Step into the lives of Vikings in the coastal village of Skogarvik, Norðurland.
Played | 17 times |
Cloned | 4 times |
Created | 123 days ago |
Last Updated | 7 days ago |
Visibility | Public |
Bear Cave
Bears live in here.
Bear Den
A bear cave.
Bear Territory
A bear cave in the forest.
Eagle Nest
Eagles live here.
Fallen Tree
A tree has fallen across the forest path.
Fjallheim
Fjallheim, or "Mountain Home," lies approximately 50 kilometers north of Skogarvik. The Viking village is perched on the edge of rocky highlands, where the soil is thin and the winters are harsh. Resources are scarce, and the community has historically relied on raiding and trading to meet their needs. Slavery is still practiced here, viewed by many as a necessary means of survival rather than a moral failing. The villagers are hardy and resilient, valuing strength and self-reliance.
Green Harbor
The Green Harbor serves as the bustling heart of Skogarvik's maritime life, where the community unites to celebrate their connection to the sea. Vibrant fishing boats bob in the calm waters, while villagers and traders engage in lively exchanges amidst the scent of fresh catch. The harborfront is alive with stories of the sea, making it not just a center for commerce but also a gathering place for all.
Harbor Road Entrance
The beginning of the Harbor Road leading from the Market Square to the Harbor.
Market Square
The Market Square is a lively open area paved with cobblestones and surrounded by stalls and shops. Local farmers display fresh produce, artisans showcase handcrafted wares, and fishmongers offer the day's catch. The air is filled with the scents of baked goods and the sounds of friendly haggling. It's a vibrant hub where commerce and community intersect, reflecting the village's prosperity and cooperative spirit.
Runa's Boatworks
Near the harbor, Runa's Boatworks is a spacious, open-air workshop where the scent of fresh timber mingles with sea breezes. Runa Leifsdottir leads a team crafting innovative boats that blend traditional craftsmanship with modern design. The workshop is a symbol of progress and sustainability, often welcoming apprentices and curious villagers interested in learning the trade.
The Animal Pens
The Animal Pens are situated on the outskirts, housing sheep, goats, and chickens raised by the community. Managed collectively by several families, the pens provide wool, milk, eggs, and meat. The area is lively with the sounds of animals and the activity of caretakers, reflecting the village's agricultural practices and communal cooperation.
The Blacksmith's Forge
The Blacksmith's Forge is a cornerstone of Skogarvik's craftsmanship, where the ring of hammer on anvil echoes throughout the village. Operated by Gunnar Ironhand, a master blacksmith renowned for his skill, the forge produces essential tools, fishing hooks, farm implements, and the occasional piece of fine weaponry. The building is made of stone and timber, with a thatched roof and a constantly smoking chimney. Apprentices often gather here to learn the trade, reflecting the village's commitment to education and self-sufficiency.
The Children's School
The Children's School is a modest building near the Hearth Hall, where the village's youth gather to learn reading, writing, history, and practical skills. Overseen by Eldar Wiseheart, a retired explorer with a passion for knowledge, the school embodies Skogarvik's progressive values. The walls are decorated with maps and educational murals, fostering an environment of curiosity and learning.
The Cliffside Mines
Located at the base of a steep cliff west of the village, the Cliffside Mines are where villagers extract iron and coal. The mines are treacherous, with narrow tunnels and the constant threat of collapses. Slaves and lower-status villagers often perform the labor-intensive work under harsh conditions. The resources gathered are vital for the forge and trade but come at a high human cost. The mines symbolize both the desperation and resilience of Fjallheim's people.
The Fisherman's Wharf
Adjacent to the main harbor, the Fisherman's Wharf is a lively area where the day's catches are unloaded and prepared. Wooden shacks offer supplies and repairs for fishing gear, while the sounds of seagulls and sea shanties fill the air. It's a place of hard work and hearty camaraderie, embodying the village's connection to the sea and each other.
The Frostbite Tavern
The Frostbite Tavern is a rough-hewn wooden building that serves as the main social venue for Fjallheim's residents. Inside, long tables and benches accommodate warriors, traders, and villagers seeking respite from the cold. The tavern offers strong ale and meager meals, with the menu depending on recent hunting or raiding successes. The atmosphere is loud and boisterous, with frequent brawls breaking out. It's a place where alliances are formed, deals are struck, and tensions sometimes boil over.
The Frozen Forge
The Frozen Forge is Fjallheim's primary blacksmith workshop, crucial for weapon and tool production. Built partially into the side of a rocky hill to shield it from the elements, the forge emits a constant plume of smoke. Ulfric Blackhammer, the master blacksmith, oversees the work here, crafting items essential for survival and warfare. The forge operates almost nonstop, fueled by coal obtained through trade or raids. The clang of metal on metal is a familiar sound, symbolizing the village's relentless drive to equip themselves.
