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In the depths of the Frostveil Tundra, a new settlement has sprung to life over a ruined settlement in the harsh wasteland. Founded by a band of slavers it has become a haven for those in the slave trade. Due to its remote location and harsh conditions it makes an ideal bastion for those with black market dealings. Its recent construction along with difficulty of gathering materials, means most houses are small wooden shacks. However as more people make there way through the frozen waste seeking asylum, the easier and more luxurious life will become.
The “Frostveil Settlement” as it has been called, is situated in the frigid [[Frostveil Tundra]] deep in Paradisium. Nestled in a Caldera that acts as a natural windbreak and monster deterrent, it makes life livable within the Frostveil, though it is still fraught with challenges. Founded by the contract devil [[Glacies'Eis]], she has continued to cultivate the settlement into her own sudo city-state. Through contracts, bribery, and other such methods [[Glacies'Eis]] has created an intense cult of personality around herself, this grants her near supreme and unchecked power over the settlement.
 
At the center of the Frostveil Settlement is a large generator powered by bound fire elementals. The immense heat radiated by the generator has created a caste system within the Frostveil Settlement. Closest to the generator there is space reserved for the few farms within the Frostveil. Also in this innermost ring are properties owned by the rich, and powerful of the Frostveil. Moving further away from the generator and the soothing warmth it provides is the area in which most people live. While the unnatural chill of the Frostveil is not entirely kept at bay one can get by with a light coat most of the time. This “middle” ring is where most slave auctions and events happen. Moving further away and towards the outskirts of the Caldera the generator's warmth does not reach. Those who live on the edge of the settlement are either poor or recluse and is home to the gulag as well.
 
==History==
The Frostveil Settlement was not founded in the [[Frostveil Tundra]] due to it's natural fortifications or the distant from society, but was spite. The settlement is built upon a now destroyed Tabaxi village, which was home to one of [[Glacies'Eis]]' escaped slaves. As punishment for their escape she led a band of slavers to the village, capturing them and building the settlement on top of their lands. The caldera that surrounds the settlement proved to be an effective deterrent to most monsters but also to the harsh weather, hampering the worst of the winds that blow through the [[Frostveil Tundra]].
 
==Culture==
'''''Hunting'''''
 
The harsh conditions of the Frostveil make attempts at growing crops near impossible anywhere but the “innermost” ring. Due to this hunting has become quite popular among the citizens of the Frostveil with many turning to it as sport to fill the time. As such a large portion of the Frostveil’s diet consists of meat that can be hunted from local game.
 
A hunter's association has recently also been built within the “middle” ring. A large cabin that serves as a bar and inn, while also acting as a place to buy or sell meat, hide, or trophies from hunts. Always willing to accept new members all one has to provide is proof that they are a citizen of the Frostveil. Once that is done you can find hunting partners and rumors of beasts that have been spotted around the caldera, or even further beyond throughout Paradisium.
 
'''''Citizenship'''''
 
As a means of control, the Frostveil Settlement sports a citizenship system. People who wish to live in the Frostveil or stay for an extended period of time must fill out a contract and give a blood sample. Once that has been completed the individual will be a citizen of the Frostveil. Each citizen is issued a thin silver card that is about the size of a standard playing card, that can be used to gain membership and or access to places like the Hunters Guild or Gulag.
 
Once someone is a citizen of the Frostveil, said citizens then can register slaves under their name. This follows a similar process to citizenship. The slave and or owner must sign a few documents and give a blood sample of the slave. These slaves are now tied to the individual in the eyes of the Frostveil “government”. These slaves are however not citizens and cannot become citizens.
 
'''''Slaves'''''
 
Due to the settlement's nature, slaving is a large part of the culture, with almost every citizen owning at least one slave. Slaves are part of every aspect of life in the settlement, from pleasure to work it is common to see slaves working on construction or being set up for sale.
 
If a slave goes missing and is found, they will be held in the Gulag. The slaves registered owner must pay a finder's fee to acquire the slave back. If this fee is not paid or enough time passes the slave will be transferred to property of the state. They will work until they are sold at auction, bought by a private buyer, or assimilated into the military. Slaves as their name suggests do not have any form of rights and or autonomy not provided by their owner.
 
==Military==
 
The military is broken up into different branches each with their own distinct ranks and heads. These heads are hand picked by Glacies’Eis and manage their branch. Each rank within a branch is further broken down into subranks that generally handle and deal with managing others within that rank. These are not highlighted below but they exist.
 
Most of the military, especially within the lower ranks is made up of “former” slaves. Through heavy use of contracts, magic, and traditional manipulation slaves from the Gulag have been broken down and reshaped into soldiers for the settlement. This is often promised as a way to become free from slavery, to show that one has use outside of their labor and or holes. However like most things in the Frostveil it is only a half truth. These “former” slaves often never rise above the rank of “Civic Guard” or “Foot Soldier" as such they stay in the communal Guard housing, and never get to shake the shackles that bind them.
 
