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Lapvona

Languages:  an insular form of the standard Language mixed with words from various cultures and languages worldwide.
Biome:  Taiga
Allied with...  Aetochi and Altalusia at times
In Conflict with...  Anyone and everyone



Lapvona is segregated into four significant areas governed by their Covenant. These Covenants maintain a monarchy within the major population hubs, choosing a King-Elect from among their adherents. Nomadic groups of exiles called Ryek can be found wandering amongst the land, usually pushed out towards the Tundra when winter approaches. They harbor little cultural uniformity, unlike those in Covenants. Despite having their own unique Culture, those from the South call everyone in Lapvona Lapvonians, even if Sisu is the term for those in a Covenant and those without being called Reyk.

Governance

Four Covenants

Covenant of Thunder (Åska Covenant), Covenant of Shadow (Skugga Covenant), Covenant of Wind (Vind Covenant), Covenant of Water (Vatten Covenant). In each Covenant, one leader is given the title of King regardless of gender. The ruling King can choose a champion of the Covenant to lead instead of one from their bloodline. If a King does not care for the Covenant, a new King will be elected, and the shamed King will be banished.​

Seers

The few selected to learn magic, usually chosen by whoever has the gift of Shroud gazing—tasked with speaking the will of the gods. There can be more than one Seer at one time in any Covenant, and while they technically do not hold political power due to shorter lifespans, they often help advise the King.​

Culture

Sisu Stones

Large rectangular rocks found around a settlement used by the tribes to preserve its history. A simple mixture of organic swirls and sharp lines resembling arrows that convey little meaning to those outside of the culture.​

Töväder

During the short summer called Töväder, Lapvona trades with Altalusia and Aetochi, exchanging various beast pelts. The rare frosti leopard and moln bear pelts are most valuable, fetching high prices. Depending on quality, they can be sold for silver or even gold, although many hunters prefer to trade them for buckets of berries.​

Raiding

They do not shy away from their raiding history and will do it for many reasons. The long winters are brutal, and a covenant may become desperate; other times, those exiled want silver to be accepted back into their Covenant. Covenants can be hired to raid against each other for the right amount of silver.​

Winter and Summer Solstice

Winter and Summer Solstice are celebrated for a week. Even during wartime or raids, these days are honored peacefully, without bloodshed or harsh words being said aloud.​

Settlements

Settlements primarily consist of long-log houses, with a central grand hall where the King and their family reside. The hall is open for community use, especially in challenging winter months or during celebrations. Each family owns sheep and goats, while dimmr cows are owned by the King due to their high maintenance costs.​

Religion

Religious beliefs vary among the Covenants, with each emphasizing one god. The most revered gods are the Mother Goddess of the Skies, Elska; the Trickster Twin God of the Wind, Kaleo; the Trickster Twin God of the Earth, Hekla; and the Reflection Goddess of the Seas, Foss.​

Major Cities/Landmarks

Shore of Bones

Along a long stretch of land in the North is the Shore of Bones; forlorn and forgotten to those who enjoy warm summers, this icy shore is home to all the sea spits out. Large ribcages belonging to deep sea creatures, half buried by sand and snow, tower over any ship. Some say that when the lights above are red rather than green on certain nights, the bones will move and form aberrations of skeletal beasts that roam the shore.​

Evrath

They say that long ago, the gods fell from the sky and touched the snow on the day of the Winter Solstice. The Shroud is heavy here, keeping snow from falling; the earth is as black as soot and surrounded by an eerie fog. The Seers and Kings will guide those who can journey to Evrath each Winter Solstice. Those outside the Covenants may come, but a guide, or at least an adept shroud weaver, is needed to avoid getting lost in the surrounding blizzard. During these annual meetings, members of the different Covenant can interact with each other, visit friends and family, and may even leave their current home to join a new Covenant.​

Hermit's Peak

Where young Sisu goes to become Seers, at the top of the peak lies a crystal that reflects the Elska’s Rainbow Lights even during the day, though no one below it can see it with the heavy layer of clouds that hide the view of the tallest peak. Seers who make the journey using their wits and maybe a little brawn will have to stave off the possibility of going mad or blind.​