The Grain Mill
Located by a gently flowing stream on the village's edge, the Grain Mill grinds harvested grains into flour. Powered by a waterwheel, the mill is essential for producing bread and other staples. Run by Olaf Millerson, the facility is a testament to ingenuity and the efficient use of natural resources. The rhythmic turning of the wheel and the scent of freshly milled flour create a peaceful atmosphere.
The Grove of Ancestors
On the outskirts of the village lies the Grove of Ancestors, a tranquil woodland sanctuary. Towering ancient trees form a natural cathedral, their leaves whispering with the wind. Stone altars and carved wooden totems honor the forebears and deities revered by the villagers. It's a place for reflection, ceremonies, and festivals, embodying the deep respect for heritage and nature ingrained in Skogarvik's culture.
The Guest House
The Guest House is a welcoming inn that provides lodging for travelers and visiting traders. Run by Ingrid Welcomeson, the establishment offers comfortable rooms and hearty meals. The common area features a large fireplace, and evenings often include music and storytelling. The Guest House exemplifies Skogarvik's hospitality and openness to the wider world.
The Hall of Echoes
The Hall of Echoes is an ancient stone longhouse used for village meetings, ceremonies, and feasts. Its name comes from the acoustics that cause voices to carry and amplify within the hall. Torches cast flickering shadows on walls adorned with faded murals depicting legendary battles and ancestors. The hall is a place of both reverence and strategy, where Dagur Sverrisson addresses the villagers, and plans for raids or defense are made. It serves as a unifying space amidst the village's hardships.
The Healing Hut
Nestled among lush herb gardens, the Healing Hut is a cozy cottage where Brynhild, the village healer, tends to the sick and injured. The interior is filled with the aroma of medicinal herbs, and shelves are lined with remedies and potions. Brynhild also offers wisdom and teaches villagers about natural healing, making it a center for wellness and knowledge.
The Hearth Hall
Situated at the heart of the village, the Hearth Hall is a grand communal longhouse adorned with wood carvings depicting the village's history. Inside, a central hearth casts a warm glow, and long tables provide space for villagers to share meals, stories, and music. The hall serves as the soul of Skogarvik, fostering unity and reinforcing the strong family and community values held dear by its inhabitants.
The Hunters' Lodge
The Hunters' Lodge is a modest wooden structure near the forest edge, serving as a base for those who venture into the wilderness to hunt scarce game. Led by Ingrid Sigrunsdottir, the lodge is a place to prepare for expeditions, share information about game trails, and distribute hunting spoils. The walls are adorned with pelts and antlers, trophies of past successes. The lodge also serves as a meeting place for those who question the reliance on raiding, promoting alternative means of survival.
The Icebreaker Docks
Despite being inland, Fjallheim has access to a narrow, ice-choked river that flows toward the sea. The Icebreaker Docks are a series of crude wooden platforms where small, sturdy boats are moored. These vessels are designed to navigate the icy waters for fishing and limited trade. The docks are often frozen over, requiring constant maintenance. While not as prosperous as Skogarvik's harbor, the docks provide a crucial supplement to the village's resources.
The Iron Market
The Iron Market is the bustling heart of Fjallheim's commerce, located near the village center. Unlike traditional markets, it specializes in goods acquired from raids, including metals, weapons, and exotic items. Stalls made from rough-hewn timber and iron sheets line the market, with traders haggling aggressively over prices. The atmosphere is tense yet vibrant, reflecting the villagers' desperation and resourcefulness. Slaves are occasionally traded here, highlighting the village's controversial practices. The Iron Market is also a hub for information, where whispers of opportunities and threats circulate.
The Meadery
The Meadery is a warm and inviting establishment where honey from local hives is fermented into mead. Run by Sigrid Honeytongue, whose recipes are a closely guarded secret, the meadery supplies the village with drinks for festivals, gatherings, and daily enjoyment. The building is adorned with carved bees and flowers, and the sweet scent of fermenting honey fills the air. It's a popular spot for villagers to relax and share stories, embodying the community's convivial spirit.
The Shrine of the North Wind
Perched on a windswept hill north of the village, the Shrine of the North Wind is a sacred place dedicated to deities of survival, endurance, and war, such as Thor and Odin. Constructed from stones stacked into a crude altar, offerings of weapons, animal bones, and carved talismans are left here by villagers seeking blessings. The constant howling wind creates an eerie atmosphere, and shamans occasionally perform rituals to invoke protection and strength. The shrine embodies the villagers' respect and fear of the harsh elements that shape their lives.
