Glacikaldr

= Please not: this is the old Glacikadr: please refer to the new one New Glacikaldr =

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King: King Eso (Drogo) of Glacikaldr (Absent)

Queen: Queen Arwyn of Dal’Kaldera

Crown Prince: Remus of Glacikaldr, Lord of Dal'Kaldera

Knights of Glacikaldr Current: Queen Arwyn of Dal’Kaldera, Sir Dagger Arkenstone Lord of Berg, Defender of Frosthall and the Frozen Laws of UrQuan;  Sir Quinn of Frosthaven and Frosthall, Dame Misery Lady of Dal'Kaldera, Sir Vincent Visionar Mayor East of Berg, Sir Void, Dame Sylair Nivali of Glacikaldr, Lady of House Nivali.

Knights of Glacikaldr Honored: Sir Varric of the Royal Army and Brother to King Eso, Sir Zane of Dal’Kaldera.

Knights of Glacikaldr Past: Sir Solomon of Stonehand.

Knights of Glacikaldr Former: Hazel of Thyvor the Traitor, Dinjar of MarikTitsch the Traitor

The Kingdom of Glacikaldr is known as the Frozen Empire. Glacikaldr claims the entirety of the Wintival’s Domain as its lands. Glacikaldr is led by its King from Dal’Kaldera and its Knights. Glacikaldr can seem 'cold', but it can also be very welcoming to its friends and allies. Crossing Glacikaldr will provoke a blizzard of violent action that will not cease until order is restored and retribution has been thoroughly taken.

The Crown of Glacikaldr

The King’s word is law. Breaking this law will find one’s head on a spike in Dal’Kaldera.

=The Lands of Glacikaldr=

The City of Dal'Kaldera
Dal'Kaldera: Seat of the Frozen Empire:  Dal'Kaldera is the Capital of Glacikaldr. It maintains the residence of the king and his court and many other buildings. The city is the gem of all Glacikaldr and is now open to the allies and merchants with passes. Though travel is welcome, it is also dangerous, for as long as the Capital has stood a fierce, but now weakened blizzard circles the warded city. Dal'Kaldera's main strengths stem from the elements of its foundation and strong magical and economical connections. More recently, Dame Misery's wards around the city have been strengthened by the presence of the mana tree present within Dal'Kaldera's Arcane Institute, providing an infinite, ever-releasing source of mana as long as it has mana to originally drain from, provided from the living populace and the wards surrounding the city.

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Dal Law
This is the governing body of law in Dal'Kaldera, written by Dame Misery, enforced by the Dal'Kalderan Guard and applied by the Dal Council to resolve disputes, with possible legal consequence. The Dal Law is given to those within the Capital.

Dal'Kaldera Customs
Visitors: Those graced by the King or come peacefully are usually recommended to come through the Shivva of the East Gate. It is through this way where the Customs office briefly explains the do's and don'ts of the capital. The most important being that of respect to those of higher rank, as no rank is gained through nothing. Respect of the laws held in place, including those of the Frozen laws and the laws of Dal'Kaldera itself.

Citizens: Those safely held withing the Kingdom are to respect laws in place of other cities and settlements.To say respect is the highest rule would not be far from the truth. The words of the King and his Knights are as lawful as the laws that defend the good people of the kingdom.

Economy
Dal'Kaldera, despite being a long distance from most other kingdoms as opposed to Berg, is seen as a high market place. Those with interesting product may be approached by a knight or the King himself, or may propose the selling of their product in that of the capital. If they are approached, the initial tax for purchase of a shop location is waved in favor of new business. Currently Dal' Kaldera's main export is it's rich wood supply of dark oak and spruce as well as a high export rate of stone masonry goods.While importing many valuable materials such as carpentry goods and artisan wares,precious metals are also requested from time to time.

Payments in Dal'Kaldera are the most flexible, as trade is welcomed internally and externally. But payment is always required.

 Taxes and Deeds within Dal'Kaldera: Each property that can be owned is marked, numbered, and assigned through deeds. These deeds, taking into account the size of the property, determine and display the taxes required at the end of each month. While taxes can also be paid in advance, they exist and are monitored strictly. Homes are taxed by size, shops by size and profit, and stalls by profit alone after the first payment.

A small house in the Quite District, the largest housing district in Dal'Kaldera and home to many of the common workers and tradesmen, may only cost a small fee of 100 coin every lunar cycle. But if an owner of a home has the available room and wishing to expand beyond the original deed, the deed will have to be revised and he may be taxed more for maintenance. Homes in the Quie district are traditionally allowed to expand to no more than 3 total stories, while the first story is already provided. These homes are taxed at 100 coin per month as seen in the example above.

The smallest district, Naonun, is catered to those of higher degrees of living, such as resident diplomats and those with higher incomes. However, anyone is allowed to request a house constructed along this district. Payment in these homes originally depend on size alone, and may go to 500 coin per month or more.

To inquire about purchase of house of shop within Dal'Kaldera, a letter can be sent to the Lady of Dal'Kaldera, who will respond when she is able.

The Dal Order
As mentioned within Dal Law, the Dal Order, more commonly referred to and run as the Dal Council, is a cooperation of any residing Knights within Dal'Kaldera and the King himself (with the Crown Prince now currently taking the responsibility (8.2.2016) ). These Knights act as regulators of the law and will always answer to the possibility the customs of the Capital not being upheld. If necessary, the accused will be trialed and jailed if enough evidence exists of a crime. Without exception, traitors will be punished without mercy.

The Dal'Kalderan Guard
This group of guard, mainly made up of conjured undead (zombies and skeletons), protects the Capital from threats such as bandits, raiders and light infantry invaders, but also to enforce the Dal Law. The Dal'Kalderan Guard has also been known to be assisted by Wintival's forces and Wintival in defending the Capital.

Crown Guard
A small secretive group of heavily trained combatants seen fighting alongside the Crown in the battlefield. Rumoured to once wear the masks of Zeolites, and now commonly seen wearing the masks of Wintival, being the skulls of undead.