The Guard is the branch of the military that handles most of the work and order keeping within the Frostveil. They could be thought of as a police force in essence. While mostly confined to activities within the settlement on occasion Civic and Cinder guards will assist with the transport of slaves out of the settlement.
 
At the bottom of the totem pole are the Foot Guards. Foot Guards solely operate within the settlement and serve to keep civic order amongst the populace. They are often assigned to patrol and keep watch over the “outer” ring of the settlement. Their uniform consists of a brown hide armor with a silver pin on the shoulder, and a short sword with a shield. The silver pin is a simple circle with etched patterns running along the edge. This pattern is different if the Foot Guard is a slave, and serves as a way to distinguish non-slave and slave Foot Guards.
Above the Foot Guard is the Civic Guard. Civic Guards solely operate within the settlement and serve to keep civic order amongst the populace. They serve the same purpose as the Foot Guards but are often assigned to the “middle” ring, and serve as guards to the pillories and other slave related events and activity. Their uniform consists of a grey hide armor with a silver pin on the shoulder, and a short sword with a shield. The silver pin is made up of two simple circles placed next to each other with etched patterns running along the edge. This pattern is different if the Civic Guard is a slave, and serves as a way to distinguish non-slave and slave Civic Guards.
 
Above the Civic Guard is the Cinder Guard. Cinder Guards solely operate within the settlement and serve to keep civic order amongst the populace. They serve the same purpose as the Foot Guards and Civic Guards but are often assigned to the “innermost” ring, and serve as guards to the farms and villas often tasked with keeping “miscreants” out. Their uniform consists of a white hide armor with a gold pin on the shoulder, and a short sword with a shield. The gold pin is made up of three simple circles placed next to each other with etched patterns running along the edge that glows with a faint warmth. Despite being very similar to the Civic Guard, Cinder Guards are a large step up in the military hierarchy. If a slave reaches the rank of Cinder Guard they are no longer considered a slave and are a proper citizen of the Frostveil.
 
Above the Cinder Guard is the Crown Guard. The Crown Guard is in charge of all the Foot Guards, Civic Guards, and Cinder Guards. There is only one Crown Guard and is hand picked by Glacies’Eis. They handle all assignments, operations, promotions, and such activities related to the guard.
 
Soldiers are the branch of the military that handles most of the work outside of the Frostveil Settlement. They serve as the traditional military force of the Frostveil. Operating the few outposts that the Frostveil maintains and keeping an eye on the slaving operations within them.
 
Foot Soldiers are the common soldiers and recruits. They often perform manual labor like that of a slave and are in the front line when a threat needs to be dealt with. Generally they wear chain overtop padded leather, and their badge is
 
Hunters are a special class within the Frostveil Military. Their main job is to hunt down escaped slaves of both the states and citizens and return them to the gulag. To become a Hunter, an individual needs to be a Cinder Guard, Y, or Z rank before applying. Some exceptions do apply if an individual is unusually promising and or skilled. Regardless, the individual will then be subject to a series of exams that test their tracking, survival, and non-lethal hunting skill not only within the Forstveil but outside of it. Hunters are expected to track down and bring back slaves no matter where they hide (some exceptions apply).
 
The only codified part of a Hunters uniform is their badge. Their badge is a silver triangle with a green emerald in the middle. Around the parameter of the triangle the hunters' name is inscribed. The gem in the center of the pin changes colour with each promotion. Hunter promotions generally come from completing a certain number of hunts. Starting at a green emerald for Hunter Recruits who have just joined, they have the most structured schedules and often accompany “Hunters” or “Senior Hunters” for their first few hunts. Once promoted Hunter Recruits become Hunters and the gem is swapped to a blue sapphire. They now adhere to no schedule and only work when called upon for a hunt. If a Hunter proves exceptionally talented at catching slaves, and runaways then they will be promoted to Senior Hunters. The gem on their badge is swapped to a red ruby. Senior Hunters assist in managing hunt requests and assigning Hunters to them, they also assist in training of Hunter Recruits. Finally the Chief Hunter oversees all operations and logistics in regards to the Hunters. Their badge is a silver double triangle with a black onyx in the center. Currently this position is occupied by Isólfr Fárbauti.
 
Opalescent Hands are in essence the personal guard of Glacies’Eis and the heads of each branch of the military. Opalescent Hands are distinct due to their unique opalescent icy armor that is custom made and enchanted for each one. They have no badge as their armor acts as an indicator of their status. Each branch head has at least 2 Opalescent Hands at their service while Glacies’Eis keeps 6 at least in the palace.


==Notable Characters==
==Notable Characters==
;[[Glacies'Eis]]:Founder of the current Frostveil Settlement.
;[[Glacies'Eis]]:Founder of the Frostveil Settlement.

