Kingdom of Ylgir Organization in World of Zevian | World Anvil
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Kingdom of Ylgir

Climate: Cold in the winter, and a little less cold in the summer. Geography: Although the overall altitude of the kingdom is roughly 5,000 - 6,000 feet above sea level, the actual land is relatively flat as if the entire north half of the eastern continent were simply raised more than the others. (Mistake by the gods during creation?). Snow covers the land for a large portion of the year and lakes are scattered all over the place. While there is a lack of mountains, there are vast areas of rolling hills. Some believe that after years and years of snowfall, the mountains were buried and the peaks have been reduced to the hills we see today. Additionally, even in the warmer seasons, large sections of Ylgir remain as snow and ice as if they ignore the rising temperatures or melt slower. Ylgir is notable for their impressive defensive battle techniques, utilizing the snow and ice to trap underprepared foes in the ranges of hills, as many freezes completely making it near impossible to climb out without crampons   Government: Central government collapsed just 4 years following the disappearance of the gods. Society is very deeply rooted in religion. After the gods disappeared, some thought the mortals were being banished to whatever they call help, some thought they were attacked or went to fight a great enemy from their religion, and some thought the religion was a lie all along. -The people have a deep connection with the central island and was said it was a place you could go to hold council with the gods (this is true). At least 1 time people of Ylgir are to take a pilgrimage to the island to speak to the gods and hope to hear an answer. Only possible while the island is above water, and even then, the link wasn't always strong enough or the gods weren't there to answer the prayer. It wasn't uncommon for people to try several times to hear the voice of the gods. -Nowadays, the united government is still shattered, but 3 houses have taken control in its place. 1 in the southeast 1 in the southwest and one in the far north. The houses aren't hostile towards one another, but rarely meet to discuss politics trade, etc. Any village or town or even individual not directly living under one of the three houses pledges loyalty to one house and pays taxes for their protection among other things. This idea of choice has become a staple in the culture of the people of Ylgir and believe it is always best to let people forge their own path and not be held down by endless restrictions (This is why they don't reunify?). Because of this mutual respect, there is very little bad blood between the houses officially. Even with "friendly" relations, there is very little communication and the three houses live almost entirely independently of one another. Since the environment is extremely consistent between all of Ylgir, there is little need for trade of essentials like food, furs, and most common tools. There are some trades that take place for craftsmanship or artistry, but still kept to a minimum. -The common people don't always see that way and find other houses lesser than their own, though this is mostly due to simply not being exposed to it.   Traits of the people: much shorter, to condense and conserve body heat in the cold, and also are relatively thicker (blubber kinda). Also, have excellent eyesight and vision that can pierce through snow showers farther than any other race. Finally, every member of the race, gift or no gift is like a magical magnet near ice. This allows the user to manipulate ice in small ways in close proximity just as if they were a magnet guiding bits of iron around. Highly skilled individuals in this area have developed ways to use this for crafting weapons or armor in the military, or pieces or art or tools in the more everyday sense.   Exports/Jobs: Ylgir is a land shrouded in mystery to everyone in Zevian particularly to what is below. Most of the worlds most interesting and puzzling finds have been found in the mines of Ylgir. This gave way to a medium-small field of prestigious archeologists who focus entirely on unburying what is hidden below them. As a larges export, however, Ylgir is mostly mixed. While soil at the surface is mostly unfit for cultivation, a cave system is utilized by one house to grant access to better soil and with specially designed screens designed to keep precipitation out above, the civilization is capable of producing crops all year round from below the surface. Other houses primarily focus on the domestication of animals, or hunting and fishing for meat. (fish mostly in the east). Regular farming can be done in summer but not much past that. A few types of mushrooms and fruit trees continue to produce year-round though which helps the food stores. Fruits are valued very hightly in other regions. Ylgir is also a major source of tools and mechanical parts whether that be from metal or enchanted ice. While not the biggest export, it is what Ylgir is most well known for. The largest export is simply raw materials from the mines but it doesn't hold a candle to that produced in Ajeroc.   Dress: Common work and the outdoors Is large fur coats and thick pants along with boots. The furs were most commonly in every part of Ylgir treated with solution (harvested from some animal blood, blubber or something) that wicks really efficiently to keep water out. Wealthy people are also able to afford coats with heat rocks from Ajeroc sewen into the fabric that additionally add to the warmth. Tall boots are used with the same wicking material year-round. Great for navigating marshy or wet areas with no fear of getting wet feet.   Transit: Trains are used to connect the bottom two most houses to Reqir but don't connect between houses. Northern house is somewhat isolated. Roads do of course connect between the three houses and are fairly well-traveled. Horses are used some, mostly in the southern region, but more common are these northern bull creatures. THey're super wide and staunch with impressive long horns. They also have a thick hide and fur coat that keeps them comfortable in the winter. Also much more acclimated to eating the thick cold weather plants. Far north also uses a mountain bear thing (lower to the ground and reptilian features like scales here and there poking through the fur and spines down its back   Name convention: Nordic of course

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