House Nivali
A Royal House of Glacikaldr that resides in and around a large Manor, the Nivali House Manor, serving as the centre of both the loyalty-sworn Nivali House Guard and the Nivali House Representatives populating the majority of the Dal'Kaldera West, in the residential districts, and a district within East Berg as of the relocation(15.12.2016), of which was later made irrelevant by the return of the Father. The Royal House's Dame is Dame Sylair Nivali of Glacikaldr, Lady of House Nivali and Dal'Kaldera,(06.11.2016) however House Nivali went through a period when it was run by her younger sister, Lady Suki Nivali of Glacikaldr, Lady of House Nivali,(08.2.2016) and older adopted-brother who returned to Glacikaldr to serve,(05.3.2016) Lord Yoko Nivali the Lich King of Glacikaldr, Lord of House Nivali, as declared by the Nivali House Commission(05.3.2016).

Known to be the most diplomatically active of the Noble Houses of Glacikaldr, House Nivali has recruited those of other creeds under the protection of the House before, as long as they promise their efforts towards the betterment of the House. The House is also known to be worshipers of both the Mother and the Father.

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Nivali House Guard
The Nivali House Guard is the Sworn Guard of the Noble House. The House Guard is made up of the best fighters chosen from the Dal'Kalderan Guard, who join willingly for better prestigious rights and benefits.

The House Guard had to undergo a period of recovery from the losses at Fort Anoose in the war with Thyvor and the combat-ready Dame Sylair Nivali who also died at the battle(08.2.2016) during the war with Thyvor, who has since has been revived after her heart was unfrozen by Wintival.

The Nivali House Guard is under the command of Captain Oweyne Iceborn as declared by the Nivali House Commission(05.3.2016).

Nivali House Representatives
The Nivali House Representatives represent the House for Dame Sylair Nivali. They are present within the political and economic related dealings of the House. They have also been known to train the House Guard with siege weaponry, taught by Sir Dagger Arkenstone and the Winter Guard.

The Nivali House Representatives is under the command of Lady Julia Evastone as declared by the Nivali House Commission(05.3.2016).

The City of Berg
Berg: Solidarity through Defense:  Berg is a border town which straddles two sides of an icy river in the Taiga at the north eastern edge of Glacikaldr. The town serves to defend the borders of Glacikaldr and the Winter Lands from non-Wintivalians. On the rainy side of Berg, the town servers as a political and economic respite for non-Wintivalians, travelers, and merchants. On the snow covered side of Berg, the town houses those of Wintival and relevant structures in relation to Wintival.

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The Bergs
West Berg: West Berg serves as a gateway to the Winter Lands under the dominion of Glacikaldr. West Berg consists ofthe homes of Sir Dagger Arkenstone, Dominic Stone, Magnus Arn’bjorn and others as well as Fort Coldsire, The Bibliotech, the Infirmary, the Guardhouse the FrozenGate Inn and others. The massive gateway at the West end of West Berg is also a Temple to Wintival, known as the Frozen Gate.

East Berg: East Berg serves as a trade and political center and houses many important local industries which are united under the Berg Trade Commission (B.T.C.). East Berg also has a shrine to Cavilon and Akwal. The Tavern o’ Berg, Bank of Berg, Berg Hall, Glacite Hall, Berg Spa, Berg Stables, Berg Saw Mill, Berg Forge, Berg Smithy, Berg Academy, Berg Market, Berg Tourney Grounds, and the Berg Fletcher all reside within East Berg.

The Kaltemar River: The great river that seperates the Winter Lands from Templehelm runs through the two Bergs. The laws enforced by Berg Law and Glacikaldrian Edicts prohibit many from crossing the river into the Winter Lands which are seen as protected. In some cases crossing the river can be seen as an act of war.

BERG LAW
Berg has many laws and harsh punishments for violators. Punishment for breaking these laws includes, but is not limited to, death.

1. Berg will not allow passage into the Winter Lands by non-Glacikaldrins or non-Wintivalians unless an acceptation has been granted by the crown or an escort is provided under the authority of the Knight of Berg: This includes West Berg.

2. Violence against residents and other Glacikaldrins is not tolerated unless in the tourney area under the supervision of the King of Glacikaldr, the Knight of Berg or other Knights of Glacikaldr.

a. Violence between citizens of Berg is to be carried out within the Tourney Grounds only.

b. Challenges of honor can be made by non-citizens and citizens alike and must be carried out in the Circle of Honor or the List and is to be overseen by the King of Glacikaldr, the Knight of Berg or other Knights of Glacikaldr.

3. Use of Berg industries and resources by non-nation members is prohibited without contract to the respective industry owner.

4. Taxation is levied on Berg Citizens and Temporary Residents based on their incomes and citizenship status.

Berg Citizens West

Citizens of Western Berg are expected to contribute a portion of their earnings to the Knight of Berg as compensation for various services and land grants provided by the Knight of Berg and the Crown. Western Berg Citizens are allowed special tax benefits based on the status and privilege granted to them as Winter Guards of the Cold Lands. Such tax benefits will be overseen by the Knight of Berg and/or the Inquisitor General to determine the value of said benefits. Should the value of the West Berg Tax Benefit prove to produce an undue hardship on the state’s economical stand; extra taxes can be levied on the citizens of East Berg to compensate for the loss in tax revenue.

Berg Citizens East

Citizens of Eastern Berg are expected to contribute a portion of their earnings to the Knight of Berg as compensation for various services and land grants provided by the Knight of Berg and the Crown. Citizens of East Berg may see a raise in their taxes at any time based on the needs of the state.

Berg Temporary Residents

Temporary Residents of Berg may be expected to pay a tithe to the Winter Guards of West Berg to compensate for security expenses.