The Slave Pens
A grim area located on the edge of the village, the Slave Pens are where captured individuals are held. Constructed from sturdy logs and reinforced with iron bars, the pens are a stark reminder of Fjallheim's reliance on slavery. Conditions are harsh, with minimal shelter from the elements. Slaves are used for labor, traded in the Iron Market, or sometimes integrated into the village under strict supervision. The pens are guarded at all times, and escape attempts are met with severe punishment.
The Stone Circle
On a hill overlooking the village, the Stone Circle consists of standing stones arranged in a circular pattern. Ancient runes are carved into the weathered surfaces, and it's believed to be a site of old magic and celestial alignment. The villagers hold seasonal festivals here, celebrating solstices and equinoxes. The site adds a sense of mystery and connects the community to their ancestral past and the natural cycles.
The Stone Keep
The Stone Keep is a formidable fortress built atop a rugged cliff overlooking Fjallheim. Constructed from dark granite blocks, the keep is both a defensive stronghold and the residence of Dagur Sverrisson, the village chieftain. Thick walls and narrow windows provide excellent protection against attacks and the harsh northern winds. Inside, the great hall is adorned with trophies from past raids, banners, and a massive hearth that offers warmth in the cold climate. The keep serves as the administrative center where decisions are made, warriors are rallied, and the village's fate is often determined.
The Temple of Waves
Perched atop a rocky outcrop overlooking the sea, the Temple of Waves is dedicated to Ægir, the sea deity. Built from driftwood and adorned with seashells, the temple features open arches that allow the sound of waves and the scent of salt air to permeate the space. Fishermen visit to offer thanks and seek blessings for safe voyages, making it a place of spiritual solace and maritime tradition.
The Training Grounds
While Skogarvik is peaceful, the Training Grounds provide a space for villagers to learn self-defense and maintain physical fitness. Overseen by Bjorn Strongarm, a former warrior who now teaches combat as a means of discipline and community protection. The grounds include archery targets, sparring rings, and obstacle courses. Training emphasizes respect, teamwork, and readiness, aligning with the village's values of preparedness and solidarity.
The Warrior's Circle
The Warrior's Circle is an open area on the outskirts of Fjallheim, encircled by standing stones etched with runes of strength and protection. Here, warriors train rigorously in combat skills, weapon handling, and tactics. The ground is hardened earth, scarred from countless sparring sessions. Led by veteran fighters, training often includes harsh trials to toughen the warriors. The Circle is also a social hub where stories of valor are shared around bonfires, reinforcing the martial culture and camaraderie among the warriors.
The Watchtower
Standing on a small hill at the village's edge, the Watchtower is built from sturdy logs and stone. It offers panoramic views of the sea and surrounding forests, serving as both a lookout for potential dangers and a navigational aid for fishermen returning home. The tower symbolizes vigilance and protection, reinforcing the community's commitment to safeguarding its people.
The Weaver's Cottage
Nestled near the Market Square, the Weaver's Cottage is where Freya Loomweaver crafts textiles from wool and flax. The cottage is cozy, with looms visible through the windows and dyed yarns hanging outside to dry. Freya's intricate patterns are sought after for clothing and tapestries, adding color and artistry to the village. She also teaches weaving to those interested, emphasizing the importance of tradition and creativity.
The Woodcutter's Lodge
Bordering the Verdant Forest, the Woodcutter's Lodge is where timber is responsibly harvested for building and fuel. Led by Erik Oakenshield, the woodcutters follow sustainable practices, ensuring the forest remains healthy. The lodge serves as a base for operations and a place to rest, featuring storage for tools and a communal fire pit where workers share meals and stories.
Timber Trail Entrance (North)
This is the entryway into the Timber Trail which heads south to the peaceful village of Skogarvik
Timber Trail Entrance (South)
This is the entryway into the Timber Trail which heads north to the treachorous village of Fjallheim.
Vargheim
Hidden deep within the remains of the forsaken village Fallenheim lies Vargheim, the savage and lawless camp of the Vargmenn. Once a thriving settlement, now reduced to crumbling ruins and overgrown with wild vegetation, Vargheim has become a den for outcasts, murderers, and plunderers. The remnants of stone walls and wooden huts provide a natural fortification, and the overhanging trees.
Village Council Hall
The Village Council Hall is a modest yet dignified building constructed from sturdy oak. Its facade features carvings of symbolic animals representing wisdom and justice. Inside, the council led by Vigdis Eldsdottir convenes to discuss and decide on matters affecting the community. The hall embodies transparency and inclusivity, often opening its doors to villagers during important deliberations.
Wolf Markings
Wolves live near here.
Wolf Territory
Wolves live near here.