Stereotypes:

Location:

Everfrost Peaks, Antonica

Ruler:

Council of Elders

Appearance:

Like many cities, Halas was constructed with the help of the Dwarves.  It is a stronghold, with a semicircle of mountains to the rear and a 60-foot stone wall in front.  The older and more important buildings are of gray stone, while the newer buildings tend to be half-timbered or brick.

Inhabitants:

Almost exclusively Barbarian.

History:

For many years, the Barbarians (or Northmen as they call themselves) were ruled by a King, from the capital city of Dun Lir.  The King was chosen not by heredity but by a Council of fourteen Elders, based on merit.  This powerful centralized government caused the fourteen scattered tribes of Northmen to unite and flourish, which resulted in retaliation from the Northmen's enemies.  Ice giants weakened the walls of Dun Lir, Goblins destroyed the road system that connected it to all the other villages, and finally the gnolls invaded and razed Dun Lir to the ground, killing the last King and utterly destroying the Kingdom.

The Ice Giants ruled the Northmen for many years, until the fleet-footed Burke Wingfoot began to organize a resistance.  He went from village to village spreading news and battle plans, and at last the giants were defeated.  The Council of Elders was reestablished, but Wingfoot refused the title of King and spoke eloquently against the perils of centralized government.  He devised a new plan, where the fourteen Elders would loosely unite the Nation but would remain with their tribes during most of the year, and meet at a randomly selected location when needed.  Communication would take place via a system of scouts and messengers.  It took some time for other races to stop trying to conquer the seemingly disorganized lands, but soon it became apparent that the Northlands were, in fact a Nation.

Some time not long after the new Council of Elders was formed, a Shaman by the name of Bran had a vision of a city that would belong to no tribe, but instead to all Northmen.  It was built with the aid of the Dwarves near the ruins of Dun Lir, designed as a meeting place and trading center for all tribes and foreigners.  Named Halas, the city was set up to appear to be a capital city, thus making it clearer to would-be invaders that the Northlands were a strong nation.  There is even a building set up for the Council of Elders (though anyone who investigated would discover that it is rarely occupied).  The word Halas, as pronounced by foreigners, means "focus."  But the slightly different intonation given by a native Northman changes its meaning to "diversion."

Culture and Society:

A Northman owes allegiance first to his immediate family, second to his clan (family name), third to his tribe, and lastly to the Northern Nation as a whole.  Many third- and fourth-generation citizens of Halas dispense with tribal ties, but those more recently moved from villages still greet a fellow tribesman as a brother.

The hierarchy in the actual city of Halas is as follows.  Those who truly hold the most power are the "skalds" or recordkeepers of Halas Bank, who are not often wealthy but do possess among them the knowledge of every single transaction that occurs in the city.  Second in power in Halas are the Shamans, who don't have the awesome power that they do in rural villages, but are still highly respected spiritual leaders and often preside over transactions if a skald cannot be found.  The third most powerful and prestigious individuals in Halas are the Guildmasters, who can call upon their entire guild to back them up if needed.  Next in power are the merchant princes, who are unfortunately not always as honest as skalds and shamans, but who exert a great deal of influence through their wealth.  After that come the ordinary merchants, then the craftsfolk, then the laborers.  Young Northmen often take jobs as unskilled laborers while waiting to be hired as Warriors.

Most everyone in Halas dabbles in some sort of artistic expression, particularly in music.  The reason there is no Bards' guild in Halas is simply that all Northmen are expected to learn to sing and to play instruments, usually drum, flute, or harp.  The Guilds, on the other hand, are the organizations that train the most exceptionally talented of Halas society: the strongest, the wisest, the most spiritual, the fiercest, the most cunning.  Young boys (and some girls) who grow up in Halas struggle through basic, non-standardized education at the hands of their family elders, each of them hoping that when they reach maturity they will be accepted into the Wolves of the North (the Warriors' guild).  Failing that, the Shamans of Justice are an honorable second choice, with any other guild coming third and a life of trade the most common but disappointing last choice.

In the rural villages of the Northlands, men and women are seen as more or less equal, with a hint of patriarchy as evidenced in inheritance patterns and family names.  However, in Halas itself, the influence of Human culture has caused the more "urbane" of Northmen to look down upon women as weaker and less capable.  A woman can still prove herself in the city, but it is an uphill battle.  The slightly "cushier" lifestyle in the city means that there is no need for every member of the family to do backbreaking work, so women have less chance here than in the country to prove their hardiness.

In their off time, Halas citizens of both sexes like to hang out at one of the city's many fine taverns.  These are important social centers where drinking, fighting, raucous singing, dancing, wrestling contests and camaraderie take place nightly.  Heavy drinking is the status quo, and those who do not drink are looked upon with suspicion.  Adventurers who form close bonds of friendship during these drinking sessions often form regular hunting parties together and develop their skills as a team.  These "fighting bands" share a bond similar to that of family, with one person taking a clear leadership role in the group until challenged by another.