Tax Collection
	East Berg

Taxes are collected from the citizens and temporary residents by the Inquisitor General and or the Knight of Berg. The Mayor East is responsible for keeping track of various incomes earned by the residents of East Berg and reporting them to the Inquisitor General and/or the Knight of Berg. Either the Inquisitor General or the Knight of Berg will then collect the taxes from the citizens and temporary residents of Berg.

West Berg

Taxes are collected from the citizens by the Inquisitor General and or the Knight of Berg. The Inquisitor General is responsible for keeping track of various incomes earned by the residents of West Berg and reporting them to the Knight of Berg.

Berg

Taxes collected from the citizenry of Berg is then transferred by the Knight of Berg to the Crown or used to fund ongoing projects within Bergs area of responsibility.

War Time Law
This law applies when Berg is in a state of declared war.

East Berg Citizens

1. All Citizens of East Berg must adhere to the orders of their King, their Knight, any other Knights of Glacikaldr, the Inquisitor General and the Mayor East. During war there is no room for insolence or insurrection. All East Berg citizens must stand united against Berg’s common enemy. Anyone caught conversing or dealing with a declared enemy of the state in a non-warlike manner will be punished. Punishments can include, but are not limited to, heavy fines, public lashings, imprisonment, reassignment, or exile.

2. Should a difference of opinion arise in regards to the war situation and Berg’s declared enemies, that opinion must be spoken in confidence between each other and with the leaders of Berg. At no time, unless express permission has been given, shall these opinions be spoken to the Knight of Berg, any other Knights of Glacikaldr or the Crown in the presence of others.

3. If at any time someone is caught aiding the enemy in any way they will be executed.

During war time these laws will be in full effect.

Berg Residents:

1. Berg Residents, those residing in or near Berg but are not citizens, must adhere to the orders of the Crown of Glacikaldr, the Knight of Berg, any other Knights of Glacikaldr, the Inquisitor General and the Mayor East. During war there is no room for insolence or insurrection. All Residents must allow the nation of Glacikaldr deal with Berg’s enemy in the manor they chose. Punishments can include, but are not limited to, heavy fines, public lashings, imprisonment or exile.

2. Should a difference of opinion arise in regards to the war situation and Berg’s declared enemies, that opinion must be spoken in a formal setting with all due respects given to those in a position of authority.

3. If at any time someone is caught aiding the enemy in any way they will be exiled and potentially executed if it is deemed necessary.

During war time these laws will be in full effect.

West Berg Citizens

1. All Citizens of West Berg must adhere to the orders of their King, their Knight, any other Knights of Glacikaldr, and the Inquisitor General. During war there is no room for public insolence or insurrection. All West Berg citizens must stand united against Berg’s common enemy. Anyone caught conversing or dealing with a declared enemy of the state in a non-warlike manner will be punished. Punishments can include, but are not limited to, heavy fines, public lashings, imprisonment, reassignment, or exile.

2. Should a difference of opinion arise in regards to the war situation and Berg’s declared enemies, that opinion must be spoken in West Berg between each other and with the leaders of Berg. At no time, unless express permission has been given, shall these opinions be spoken to the Knight of Berg, any other Knights of Glacikaldr or the Crown in the presence of non-Wintivalian Glacikaldrians of those not of Glacikaldr.

3. If at any time someone is caught aiding the enemy in any way they will be executed.

During war time these laws will be in full effect.

Law of Station
Berg is a Stratocratic Fiefdom whose Knight is the lord of the city and it’s attending lands. Only the Crown of Glacikaldr holds more power over Berg than the Knight of Berg.

The Knight of Berg The Knight of Berg is law in Berg and its attending lands. The Knight of Berg writes the laws that Berg citizens and residents are expected to follow. The Knight of Berg’s word is law. All respects to the Knight of Berg’s station as a lord are expected to be extended and failure to do so may be punished in accordance to the word of law.

The Crown of Glacikaldr

The Crown of Glacikaldr is the law of all Glacikaldr. The Crown of Glacikaldr’s word is law and must be followed by all Berg citizens. Orders spoken by the Crown must be followed. Punishments for not following these orders must be delivered by those of station, people of rank, for any breach of the Crown’s spoken law. The Crown holds the right to enact and commit any punishment the Crown wishes. All respects to the Crown’s station as a monarch are expected to be extended and failure to do so may be punished in accordance to the word of law.

The Knights of Glacikaldr

The Knights of Glacikaldr are above the law of Berg. The Knights of Glacikaldr cannot make written law in Berg but their word is expected to be taken over any other citizen of Berg with the exception of the Knight of Berg. All respects to the Knights of Glacikaldr’s station as Knights are expected to be extended and failure to do so may be punished in accordance to the word of law.

The Inquisitor General

The Inquisitor General enforces the law of Berg and its attending lands. The Inquisitor General investigates incidents of broken laws that Berg citizens and residents are expected to follow. The Inquisitor General has the authority to imprison and fine guilty parties. All respects to the Inquisitor General’s station as a law enforcement officer and military commander are expected to be extended and failure to do so may be punished in accordance to the word of law.

The Mayor East The Mayor East oversees the citizens of East Berg and insures that taxes are paid and laws are followed. The Mayor East insures that East Berg citizens and residents follow the laws they are expected to follow. Should the laws of Berg and Glacikaldr not be followed, the Mayor East must report the infraction to the Inquisitor General and/or the Knight of Berg. All respects to the Mayor East’s station as a public servant are expected to be extended and failure to do so may be punished in accordance to the word of law.

Trade
The Berg Market or Auslandermarktplatz holds a small variety of shops which are either operational or can be purchased by foreign merchants. All trade with non-Wintivalians is to be done in East Berg. Special contracts with Berg’s various industries are also possible.

In the past years Glacikaldr has become one of the premier trading nations with the success of the Berg Trade Commission. The B.T.C. has buildings and stores throughout Templehelm including Thyvor, Dal'Kaldera and Ulvene Hiet with its headquarters located in East Berg. Various domains within the Frozen Empire have their own trade laws but at present (11.1.2016) the B.T.C. is the most successful.