The Maw

Where young Sisu go to prove themselves to their Covenant and to obtain the possibility of becoming the next King. After a harrowing journey through the blizzard's eye, surrounded by nothing but ice and monsters, the young Sisu will prove their tenacity and strength to collect a Moln Bear cub, Frosti Leopard kit, Hver Hawk fledgling, or Mork Hare leveret. Each animal has special ties to each Covenant, but one must be brought back to the Covenant by the end of winter regardless.​

Ornkeld Åska Covenant

The Ornkeld Åska live both within and outside the mountains; they are exceptional climbers known for taming wild animals to fight alongside them. They pay homage to the generous Mother Goddess Elska, and their rituals revolve around the sun and clear skies. They tame Frosti Leopards to help them hunt along their perilous mountain climbs.​

Vargthvengr Skugga Covenant

The Vargthvengr Skugga live in dense woodland areas further from the sea. They are known for their traps, which they use for hunting and raiding. They pray to the trickster twin god, Hekla, to aid them in their hunts and raids. They tame Moln Bears both for battle and to defend their home; many Sisu have a Moln Mother who babysits them while their mother and father are away.​

Kaninthveit Vind Covenant

The Kaninthveit Vind settle between the mountains, forest, and sea. They have the most contact with Altalusia and have perfected keeping livestock happy. Out in the snowy valley, the trickster twin god Kaleo speaks to them, and he is favored the most. They tame Mork Hares to use themselves as bait to hunt larger animals, but more ingeniously, they use the hares to collect intelligence on invading enemies.​

Laxvik Vatten Covenant

The Laxvik Vatten is closest to the sea, with territory reaching a frozen lake. They are known for their whaling techniques and being the best sailors. They have the most contact with Aetochi. They worship the reflection goddess of the seas, Foss, and celebrate her most when the moon is high or before a long seafaring trip. They tame Hver Hawks to fight with them in battle and also hunt fish from unfrozen waters.​

History

Covenants in Lapvona tell a creation tale similar to other cultures. The Mother Goddess, Elska, slumbered until it was time for her to wake, and from her dreams, she created the world she had spent much time in. She knew how the world would age, what people would come from it, what wars would wage, and what disasters would destroy. Because of this foresight, Elska sought to protect the world she had loved before she had created it, her desire so deep that her reflection, hidden by offshore mists, deep within the bitter blue, rose and greeted her with a face much like her own. Elska named her Foss, which was created in her image but with a will of her own. Together, they made many gods and goddesses, most notably the trickster twin gods of the earth and air, Hekla and Kaleo. They were free to do as they pleased, and many more oral tales detail the journeys of the many deities.

It’s not unusual for others to find similarities between the Sisu Creation Tale and other religions, such as those much further South. The history of the raiders of the North, much to many historian’s dismay, is convoluted and cumbersome at best. While Covenants preserve their history, the Sisu Stones are expected to be only a couple of centuries old, only slightly younger than the formation of the Covenants, and many stories are passed down orally. It is easier to figure out Lapvona’s history through texts from other cultures and locations, even if they’re riddled with biases.

Lapvona is made up of runaways and exiles from all over the world, hiding away in one of the most brutal lands to keep their life in their own hands. Historians have gathered that a warrior king united various groups and peoples. There are suggestions that the warrior king could only do so because of a promise of survival— and they did survive, but the warrior king was not accustomed to ruling over others. A rebellion caused a split into two groups: Sisu, those who were dauntless in a blizzard, and the Reyk, who left the warmth of a fire-like smoke.

It was a violent affair, with no clear winner, forcing both sides to split again and commit to raiding the land and sea. There was a battle with the dwarves, which ended poorly for the raiders, with Athulasia, which also ended poorly, and with the Kingdom of Aetochi, which, surprisingly, ended in a short-term peace treaty. This is how Historians theorize the four covenants came to be, as each starts their individual stories with the Gathering of Shades.

The Gathering of Shades happened when only thirty-two warriors from the four separate groups started another bloody battle. Suddenly, a tremendous blizzard occurred out of nowhere, forcing all the warriors to seek shelter in the eye of the storm; this is how they discovered Evrath and realized the blizzard was the work of four deities: Elska, Foss, Kaleo, and Hekla. Forced to speak together and to mitigate violence, the warriors settled their differences when the gods told them to end the bloodshed. When the blizzard ended, as peace had been agreed upon, each deity led a separate group to a new home and whispered the knowledge they needed to survive.
 


Contributors:  Silently

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