Bloodfrozen Organization in Granthea | World Anvil
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Bloodfrozen

Structure

Bloodfrozen society could be roughly described as racial-syndicalist, where monoracial workers’ syndicates interact in varying racial hierarchies. The Sergal run the Warriors’ Guild, the Humans run the Traders’ Guild, and the Hobgoblins the Laborers’ Guild. Several hundred Goblins have arrived lately and established a Slaver’s guild and are currently competing with the Hobgoblins. Within these guilds are further trade syndicates where racial groups of tradesmen send a representative to their appropriate guild leader. For example, the Hobgoblin Merchants’ syndicate negotiates with the Human Merchants’ syndicate representative to argue their collective position in the Human-Dominated Traders’ guild.
This bizarre patchwork of stratification and anarchism, socialism and capitalism speaks to the uniqueness and diversity of Bloodfrozen but also its cruelty and arbitrary nature.
The only transracial guild is the group of Necromancers known as the Cabal. This group has no formal powers, much like the syndicates themselves, but is held in high regard as a religious and political authority by the rest of the Bloodfrozen. The Cabal itself is orbited by small monoracial groups of Clerics, Mages, and Druids.

Assets

The main assets of the Bloodfrozen are their prodigious stores of Magicite and their ever-growing Fleet.

History

The Sergal Bloodfrozen clan was known for its violence and effectiveness in combat for almost a thousand years. Ethnically a Southern Sergal tribe whose name is long lost to history, oral history indicates that they were cast out of Hala around 750 PE after escalating an intertribal dispute far beyond Southern social norms (although the details of this transgression are vague and contradictory). After settling in an isolated area of the South coast of Priyatin, they began primarily worshipping Volis and Mordo possibly as a way of culturally internalizing their pariah status.
Culturally, the clan fit in much better with the Northern Sergal, and tales quickly spread of the cunning, cruel, waifish, and devoutly religious breed who had come to make their home on Priyatin. The Sergal would often send their best warriors to confront these newcomers in the dead of winter, to make the challenge all the more difficult and rewarding. The temperatures during these fights would be so cold that the blood spilled would freeze instantly, coating the ice in red snow. This is how the Bloodfrozen earned their treasured name and emblem, a red snowflake.
With the arrival of the Elves, the Bloodfrozen were one of the last tribes to be pushed back to Hala, even fighting desperate battles to allow the Sharptooth Alliance to evacuate and providing key medical services with their powerful clerics. This pushed the status of the Bloodfrozen to even greater heights and earned them a key role in Sharptooth society as the Alloance became a Kingdom.
Arriving back on their historical home as heroes after several centuries of pariahship, the Bloodfrozen were instrumental in bringing the Southern Sergal into the Alliance, both as cultural ambassadors and as a hanging threat of what might happen to those who speak out or rebel. The Bloodfrozen were never needed in this capacity, however, and served mostly as facilitators for the Sharptooth as well as effective magical shock troops in assaults against the Elves during this period, open worship of Mordo seemed to taper off among the tribe.
On the arrival of the Humans, the Bloodfrozen were skeptics of the new Alliance, but the Humans quickly saw the value in persuading the Bloodfrozen to their side. With this powerful ally secured (albeit at a terrible and unspeakable cost, so legend would have it), the humans were able to persuade many of the Southern and Northern tribes who were on the fence that they would be worthy allies.
In the ensuing war against the Elves, the Bloodfrozen acquitted themselves with all the cruelty and heroism that preceded them in legend. After the conflict was over Empire was thrilled that they were worth the high price they exacted as allies and mercenaries. Some time after the Sharptooth Kingdom joined the fledgeling Empire, the Bloodfrozen were among several clans sent North to occupy the White Horn.
Here, however, the centuries of respect built up by the Bloodfrozen were demolished in just a few short years. The more moderate clan leaders mostly perished in a series of battles with resistance elements, and those who believed that the Bloodfrozen were destined for rulership took over the occupation. The Bloodfrozen turned against the Empire in EY 39 and sought to establish their own Sovereign territory in the Far North, allying with several other ambitious minor clans as well as some unscrupulous Northern rebels. This motley group of Northern Humans found themselves quite well suited to their unlikely allies and were integrated into the Bloodfrozen clan structure, quickly developing a hybrid Northern Human-Sergal culture around their shared animist beliefs. Finally routed by a joint force of Snow Elves, Loyal Sergal, and Verdonese Imperial Military on June 27 EY 45, the Bloodfrozen disappeared into the snow for almost a year.
The Bloodfrozen used their Northern Human members to put out feelers into the resistance movements of the North for disillusioned and amoral veterans to join their cause. The Sergal also likewise were able to bring a few tribes of Granmorean Hobgoblins and Ogres in to swell their numbers with the promise of wealth and plunder. Together, these bloodthirsty allies hatched a plan that would take them across the sea to create their own society based on violence and pillage and brought back their long suppressed worship of Mordo, concentrating power in a group of Necromancers known as The Cabal. Just before the thaw on the following May 3rd, a small flotilla anchored for repairs on the Northeast coast and the. Bloodfrozen acted swiftly and brutally to take over the ships, leaving only a single survivor to tell the tale.
Packing the four ships with over two thousand individuals, the Bloodfrozen clerics used necromantic magic and blood rituals to keep their passengers alive for the trip to Morgranth. There, on a picturesque and easily defensible bay on the northwest coast where it was too cold for Goblins to live but resources were plentiful, the Bloodfrozen established the city that bears their name. From here they sent out pirate crews to attack the Human and Goblin settlements to the south, bringing back ships and plunder. They sent raiding parties across the sea, perfecting their techniques for using Necromancy to sustain themselves over long maritime journeys, and pillaged the northeast coast of Granmor, as well as the supply lines sustaining Imperial Xethess on one occasion.   Now about ten thousand strong, the Bloodfrozen flag waves above a burgeoning pirate city where the walking dead serve and the living hatch plans to enrich themselves at sea.

