Isenheim
History
As the Age of Chaos began, Emkrik Maldroor revealed his plan of conquest to his lifelong partner, Lawspeaker Kirsi, and the fire and frost ants following them. Kirsi did not agree with the plan and left for the far north, with some frost ants following her. Eventually, they reached the northern bay, which Kirsi froze to create a land for them to live in. Isenheim hasn't meaningfully changed since those early days.
Demographics
Nearly all of Isenheim's inhabitants are frost ants - descendants of the frost ants who originally settled there. They are one of the few insectoids who can deal with the permanent cold of the region. Isenheim allows other people to live there, and Kirsi even frosts any who wants to endure the cold better. However, few people want to live in such an unforgiving land despite these accommodations.
Governance
As Isenheim is tiny compared to other nations, there aren't any official positions of power. All adults directly vote for important matters. Kirsi has never been a true ruler: she functions as the nation's Lawspeaker, reciting laws and old decisions if needed.
Settlements of Isenheim are relatively independent. Due to the harsh environment, most people focus on what is needed for survival. As a result, the nation has no official institutions. Each settlement has a dedicated healer, but apart from that, any social services are limited to what the inhabitants are able to offer to each other.
Agriculture
Typical farming is not possible in the cold, dark land of Isehnheim. While many inhabitants supplement their diet with small herb patches, hunter-gatherers are the primary providers of food. This has made all of the communities tightly knit: every once in a while, everyone must rely on someone else to survive.
Community
The heart of every community is the family unit. The family unit doesn't contain just the nuclear family, but also many extended family members, like the grandparents, aunts and uncles, and their children. Each family unit also has the most recently deceased ancestor as an undead helper and source of wisdom. Once a member of the family unit dies, Lawspeaker Kirsi turns them into an undead, and seals the previous ancestor away, to prevent the undead from taking too much space in the nation.
Faith
In part thanks to these undead ancestors, people of Isehnheim don't pray to gods: they simply talk with their ancestors. The undead are also seen as gravestones, and are decorated with jewellery - which the living citizens never wear. Not even birthdays are celebrated, although reaching a great age is, since it marks the person as an elder. Families instead celebrate the rising day - the day their most recent ancestor rose as undead. These undead ancestors living with their descendants are known as Emberguards. Due to these practices, most outsiders see Isehnheimians as pagans.
A particularly skilled hunter or a great warrior doesn't become a normal undead, but something more: an Ispos. The deceased gives up their body, and their community sings praises of their heroics. The fallen turns into an ice sculpture glorifying their form, with their deeds appearing as a mural of runes on their new body. Isposes are the penultimate protectors of the realm, second only to Lawspeaker Kirsi.
Art
Although the unfriendly environment leaves little time for creative pursuits, Isehnheimians do more than just survive. They craft decorations for their ancestors, and dance and sing in celebrations. Tales of wisdom and heroism both teach and entertain people during the long nights. Ice and snow are also commonly used to make sculptures or other decorations.
Economy
Isehnheim does very little internal and external trade. The land is poor, so the people usually can't amass more than they need in the immediate future. People barter goods with each other. Coins and similar valuables are very rare, since they are only useful when trading with outsiders. Isenheimians never sell food to the outsiders, but are very happy to trade any inedible parts of their prey for more food or useful tools. Some will also offer their survival expertise to any traveller who wishes to go through the cold region. These hunters are known across Varzzen for their skill in navigating and surviving the freezing cold.

The Crystal Colony Type
Geopolitical, democracy Population/Inhabitants
(98% formicoids, 2% other) Demonym
Isenheimian Government System
Democracy Official State Religion
Ancestor worship Dates Active
Year 4 of the Age of Chaos - present Important Locations
The Still Bay Notable Members
Lawspeaker Kirsi
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