Ancient Lorstheim:
During the Cassengrecan Era the Kingdom of Lorstheim was a proud and warlike sovereign state. Ruled by a Jarl and his San Jarls (translates roughly to "Sub Kings" in Lorst) it managed to stay independent of both the Southern Vargarians and Northern White Elves primarily due to the militaristic nature of it's people and the large deposits of Skymetal found in the tundra. It was said that the warriors of Lorstheim rode on the back of mighty steeds decked entirely in Skymetal armour, such was it's abundance and the skill of the Lorsti smiths. The people of Lorstheim were nomadic by nature and as such the capital city Lindesmache is primarily a fortress town, with a number of other such towns spread across Lorstheim. The longships of the Lorsti were seen throughout the Mestrian continent, selling their finely made weapons or sought after mercenaries in exchange for goods unavailable in the far north.

The Fall of Lorstheim:
It was the pride of the Lorsti that eventually led to their downfall during the Mestrian Crusades. During the opening skirmishes of what many believed would be a protracted war with Varg Jarl Ulred was challenged to the customary annual duel with his San Jarls. This was a tradition based on the concept that a King should be stronger than his Luitenants and was more than anything a symbolic show of the authority of the Jarl. These duels usually lasted hours but always ended with the victory of the Jarl, whether or not he was the greater warrior. Little did the Old Jarl know that one of his San Jarls had not only made an alliance with the conquering Vargarians, but also already been invited into their great coven. As he held the still beating heart of the Jarl in his hands the new Jarl, a young man called Magnusson, declared Norstheim part of Vargo-Baronia.

Lorst features many different terrain types, including tundra plains, forests, highlands and mountainous regions. Both it's mountains, plains and forests are usually covered in snow all year round, although natives still manage to maintain some subsistence farming on the frozen tundra. The mountainous terrain is riddled with cave networks and ancient mines while its forests are known to be home to any number of fearsome creatures. The vast expanses of Lorst are conquered by fields of brown grass whilst the more northern areas are white all year round, hiding ice chasms and glaciers beneath its metre thick ice sheets.

The People:
The people of Lorst can be split primarily into two groups; those who accepted the rule of the Bloodlands and those who did not.

Those who live in Lorst City and the other fortresses in Lorst live in towns and slums built around the great Black Fortresses' of the Jarl, a far cry from their proud nomadic history. The primary income of the region is in Skysteel Metal, with both foragers and blacksmiths paid well for their wares. The rest of the civilians are either hired as house guards for the Jarl or as mercenaries, going south in search of work on the battlefields of Cassengreca. Whilst still strong of back and distinctly Northern, these people have more in common with the commoners of any human city than with their ancestors.

On the other hand the nomadic clans of the Norst Tundra are the spitting image of the feared Northern Tribesmen. Settling in tribes of 50-100 they are based out of a series of wooden fortresses' hidden from the eyes of the Jarl and maintain this secrecy via their nomadic and barbarian nature. Boys are raised as warriors and hunters in this culture, while women are master beasthandlers and smiths, forging crude but efficient versions of the tradition Skymetal weapons of old. The elders of each tribe are called Frostfathers and are rumoured to be talented in the magical arts. These native Lorsti hunt for food and on occasion raid the outer towns of Lorst but primarily seem content to live their lives away from the greater world. It is rumoured however that one known as the White Queen seeks to unite them to throw out the false Jarl and bring back a Lorstheim of old.

Lorst is ruled over by it's Jarl, Magnusson, and his council. They rule as stewards for the Blood Prince, who for the most part leaves Lorst to it's own devices. Magnusson is an ancient Vampire and any who resist his will are quickly disposed of. It is such that Lorst is a stagnant society, with the laws of the country not changing for centuries and the ruling class based on strength and connection, rather than ability to rule.
The will of the Jarl is enforced by his Naadvat, a brutal and secretive private army based out of the Black Keep.

As with the rest of the Vargo-Baronian Empire the lower classes are allowed to keep their worship as they wish it. This means that most moder Lorst still worships Dragar as God of men, battle and wolves. This is evident in the iconography of the military of Lorst, with wolfhead pommels and Dragan tokens still common. The nobility are similarly allowed to worship whom they choose, although many worship in secret the Vampiric Daemon Prince of Blood.

The nomads of Lorst worship the Mother and Father gods. The Mother is the creator of snow and all living creatures and deals with the daily nourishment of the tribes. She is also to be thanked at times of healing and at births. The Father is the warrior god, clad in furs and wielding a mighty axe of ice. He is the king of smiths and the judge of tribal law. Horses and wolves were the dowry paid by the Mother to the Father, knowing they would aid him in the coming battles, and as such are the only living creatures not under the Mother's jurisdiction.

Lorst maintains a standing army but rarely has more than a force of guards in the capital. Any available troops are sent south to the ongoing war with the Silver Empire, with only the house guards of the Jarl and San Jarls allowed to keep armies of any large amount. The armies of Lorst are primarily made up of heavy infantry, with it's people naturally suited to linebreaking and vangards. The Lorsti navy is also a great boon in the war with the Empire, with the longships of Lorst dominating the icy waters of the Northern seas.

Lorst: The capital. Set on a series of hills, dominated by the Jarl's fortress-palace; the Black Keep.
Luddir: Port city set on the bifurcation of the Baalukvalt into the Baal and the Ukvalt rivers. Primarily deals with the transport of goods between Lorst and Komtur and the rest of the Bloodlands
Uthmact: The Island of Uthmact sits at the mouth of the Baalukvalt and serves as the primary military port of Lorst. Longships from Uthmact protect the entire Wreathed Sea from Eladrin interference and patrol the trade routes between Lorst and Haand, in Varg.
Komtur: Rumoured as one of the few Northern cities to have ever created Metal Legionnaires. During a rebellion against the Bloodlands they sent hundreds of Skymetal Legionnaires south to fight in Varg, believing the rest of Lorst to be in support of them. They were predictably betrayed and the city razed to the ground.

People of Note

  • Jarl: Magnusson
    • The first leader of 'modern Lorst' and the signature on the alliance between Lorstheim and the Vargo-Baronian Empire. He has ruled for over a millennia primarily due to his increased paranoia, willingness to bow to the Blood Princes wishes and the strength of his castle, The Black Keep.
  • The Daughter:
    • There are rumours that the nomads beyond the reaches of Lorst have taken a united leader for the first time since the Cassengrecan Era. Some say she is the child of land itself, brought forth to throw out the corrupt Jarl and return the rule of Lorst to it's people.


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