Culture
Berg is the home of the last Defenders of Frosthall and those who have come after its final fall. Under the authority of the Knight of Berg, Berg attempts to carry on where Frosthall’s last residents left off. This means a coexistence of faiths overseen by a Wintivalian Knight vested with the authority to lead by the King of Glacikalder. Berg also boasts a Tourney Field which includes a list for jousting and a circle of honor for melee combat and a Tavern where one could hope to find fresh food, drink, a little music and a place to sleep.

Important Places
Glacite Hall: This is the main hall for the Township of Berg. Here we have all of our official meetings. Most discussions of importance are held in this open hall.

Berg Hall: This is a reception area for travelers and diplomats and will serve as a feast hall for special events.

Language
Berg's official langue is Deunatch (Deutsch) with its spoken language being the common tongue.

Joining Berg
One must journey to Berg and meet with the Knight of Berg if they wish to join it. The Knight of Berg will meet with the traveler and discuss; often in the company of the Mayor East, Gilden Stone, and the other members of Berg over their wishes to join the town and its guard. Wintivalians are almost an automatic yes should they prove loyal to the cause of defending Wintival’s domain. Those who are not of Wintival’s grace must have a specific skill in which they can help improve Berg and its industries. Non-Wintivalians must also prove loyal to The Knight of Berg and the cause of keeping their own kind and others out of Wintival’s domain.

Religion
All of the gods are allowed to be represented in East Berg; however, the deity of Berg is Wintival.

The Winter Guard
Inquisitor General The Inquisitor General has many responsibilities. These responsibilities can be broken into two categories, Inquisitor and General. This document will focus on the later. The Inquisitor General is the commander of the Winter Guard in the absence of the Knight of Berg and serves as a squire to the Knight of Berg when the knight is present. In matters of law enforcement, conflict and war the Inquisitor General directs and leads the guard.

The Winter Guard The Winter Guard is the military arm of Berg and is directly responsible for defending the borders of the Kingdom of Glacikaldr. The Winter Guard patrols the north and eastern borders of Glacikaldr going from outpost to outpost to insure the security and integrity of Glacikaldr. The Winter Guard is responsible for implementing the King’s foreign policy and Berg Law. The Guard is led by the Knight of Berg and the Inquisitor General as explained above.

Current Guard Duties •	Defend and Patrol the Northern and Eastern Borders of Glacikaldr •	Kill non-Wintivalians or non-Glacikaldrians who cross into the Winter Lands o	Creedless non-Glacikaldrians are allowed to pass the borders freely o	Non-Wintivalian Glacikaldrians are Permitted to Pass Freely Into the Winter Lands but Should Be Cautious of Wintival’s Wrath o	The King Can at Any Time Make Exceptions to This Rule at Any Time and the Guard Must Follow His Lead •	Serve When Called Upon in the Glacikaldrian Army •	Defend Berg •	Assist the Knight of Berg and Inquisitor General in Carrying Out Justice •	Follow the Individual Orders of the Knight of Berg and the Inquisitor General  Fort Cold Spire West Berg is home to Fort Cold Spire which will serve as a primary base for the Winter Guard.

House Visionar
(Information required Old presence as the Riverdale Guard? Sir Vincent's private Guard?)

The Fortress of Wintercast
Wintercast: Whitecast currently holds the lands under the dominion of Frosthaven east to the coast as its domain of responsibility.

State of Wintercast At present Wintercast is occupied territory under the netharnan invaders, Mar'kTitsch (12.02.2016). The Pale Guard have suddenly died either en-route to support Fort Anoose or in Wintercast itself. As the Pale Guard were namely liked to Sir Dinjar by magic, it is believed that either Dinjar was killed or his magic purged by fire. The following information on Wintercast will remain as testament to its short lived history within the Kingdom of Glacikaldr.

Sir Dinjar's, short lived, pledge

I, Sir Dinjar, Knight of Glacikaldr and leader of Mortelus, in accordance with Urquan's Frozen laws, and with the direct permission of Crown Prince Remus, hereby announce the creation of a new fortress. The intention of this formal declaration is to establish the fortress' purpose, its laws, and its customs; and to make them known to the common public. In homage to Winterstar, it shall be dubbed Wintercast; and has been given a black banner to display upon its frozen walls. May Wintival have mercy upon those who would oppose us.

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Laws
Wintercast upholds the Frozen Laws of Urquan, as well as Drogo's laws, and the Laws of Station. All laws will be upheld and swift punishments shall be given to those who do not obey them.

Additionally, Wintercast has three laws that apply specifically to those who reside within it.

1. The production, sale, and use of the substance known as Rot is forbidden.

2. Those serving within the Pale Guard must observe a life of piety and respect.

3. Sacrifices shall be made to the Mother three times each evening; moon rituals will be completed whenever possible.

Customs and Traditions of Respect
Those who reside in Wintercast must observe a strict code of traditions that involve respect. The following is a synopsis of those traditions.

1. Members of the Pale Guard that outrank you shall be addressed only as Sir.

2. Any and every need/want of a Knight of Glacikaldr must be met by any means possible while they reside within our walls. When they enter a room, you shall rise and bow.

3. When in the presence of royalty, one must kneel until told to rise.

4. You must never disrespect the Mother, a Knight, Royalty, or any ally with your words. Punishments for the infringement of this rule are severe.

5. Each and every duty station you inhabit shall be cleaned to the tee; your belongings must be kept neat and tidy.

6. Finally, members of Wintercast shall not speak directly at those who outrank them without the express permission of Sir Dinjar/Those you speak to.

Intentions
Although the Winter Lands are not weak and never have been, it is ever important that we Wintivalians expand and increase the military strength of our territories. There will always be those who oppose and seek to destroy us; and, as such, we must be stronger by any means possible. Wintercast, therefore, seeks to establish a premier light infantry force known as the Pale Guard, that shall be prepared for rapid deployment in any territory across Templehelm in a matter of days. This should be seen by other nations as a purely defensive precaution, only meant to protect those territories which rightfully belong to us.