Demography and Population

11,000 Total Living Population
~1,000 Undead Population  

Overall population

  • 35% Sergal (2:1 S:N)
  • 28% Northern Human
  • 19% Hobgoblin (3:1 G:M)
  • 9% Morgranthean Goblin
  • 9% Slaves (various)
 

Slave Population

 
  • 40% Verdonese Human
  • 20% Dwarven
  • 20% Dark Elven
  • 15% Goblin
  • 5% Other (Northern Human, Sergal, Hobgoblin, Gnome)

Territories

The city of Bloodfrozen is about thirteen miles around a bay on the Northwest coast of Morgranth, extending about five miles inland at maximum, in a roughly crescent shape. The Bloodfrozen do not have any formal claim to any area beyond their city but theoretically there is no civilization for hundreds of miles to the South or East, nor any known civilization to the North. This leaves an area roughly the size of California under their nominal control.

Technological Level

Largely, Bloodfrozen is a bit behind the Empire technologically as their Northern Human and Sergal poplulace generally lack magical knowhow. However, owing to the large amounts of Mithril and Magicite in the apparently uncontested hills and mountains around their city, Bloodfrozen could become incredibly advanced if they gain the technical skill to work them into weapons and technology.

Religion

The religious beliefs are a combination of the animisms of Southen Sergal, Northern Humans, and Granmorean Hobgoblins, with the Death God Mordo playing a central role.

Trade & Transport

The Bloodfrozen are known to trade peacefully under stolen banners. However the material they do trade is usually smuggled magicite or stolen goods.

Their Blood, Our Strength

Founding Date
December 1, EY 39
Type
Geopolitical, Free City
Demonym
Bloodfrozen
Government System
Anarchy
Power Structure
Autonomous area
Related Ethnicities

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