On the northern tips of Alvergia lie a series of snow capped mountains and fjords reaching into the Pale and Nord seas. According to the locals, the world as we know it was created many milenia ago when Gamverd, the old world, was destroyed by war. Orkaos, a being that shares their name with the current world, was the sole survivor of this destruction. Naturally, they mourned the old world and began to weep. The tears pooled at their feet and became what we now call the seas. Orkaos then lay down and became the ground upon which we now walk.
It is not explained how, but from Orkaos came Furvag, Morvain and countless other spirits. These spirits chose their forms and fell into opposing factions. The Storgundr, led by Furvag the first goliath, valued strength and the right of might. The Litinvr, led by Morvain the first dwarf, valued creativity and bending raw resources to their will. Those who do not belong to either side are known as the Imiskr. The Storgundr and Litinvr have warred multiple times in the past, even beyond the deaths of both Furvag and Morvain. Tensions are high as Halvangr, an Imiskr, holds a fragile peace awaiting the gods' third and final war.
I could talk about the gods all day, and I will gladly do so. However, there are other, arguably more important, matters right now. The clans of the Northlands and their conflicts reflect the conflicts of the gods. Giant clans are mighty warriors while Dwarven clans are great craftsmen. Both sides seek to push the world in their favour so that when the final war does come, they have the upper hand. Humans clans are caught in the middle, hoping to preserve the balance.
Even among the most peaceful clans, a raider culture has emerged. These raiders subjugate weaker settlements and clans through threats and acts of violence. The strongest clans are known as the Elder Clans. The kings and queens of these clans rule over the jarls of the lesser clans. Currently, there are six known elder clans.
Excerpt from the Chronicles of Alvergia Vol V. by Annaleus, First Archivist of Rubin
Even among the more peaceful clans, raiding is commonplace. Warriors sail the coasts in search of settlements and people to pillage. Wealth, supplies and people are all up for grabs, provided you have the strength and conviction to take them, by force if needed.
Some settlements have arrangements to pay tribute to the clans in exchange for not having their homes burned and property stolen. Tributes can also be given for protection from other clans.
Internal conflicts and disputes can be settled in several ways by Northland tradition.
A Moot is an election in which everybody within the clan, who is available and willing, meets to hear a debate and vote on the result. Voting is typically done by shouting "aye" when called upon by an adjudicator, the adjudicator then assigns a winner based on the crowd's response. The usual purpose of a moot is to decide the successor for a jarl or monarch. Occasionally a moot may be used in place of a criminal trial when no jarl, or acting jarl, acts as judge.
A Holmgang is an arranged duel, often fought on a small island with witnesses. A person can publicly challenge someone they believe has slighted them, regardless of their status. Refusing a challenge is often seen as cowardly. The two parties must agree on the time and place, the weapons allowed, the condition for losing and the prize for winning. Typically armour is not permitted and only blunt weapons and shields are. Failing to turn up, leaving the combat area, yielding, bleeding first, fainting or dying are commons conditions for losing. Death is rarely the intention, but it does happen. In addition to the honour of winning, the victor is often granted some, or all, of the loser's wealth and possessions, occasionally the loser may even become a thrall. The most famous holmgang was between the first gods, Furvag and Morvain, during the second war. It resulted in both their deaths and no clear winner.
Flyting is ritual where a series of poetic insults are hurled back and forth until someone is unable to retort or forfeits. Flyting is usually seen as more of a game or friendly wager than a serious way to settle disputes, but it can also be a good method of publicly humiliating your opponent.
Drinking games, wrestling, racing and other physical sports can also be used to settle disputes.
Thralldom is a form of slavery. A thrall is usually someone who has been defeated in combat, kidnapped during a raid or someone who has agreed to serve as a thrall in exchange for not being raided. Most thralls operate like serfs where they, and everything they own, belong to their respective master, but they still have their own homes, families and jobs. Some thralls are more like prisoners or personal slaves who are held captive with little freedom or possessions.
Thralldom has a mixed reception across the Northlands. Some enjoy it and benefit greatly from it. Many participate in and allow it, even if they personally disapprove of it. Some are violently opposed to it, such as the Odelag clan, and make it their mission to destroy any institutions of thralldom they can.
Like with most of my TTRPG settings, most people are fairly relaxed when it comes to sex, gender identity, and sexuality. Most people just don't care, they have little bearing on a person's perceived worth, status and opportunities. This is not to say that sexism, homophobia, transphobia etc. don't exist but they are rare (i.e. player characters will not encounter them unless they specifically ask for those kinds of characters as morally easy targets). The only notable exception is the Stahldottir Clan who favour matrilineal inheritance.
Polygamy and polyamory are uncommon but do exist, mostly as some monarchs and jarls having multiple spouses or concubines.