Pale Guard
I, Sir Dinjar, Knight of Glacikaldr, lord of Wintercast and leader of Mortelus hereby establish the fraternal order that will now be known as the Pale Guard. This document seeks to explain the foundations of its general principles, laws and customs, payment, and career options.

Principles of the Guard The Guard's main purpose is to be prepared to deploy anywhere on the island of Templehelm to seek out and destroy the enemies of Glacikaldr swiftly and effectively. Additionally, the guard includes builders, farmers, miners, logicians, and tradesmen of all kinds to bolster the wealth of Wintercast. Members of the Pale Guard do not have to be part of Glacikaldr. Those who choose to join the Pale Guard without a Glacikalderan citizenship may not fight in combat roles, with the exception of Wintivalians. Additionally, they will not be housed within Wintercast's walls/barracks.

Career Options

Ranger- The ranger is considered the backbone of the Pale Guard. It is the ranger's job to seek out and destroy the enemies of Glacikaldr with zeal and swiftness. -300 Crimins per week

Scout- The scout observes enemy troop movements and finds the path of least resistance to insure that the rangers can get to the objective quickly. -150 Crimins per week

Librarian- Keepers of Wintercast's library and observer of battles, it is the librarian's job to record any and all wars participated in by the Pale Guard. The librarian deploys with the rangers and also provides them with entertainment in the form of poetry/song. -100 Crimins per week

Farmer- The farmers of Wintercast are tasked with feeding the Guard, and finding the most efficient way to carry out that mission. They are responsible for rations and receive an additional amount of crimin that corresponds directly with the amount of food produced. -75 Crimins per week

Builder- The highest paid of the Pale Guard, the builder, is tasked with establishing points of control and watchtowers throughout Templehelm. They're given creative liberty and expected to complete their job as quickly as possible. -500 Crimins per week

Guardsman- The guardsman is tasked with defending Wintercast from enemies foreign and domestic. They are the police force of the Pale Guard and expected to enforce Wintercast's laws. -120 Crimins per week

Collector- The collector gathers resources for Wintercast and the Pale Guard, and provides the builders with the materials necessary to complete their job. -100 Crimins per week

Laws

he members of the Pale Guard are held to a higher standard. They are expected to follow all laws recognized and established by Wintercast, to respect those above them in rank and station, and the laws also mentioned below, that apply specifically to them.

1. Respect is utmost among the Pale Guard.

2. There shall be no substance abuse within the guard.

3. Members of the Guard must be willing to give their lives in sacrifice to protect the Children of Night.

4. Members whose nations become enemies will be discharged immediately, stripped of all ranks and titles, and considered enemies of the Guards unless they choose to assimilate into Glacikalderan life and convert to the Wintivalian faith.

5. Gods other than Wintival will not be worshiped within Wintival's walls.

Oath of the Pale Guard

G- Gallantly will I meet the enemies of Glacikaldr on the field of battle. I will destroy them with speed and wrath; knowing that I am better prepared and equipped to carry out the missions I am given. U- Undoubtedly will I defend the Mother of Night from all who would usurp her glory. A- Always will I protect my brothers in arms and uphold Urquan's Frozen Laws. R- Readily will I die for those I aim to protect. D- Destructivley will I enter the halls of the enemy, salting his fields and reaping his lands so that all might know the power of the guard.

I am of the Pale Guard. I am a defender of Night. I will never falter. I will never fail. Praise be to the Mother!

The Fortress of Frosthaven
Frosthaven:

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A fortress for Frosthall and its people, Frosthaven, commonly referred to as the Haven, lies between Dal'Kaldera and Berg deep in the heart of the Winterlands, lead by Sir Quinn (Serpenttine96) of Frosthaven and Frosthall, who had once co-lead Frosthall in the time of its founding, along with Lord Duckwark with the assistance of Artorias (TheRandomCat). Aspiring to be a place of safety and trade for followers of Wintival, Frosthaven looks to the past to enlighten and entertain those who have forgotten.

Frosthaven is built to survive even the most prolonged and ruthless assaults, made to be independent and completely self reliant with only those who follow Wintival allowed to enter its walls. The finest tradesmen of the Winterlands and strongest swords reside here.

Recently a project to establish the Arcane Institute of Wintival has been started here.

Frosthaven Guard
These combatants are heavily trained in archery and siege, and protect the Haven from invaders. They are the sworn guard of Sir Quinn.

Frosthaven Harbour
The Harbour to the West of Frosthaven used as a port by the Haven. Currently under the protection and construction-guidance of the Wintival-sworn dragon Fo Viing.

The Village of Frostwatch
Frostwatch: Frostwatch is a small village in central Templehelm south of the Heath. It was constructed as a living monument to what was once there, the great Frosthall. The village also serves as Glacikaldr’s outpost to the lands of the east.

Frostwatch fell to the New Emeraldite Empire during the Cult War but has recently been restored to Glacikaldr with the aid of the Iron Empire's Iron Fleet.

The Royal Army
The Royal Army consists of all House Guard and forces, with the exclusion of the Winter Guard of Berg, who are sworn to protect the border of the Winterlands. The Royal Army only assembles in times of war and has been known to gather at temporary forts within Templehelm as well as Dal'Kaldera, Frosthaven and a camp to the North of West Berg.

Known armed forces that are sworn to join the Royal Army include the Crown Guard, Dal'Kalderan Guard, Nivali House Guard, Frosthaven Guard and Visionar House Guard, which has also been known to join ranks with the Winter Guard if needed.

The Royal Army is led by a General, usually a figure of Royalty from the Capital, or the King himself. Previous Generals of the Royal Army include King Drogo, otherwise known as King Eso, and Dame Sylair Nivali, reporting to the Crown Prince directly.