Northmen are affectionate, physical people, who often say hello and goodbye with crushing bear hugs.  Families are generally very close, and extended family are treated much the same as siblings or parents.  Northmen often have many casual romances or experimental dalliances before settling on a lifemate.  Once a couple has performed a wedding ceremony, had a child, or lived together for one year, they are considered married.  Once married, a person is expected to be 100% faithful until death.  Adultery among men is not "overlooked" the way it often is in other cultures, as any form of deceit is considered unmanly.  There is no word for "divorce" in the tongue of the Northmen, as the concept does not exist.

Government and Law:

Halas (and all of the Northern Nation) is ruled by a Council of Elders.  Fourteen of its members are the traditional chosen representatives of the fourteen rural tribes.  In order of population these tribes are: Fox, Hare, Leopard, Bear, Wolf, Caribou, Hawk, Otter, Seal, Walrus, Porpoise, Whale, Mammoth, and Owl.  The other five members have evolved since the founding of the city of Halas, and represent each of the city Guilds.  A veteran Warrior, Shaman, Rogue, Beastlord, and most recently, Berserker, are chosen by their guild membership to sit upon the Council.  These Elders are rarely the guildmasters, but instead tend to be older, retired adventurers.  However at present, the Berserker Guildmaster is also the Berserker Elder, as the guild has had insufficient time to develop its veterans.

There are three basic laws that all Northmen follow: Guest-Right, Blade-Right, and the Bond of Secrecy.  Guest-Right means that once you invite someone into your home or territory, you are responsible for their survival and comfort, no matter if they are in the right or the wrong.  Blade-Right means that before killing someone you must allow them access to a weapon.  The Bond of Secrecy has to do with the fact that the Northmen and their society are not nearly as simple as they appear at first glance.  The complicated defenses and communication systems of the Northern Nation are not to be revealed to any foreigner, on pain of death.  There are additional laws within the city of Halas, including the requirement that all who walk the streets of Halas keep their faces bared, and that all who wish to leave or come to the city permanently get approval first from the local skalds.

Laws are enforced by Shamans, who are both spiritual guides and agents of the Tribunal's justice.  Each village has its own shaman, and Halas has an entire population of them, led by Jinkus Felligan and Margyn McCann, the prime judges and spiritual leaders for the city.  In general, each rural village takes care of its own defense and criminal justice.  Surprisingly few crimes are committed by Northmen, however.  There are no jails, and there is no expense involved in law enforcement.  The rare Northman who proves dangerous to the good of the Nation is simply executed or banished.  The judgment of a Shaman is never questioned, as it comes directly from the gods.

Religion and Holidays:

Nearly all Northmen believe in The Tribunal, but your average Northman typically doesn't bother much with religion, as he hasn't the time for prayer and ritual.  There is an agreement of trust between the Shamans and the rest of the Northern Nation.  The Shamans are permitted to speak and pray and make spiritual decisions on behalf of their village or city, and in exchange, the average Northman is permitted to share in the gods' favor.  There are four major holidays celebrated in Halas – two of these are celebrated all over the Northlands, and the other two are unique to Halas.  These four celebrations have conveniently migrated to the four turning points of the year: the equinoxes (for the national celebrations) and the solstices (for the local celebrations).

The local celebration called Whiteout is held at the winter solstice, or Eanair (January) 1.  It is a time for large gatherings and great celebrations, since after this time there is usually a barrage of storms that make travel to and from Halas impossible.  Feasting, family reunions, and gift-giving are common during this time.  The national celebration known as Giantdearth, held Aibrean (April) 1, is supposedly the anniversary of the day the last Ice Giant fell to Burke Wingfoot's schemes.  Pranks and practical jokes are encouraged on this day, which is a favorite of the Rogues of the White Rose.  Also, Prizes are given out to winners of a great Race, involving running, swimming, and sledding.  The winner is declared Wingfoot for the year.  The local celebration Bran's Day, held Tuil (July) 1, is held in commemoration of the founding of Halas.  Held during some of the best weather of the year, Bran's Day is usually celebrated outdoors, with displays of shamanic magic and imported pyrotechnics.  Dwarven ale is usually consumed on Bran's Day.  Dugan's Day, held Deireadh (October) 1, is supposedly the anniversary of the day when Dugan the Golden was crowned the first King of the North by the Marr twins, creating the Northern Nation.  This is a somber day usually spent in quiet contemplation and even in mourning.

Alliances:

No current treaties.

Qeynos - Some trade

Enemies:

No major city in particular.

Prexus Server Player Character Natives:

Miyax Northwind O'Donnal, Taema

Karana Server Player Character Natives:

Maerlidh McGann, Kailean MacKenzie, Jarudeni MacDougal, Janedor Fraser, Keely MacKenzie, Toarr O'Connor, Cullann O'Danos

People of Halas

[Under Construction]