Most of the clans within the Northlands can be said to belong to one of three major cultures. These cultures, and the conflicts between them, stem from the gods own conflicts.
Majority Goliath clans follow the Storgundr and so value strength above all. A major principle of Goliath culture is Voima, the right of might. This is the belief that you have the right to claim something simply because you have the ability to seize and hold it. This applies to items, titles and even people.
This may seem barbaric to outsiders, but there is still a strict code of honour involved. Claiming something also means claiming responsibility for the consequences. If you get into a dispute with your clan's best herdsman and kill them, that is your right, but it is also your fault if that results in the clan facing a famine. Thus, internal conflicts due to simple greed are rare.
Smiths and craftsmen do exist, though nowhere near the standard of dwarves or humans. Metalworking is uncommon and weapons are more often composed of flint, bone, and obsidian. Hide, fur and leather are also far more common in armour than metal.
Moose, reindeer and elk are more common as mounts and beasts of burden while horses are only good for food and tallow. There are legends of giant goats deep in the mountains, though no confirmed reports of a goliath successfully taming and riding them exist yet.
Majority Dwarven clans follow the Litinvr and so value craftwork and arts above warfare. This is not to say that they cannot fight, but that the worthiness of an individual is defined more by what they can make by than by what they can destroy. The glory of a clan belongs as much to the builders, smiths and shipbuilders as it does to the rulers, warriors and raiders. A bard is as important to a good story as the characters in it, a brewer is as important to a good feast as whatever the feast is for.
There are many fields of craft, just as there are many gods of craft. It is common for a Litinvr family to follow the same trade and to collectively worship a respective god. Households will often have a physical representation of this god permanently installed. An engraved axe for Jernsmed, an embroidered tapestry for Klutsmed or a carved wooden totem for Tresmed are common examples. It is uncommon for someone to follow a different trade as their family, but it does happen and can lead to resentment.
While most dwarves are happy to purchase, or loot, their tools, weapons and accessories, but it is strongly encouraged to craft as much of your own stuff as is practical. Nearly all dwarves will carry at least one thing they have made themselves, even if it's only a small knife or piece of jewellery.
Giant boars are far more common mounts for dwarves than horses. Occasionally, some braver dwarves may attempt to tame bears or crag cats as mounts.
Majority Human clans, often follow the Imiskr and so have diverse motivations, possibly due to some southern influence.
Humans do have an odd fascination with wealth and titles. Setting up business and bureaucracies far more complex than anything found among the goliaths and dwarves. In fact, a merchant who buys and sells goods they themselves did not create or steal is perfectly normal, and rather profitable, in human clans. This fact baffles goliaths and dwarves who almost exclusively trade goods they, or their family, have personally made or plundered.
Oxen and horses are by far the most common beasts of burden for humans though occasionally dire wolves can also be tamed and ridden. There have been some who claimed to see humans riding unicorns, though most dismiss this as ridiculous nonsense, surely even the gods can't tame unicorns.
The Northlands are cold and harsh. Even during Gronnsong (summer), much of the hills and fields are buried by snow and the shore is lined with thin sheets of ice. Deeper in land, the snows can reach up to six feet deep, where only the goliaths and giants are comfortable living. If you venture far enough north, you'll find sheets of ice too thick even for icebreaker ships. Rumour says only dragons and gods live beyond those sheets.
Hvitsong (winter) is so harsh that people and beasts alike retreat into their homes and dens to wait out the snows. In some parts of the Northlands, entire buldings can be buried in snow for weeks, with the inhabitants surviving purely on what stores they have. Those that perish outside in the winter are sometimes said to be victims of Jegervik's wild hunt, especially beasts.
Raise your horn. Call to celebrate, either by music or drinking, or both. Also sometimes used encourage someone to be happy or proud. Reference to animal horns used both for drinking and for music. Example: "Raise your horns lads, today was a good day!"
I blow my (drinking) horn at thee. An insult, possibly equated to spitting in someone's face. Likely a reference to Olga, who's horn can be used for both drinking and blowing. Example: "I blow my horn at thee scoundrel!"
A taste of (Skjalver's) hook. Death, or coming very close to death often used in a threat or boast. Reference to Skjalver, the goddess of death, who extracts souls using a longshoreman's hook. Example "Keep talking and you'll taste Skjalver's hook!"
See the white moose. To feel great shame, often used as part of an insult to imply cowardice or dishonour. Reference to Sulysis, the god of regret and shame, who appears before those who've shamed themselves. Example: "Are you scared, do you see the white moose you coward?"
By Kroblik's mercy. Just barely surviving a disease or injury, often with the help of someone else's kindness. Example: "By Kroblik's mercy she's going to live."