The Royal Army is almost always separated into divisions, led by the Crown, Knights, Ladies, Lords or even heavily trained and skilled indivuals. These individuals are referred to as Commanders by the Royal Army and those of Glacikaldr, unless their normal title outweighs a Commanders, such as one of the Crown or a Knight.

News
War Has Struck Again:

The destruction of Templehelm Cities and their citizenry has gone nearly unchecked in recent years. I speak of the deaths, not only of the fighting men and women, but of the elderly, of the mothers and their children. I speak of the burning bodies of hundreds if not thousands of the men, women and children of three cities throughout the ages.

Winterstar – Long ago there was a great nation of ice. The city of this nation was bombed to pieces by the Temujai. The once great city of Winterstar lay in ruins after their malicious attack wielding tactics barbaric to all but the most savage of Templehelm’s citizenry. The Temugai ended long ago but their anarchic tactics remain.

Matahari – The Desermian Civil war was a recent bloody clashing of the two desert powers. Matahari fought with pride and honor while Sunagakure fought with savagery. Morgan accounts his final moments in his city of the sun before the marauding army of Sunagakure road in with their bombs and tore their way through the city until nothing was left but rubble, the screaming of dying children and their crying mothers. Below are the official numbers:

''The attack began at sunrise. It didn't last long.

I had risen early that morning to have a sunrise commune with Deserma. My loyal oracle and I had entered my personal shrine to speak privately with God, ironically to ask Deserma how the war could be ended without need for further violence. In the wake of my friend and co-ruler's tragic death and Asale's disappearance with most of our men, times looked grim for Matahari. If only I had known.

I had just placed the offerings on the altar when the first explosion shook the earth. Sarosine and I looked at each other and my wonderful oracle told me to stay safe and ran toward the surface to investigate. Melding our minds into one so that I may look through Sarosine's eyes, I watched as bomb after bomb was set off. The first one had been lobbed through the window of my house, a poorly-planned assassination attempt. More explosions ripped the sky apart, screams and crying could be heard from all corners of the city. Sarosine climbed to the top of the hill separating my estate from the city proper and turned around to face to the south just as another bomb destroyed the entrance gate just a few meters from where the oracle stood.

My heart fell as I realized the truth, that this wasn't a small-scale attempt on my life. As the dust settled, the heavy thud of armored footsteps could be heard coming across the desert. Still watching through my Oracle's eyes, I saw Kjaia and Kvothe leading their army towards the city. As they approached, words floated across the sands:  "Burn it. Nothing in this city is sacred. Leave none alive."

Sarosine rushed down to the ground and tried to reason with them, but was cut down before he could speak his piece. I couldn't fight them alone, and so I hid, and watched as they descended on the City of the Sun, cutting down any who they encountered, men, women, children, elderly, and animals. The garden was watered with blood and mulched with ash. The grand entry-way was so much rubble as the carefully cultivated exotic trees from the jungles and forests of the land were felled for wood. After the sacking was over, I staggered through the streets of the once proud city, the smell of burnt flesh assaulting my nostrils. Every so often I would hear a cry out for help, from someone who thought they had a chance. None of them did. I took what little gold I had on me and organized the bodies into a funeral pyre, and placed a single crimin piece on each eyelid. I made the pyre in the coliseum and set it alight, offering the souls of the departed to Deserma's care.

I wept for the first time that day.

As the pyre's flames began to roar, I stepped back and turned to see the Sun's Eye Temple in ruins. The barbarian invaders had taken every speck of gold and glowstone from the shrine, except that which was too high to reach. The sight of the great temple destroyed... for greed, on the part of supposedly loyal Desermans. I walked back through the city as the pyre crackled. I could still smell that blood that had flooded the roads, staining the sandstone a horrific crimson tint. I was almost sick to see it.

Bastion, Legendslayer - Now Bastion, the stronghold of the Legendslayers, was bombed in similar fashion after the departure of their revered leader Jace took his leave. Goods and items of value were stolen. Many lay dead after the attack. I have recently contacted Gabriel Dust the man in charge and he was finally able to get back to me with the details of the destruction, injuries, stolen property and deaths. ''

The Bastion Raid, list of damages and casualties:

Destroyed or stolen: Large property damages, many craters in the square. All refugee tents destroyed, Most all storage chests and their contents destroyed including but not limited to: Armor, weapons, mined resources, personal belongings and/or keepsakes, and an estimated 47,000 Crimn

Deaths: Granthum Petit: Engineer. Age 32. Death by blast wounds Horv: Mountaineer. Age 24. Death by blast wounds

Injured: Alkariia: Civilian. Age 15. Minor burns and shrapnel wounds on the back and legs Decimus: Civilian. Age 14. Sever burns on the back and left side Jaiden Legendslayer: Civilian. Age 2. Burn wounds on the left side John: Armouror. Age 26. Sever shrapnel wounds on most of the body Moose Nightshade: Farmer and Healer. Age 21. Sever burns and shrapnel wounds on most of the body Richard: Archer. Age 36. Shrapnel wounds and minor burns on the back and right side

Note: Because of the destruction of home and resources, those who are seriously injured have little to no aid thus are slowly deteriorating in health. The death count may rise over time.

Conclusion All of these points to one place: Sunagakure. Winterstar, Matahari and Bastion all feel to the same malice. It is our believe, through divine assurance and overwhelming evidence, that the Temugai who once destroyed Winterstand with their bombs are the same people we see today in New Templehelm reaping havoc across the land destroying what they can. Too many have died. Too many have suffered. Too much has been destroyed to let this stand.

Declaration of War against Sunagakure In the name of the Frost King Drogo Raewyn, Glacikaldr declares war on Sunagakure. With this declaration the Frozen Laws of UrQuan are being called forth to be recognized by all:

5. Any allies will be fully protected and their forces expected to fully mobilize at the orders of the Frozen King.

7. If you disrespect the Frozen Empire, your nation might get sieged.

8. Sun Rituals are extremely forbidden.

-Sir Dagger Arkenstone of Glacikaldr, the Knight of Berg, Defender of Frosthall

Berg, and with it Glacikaldr, has been forced to war with the anarchist nation of Ravenheart.

