhere from one to five guards that stand at the post. |
THE DEEP VALLEY
THE GREY FOREST
SMOKEY COVER
RIME RIVER
Rime River cuts through the Snowy Mountains between Polithia and Edurne. The mountains to the west of the river are known as the steepest mountains in all of Askeron, far too insurmountable for anyone to logically climb. To the east of Rime River the mountains become more manageable for thrill seekers and mountain climbing enthusiasts. The river itself proves to be quite testy as well.
Rime River is covered in rapids and tiny waterfalls leading up to Lake Veraglas. While occasionally thin ice may form the river is typically fast flowing as it weaves through and down mountainsides. |
LAKE VERAGLAS
THE WHITE FOREST
FREEZA LAKE
Freeza Lake is the largest lake in Endensaw. It remains frozen oven for at least half of the year, where you can see large shards of transparent ice forming on the surface, giving off a gorgeous turquoise hue. It is one of the oldest lakes in all of Askeron and the water is known to be one of the clearest.
The lake is home to thousands of flora and fauna. It is mainly viewed as a tourist spot for those willing to travel a decent distance from the nearest town, Polithia. The lake continues to be preserved for its beauty and wonder. Fishing or disrupting any part of the lake is frowned upon. |
THE FOREST OF ASHES