To those who have struck us,

I Sir Dagger Arkenstone of Glacikaldr, The Knight of Berg, Defender of Frosthall, hereby call witness to recent transgressions in the City of Berg. A man from Ravenheart arrived the other day. I greeted the man and asked him what brought him to Berg. He replied by demanding food. I offered to sell him food and his response was simply, “I let you live. That is my price.”

Understanding the immediate threat I retaliated in defense of Berg, its people, Glacikaldr and the lands under the Frost Mother’s dominion. With the assistance of the Mayor East Gilden Stone and my dear friend Sylan, the three of us put out this fire. I suggest you remove your nearby claim and vacate the lands under the protection of Glacikaldr. As an offering of personal honor your personal effects are sitting in a chest near where you fell.

This message is also aimed at others who wish to live near Berg or the lands of the protection of Glacikaldr. If you wish to visit Berg you are free to but we ask that you observe and follow our laws. We are happy to have visitors and can be very accommodating if we enjoy your company. There are also many potential business ventures available for interested partners. If you wish to live near Berg or join her please speak to me, Dominic Stone the Inquisitor General or Gilden Stone the Mayor East. If you do not abide by these requests you may be forcibly removed.

-Sir Dagger Arkenstone of Glacikaldr, the Knight of Berg, Defender of Frosthall

Ravenheart,

I, Sir Dagger Arkenstone of Glacikaldr, Defender of Frosthall, declare war on Ravenheart through my capacity as the Knight of Berg. To my knowledge no formal declaration of war has been presented until now. This does not reflect the direct intensions of the rest of Glacikaldr though I am certain they feel strongly in favor of our stern defiance in the face of these aggressors. We are a nation under the Frost Mother’s watchful eye and we will not bulk in the face of our enemies.

Berg and its people have been accosted twice in the past week at last count by the nation of Ravenheart. The first time we were threatened, we forcefully dealt with that threat and sent a harsh word of warning to Ravenheart. Ravenheart did not respond to our demands and instead attacked one of Glacikaldr’s people while he was working on a guard tower. If this was not cause enough, I call to account where this most recent transgression took place: In the Frost Mother’s domain.

Our laws are clear and they have been breached. May the people of Ravenheart be frozen in eternity

-Sir Dagger Arkenstone of Glacikaldr, The Knight of Berg, Defender of Frosthall

People of Templehelm,

I write to you today to bring forth news of the war with Ravenheart. Not many of you know the reasons for our conflict but after a recent interaction I decided you should. The following information will detail events that have transpired over the past week ending with the true goals of these barbarians. They wish to destroy law, order, government, society and most importantly kings.

1. Varamyr of Ravenheart is found in East Berg and greeted. Varamyr demands food are rejects an offer of sale. Varamyr offers, “your (Sir Dagger’s) life for the food.” Offer rejected, fight ensues. Varamyr is defeated and his personal effects are left for him as an act of personal honor between those involved.

2. Varamyr of Ravenheart crosses the river into Wintival’s domain and attacks a citizen of Berg (Glacikaldr).

3. War is declared between Berg, with the support of the Crown of Glacikladr, and Ravenheart.

4. Varamyr of Ravenheart attacks Sir Dagger in his home and steals his personal affects. Varamyr is later found in Berg. A fight ensues which Berg loses.

5. Berg, and with it Glacikaldr, accepts an alliance with a nearby Zephairian nation.

6. Berg scouts for Ravenheart camps nearby and takes their supplies.

7. Varamyr of Ravenheart speaks to a newcomer in Berg about Glacikaldr’s tyrannical nature. Sir Dagger arrives and speaks with Varamyr personally instead of fighting him as the right of hospitality had already been extended by the new Berg citizen. Under the right of hospitality, and un-written code of honor, Varamyr explains he wishes to kill all kings to free the people of Templehelm of their tyrannical nature. He exclaims that all men are equal. Varamyr is given permission to leave Berg un-accosted at that time.

8. War resumes with forces being brought up to fight Ravenheart directly

May the people of Ravenheart be frozen in eternity!

-Sir Dagger Arkenstone of Glacikaldr, The Knight of Berg, Defender of Frosthall

The War Has Ended

The war with Ravenheart has ended. King Drogo of Glacikaldr challenged King Robb of Ravenheart to a duel to decide the victor and end the war. King Drogo was successful in his bout defeating King Robb. The war officially ended 7/4/2014.

Most news following the War on the Destroyers can be found here: 

=Law, Government, Trade and Culture=

LAW
The word of the King is law. Breaking this law will find one’s head on a spike in Dal’Kaldera. Justice can be swift and is most always severe.

The Frozen Laws, by Ur-Quan, the Cold-King
1. Obey the Mother.

2. Be prepared to sacrifice your life for the Mother.

3. Religion is free to uphold, as long as equal wealth is given to the Mother as is to the other lesser Gods.

4. Before you get the permission to be a member of society, you have to serve for the common good of the nation.

5. Any allies will be fully protected and their forces expected to fully mobilize at the orders of the Frozen King.

6. No allies will be held "just because".

7. If you disrespect the Frozen Empire, your nation might get sieged. Choices are Vassaldom or Dispersion. -When a Vassal, the nation is expected to confer to the Frozen Empire in all matters. When Dispersed, I think you know what goes down that road.

8. Sun Rituals are extremely forbidden.

9. Moon Rituals are to be done whenever possible, and any Wintival "having other more pressing work" will be penalized.

10. Disobeying of the Frozen Laws will result in termination, or a punishment according to the action done.

Drogo’s Law
1. Trust.‏ - Refers to the Crown's belief in the trust-ability of his people. The crown must be able to trust those who are sworn to him and if not the crown's punishment may be enacted.

2. I need your Loyalty. If you can't be Loyal to Glacikaldr, you can't be loyal to Wintival.‏ - Refers to the unity of loyalty between the Crown, Glacikaldr and Wintival as a whole. If the crown does not have the loyalty of those who are sworn to him and if not the crown's punishment may be enacted.

3. Respect.‏ - Refers to the Frozen Laws law of respect but brings it to a personal level with the Crown. If the crown is disrespected by those who are sworn to him and if not the crown's punishment may be enacted.

Law of Station
Glacikaldr is a Kingdom whose crown’s word is law and whose Knights are the lords of the nation and its attending lands. Only the Crown of Glacikaldr holds more power over the Knights of Glacikaldr.

The Crown of Glacikaldr:

The Crown of Glacikaldr is the law of all Glacikaldr. The Crown of Glacikaldr’s word is law and must be followed by all citizens. Spoken orders by the Crown that are not followed will bring punishment. Punishments must be delivered by those of station, people of rank, for any breach of the Crown’s spoken law. The Crown holds the right to enact and commit any punishment the Crown wishes. All respects to the Crown’s station as a monarch are expected to be extended and failure to do so may be punished in accordance to the word of law.

The Knights of Glacikaldr:

The Knights of Glacikaldr are above the all law accepting the king’s spoken law, Drogo’s Law and the Frozen Laws. Their word is expected to be taken over any other citizen of Glacikaldr with the exception of the City of Berg where the Knight of Berg has the final say. All respects to the Knights of Glacikaldr’s station as Knights are expected to be extended and failure to do so may be punished in accordance to the word of law.

Knights of Glacikaldr Privileges
1. Unlimited Protection:  Meaning knights can do or say anything they find righteous in the eyes of the Mother and it will be backed by the Crown of Dal'Kaldera.

2. Claims: Knights can claim land by placing the Crown's Wards whenever they wish to the extend that the knight deems necessary.

The Open to Arms Decree
Any imprisonment of a Glacikaldrian citizen, false or otherwise, must be brought to a knight of Glacikaldr. The prisoner can invoke this right and upon doing so must be brought to their home city in that city's jail while those offended and the knights of Glacikaldr decide how to proceed.

The offenses must be given in public, preferably in writing as well so it may be reviewed later and discussed without requiring the time of the offended. For this decree to be in effect, the offender must fit within these requirements:

- They must have been a Glacikaldrian citizen for more than two months. - They must not have any outstanding debts within their kingdom. - They must pay their taxes accordingly - They must not be held on any other crime by either kingdom. - They must not be the property of another.(!)

(!): Those who are indebted or enslaved to work or service within the kingdom can not invoke this law,but their owners can if they choose to. In response to this, if the offended kingdom decides to imprison the slave while the owner does not invoke this law, they must pay the owner the remaining debt, effectively "purchasing" the right to prosecute this individual as they see fit.

The offended kingdom can only hold their offender for a maximum of 24 hours, and can exact no punishment upon them once this law is invoked. If the prisoner invokes this law, but it is not reported to Glacikaldr, then this will be seen as an act of aggression, wrongful imprisonment,and could potentially lead to war or a fine of 10,000 crimin. If the prisoner is harmed before or during attention is brought to Glacikaldr, then the fine will increase to 25,000 crimin and the potential of war will be considered. If the prisoner is killed, either before or after invoking this law and the offending kingdom is not notified, then there will be no other option but to consider war.

The offender is given the following rights when this law is invoked: - They have the right to attend up to 3 meetings with Glacikaldrian knights and one with the Prince. - They have the right to request but not demand, punishments in accordance to their own laws. - They have the right to witness any punishment given. - They have the right to deny any appeal the offender makes but it may be over-ruled - They have the right to ban visitation or service to the offender within their own kingdom.

''This particular law is set between internal affairs, external affairs and punishment in accordance to the Glacikaldrian law already in place. Copies of this law and the other laws of the kingdom can be found in the Libraries in Dal'kaldera and Berg. Ratified: 21.12.2015''

War Time Law
This law applies when Glacikaldr is in a state of declared war or has a declared enemy.

Glacikaldr Citizens:

1. All Citizens of Glacikaldr must adhere to the orders of their King and the Knights of Glacikaldr. During war there is no room for public insolence or insurrection. All Glacikaldr citizens must stand united against Glacikaldr’s common enemy. Anyone caught conversing or dealing with a declared enemy of the state will be punished. Punishments can include, but are not limited to, heavy fines, public lashings, imprisonment, reassignment, or exile.

2. If at any time someone is caught aiding the enemy in any way they will be executed.

During war time these laws will be in full effect.

Trade
In the past years Glacikaldr has become one of the premier trading nations with the success of the Berg Trade Commission. The B.T.C. has buildings and stores throughout Templehelm including Thyvor, Dal'Kaldera and Ulvene Hiet with its headquarters located in East Berg. Various domains within the Frozen Empire have their own trade laws but at present (11.1.2016) the B.T.C. is the most successful.

All trade with non-Wintivalians is to be done in East Berg unless under the personal exception of the king. Special contracts with various industries are also possible. With the permission of the Crown, Dame Misery has opened restricted trade at Dal Harbor and the Dal'Kalderan Market. The Customs Building is responsible for managing trade in the Capital.

Culture
Glacikaldr is the Frozen Empire and as such its Wintivalians are a significant force in Templehelm. Wintival Themself bestowed upon King Drogo a holy task of uniting ALL Wintivalians under one banner. The banner to which They gave to the Kingdom of Glacikaldr. The ice blue and snow white colors with a black rim represent what Glacikaldr stands for culturally: The continuation of the Wintivalian Nations of old, their legacy.

Winterstar Frosthall Glacier

Joining Glacikaldr
To join Glacikaldr one must either go to Berg and speak with the Knight of Berg or speak to the King in person. Qualifications differ between the different Royalty of the Crown and the Knights.

Recruitment Notice