Latest revision as of 01:50, 18 May 2026

The “Frostveil Settlement” as it has been called, is situated in the frigid Frostveil Tundra deep in Paradisium. Nestled in a Caldera that acts as a natural windbreak and monster deterrent, it makes life livable within the Frostveil, though it is still fraught with challenges. Founded by the contract devil Glacies'Eis, she has continued to cultivate the settlement into her own sudo city-state. Through contracts, bribery, and other such methods Glacies'Eis has created an intense cult of personality around herself, this grants her near supreme and unchecked power over the settlement.

At the center of the Frostveil Settlement is a large generator powered by bound fire elementals. The immense heat radiated by the generator has created a caste system within the Frostveil Settlement. Closest to the generator there is space reserved for the few farms within the Frostveil. Also in this innermost ring are properties owned by the rich, and powerful of the Frostveil. Moving further away from the generator and the soothing warmth it provides is the area in which most people live. While the unnatural chill of the Frostveil is not entirely kept at bay one can get by with a light coat most of the time. This “middle” ring is where most slave auctions and events happen. Moving further away and towards the outskirts of the Caldera the generator's warmth does not reach. Those who live on the edge of the settlement are either poor or recluse and is home to the gulag as well.

History

The Frostveil Settlement was not founded in the Frostveil Tundra due to it's natural fortifications or the distant from society, but was spite. The settlement is built upon a now destroyed Tabaxi village, which was home to one of Glacies'Eis' escaped slaves. As punishment for their escape she led a band of slavers to the village, capturing them and building the settlement on top of their lands. The caldera that surrounds the settlement proved to be an effective deterrent to most monsters but also to the harsh weather, hampering the worst of the winds that blow through the Frostveil Tundra.

Culture

Hunting

The harsh conditions of the Frostveil make attempts at growing crops near impossible anywhere but the “innermost” ring. Due to this hunting has become quite popular among the citizens of the Frostveil with many turning to it as sport to fill the time. As such a large portion of the Frostveil’s diet consists of meat that can be hunted from local game.

A hunter's association has recently also been built within the “middle” ring. A large cabin that serves as a bar and inn, while also acting as a place to buy or sell meat, hide, or trophies from hunts. Always willing to accept new members all one has to provide is proof that they are a citizen of the Frostveil. Once that is done you can find hunting partners and rumors of beasts that have been spotted around the caldera, or even further beyond throughout Paradisium.

Citizenship

As a means of control, the Frostveil Settlement sports a citizenship system. People who wish to live in the Frostveil or stay for an extended period of time must fill out a contract and give a blood sample. Once that has been completed the individual will be a citizen of the Frostveil. Each citizen is issued a thin silver card that is about the size of a standard playing card, that can be used to gain membership and or access to places like the Hunters Guild or Gulag.

Once someone is a citizen of the Frostveil, said citizens then can register slaves under their name. This follows a similar process to citizenship. The slave and or owner must sign a few documents and give a blood sample of the slave. These slaves are now tied to the individual in the eyes of the Frostveil “government”. These slaves are however not citizens and cannot become citizens.

Slaves

Due to the settlement's nature, slaving is a large part of the culture, with almost every citizen owning at least one slave. Slaves are part of every aspect of life in the settlement, from pleasure to work it is common to see slaves working on construction or being set up for sale.

If a slave goes missing and is found, they will be held in the Gulag. The slaves registered owner must pay a finder's fee to acquire the slave back. If this fee is not paid or enough time passes the slave will be transferred to property of the state. They will work until they are sold at auction, bought by a private buyer, or assimilated into the military. Slaves as their name suggests do not have any form of rights and or autonomy not provided by their owner.

Military

The military is broken up into different branches each with their own distinct ranks and heads. These heads are hand picked by Glacies’Eis and manage their branch. Each rank within a branch is further broken down into subranks that generally handle and deal with managing others within that rank. These are not highlighted below but they exist.

Most of the military, especially within the lower ranks is made up of “former” slaves. Through heavy use of contracts, magic, and traditional manipulation slaves from the Gulag have been broken down and reshaped into soldiers for the settlement. This is often promised as a way to become free from slavery, to show that one has use outside of their labor and or holes. However like most things in the Frostveil it is only a half truth. These “former” slaves often never rise above the rank of “Civic Guard” or “Foot Soldier" as such they stay in the communal Guard housing, and never get to shake the shackles that bind them.

The Guard is the branch of the military that handles most of the work and order keeping within the Frostveil. They could be thought of as a police force in essence. While mostly confined to activities within the settlement on occasion Civic and Cinder guards will assist with the transport of slaves out of the settlement.

At the bottom of the totem pole are the Foot Guards. Foot Guards solely operate within the settlement and serve to keep civic order amongst the populace. They are often assigned to patrol and keep watch over the “outer” ring of the settlement. Their uniform consists of a brown hide armor with a silver pin on the shoulder, and a short sword with a shield. The silver pin is a simple circle with etched patterns running along the edge. This pattern is different if the Foot Guard is a slave, and serves as a way to distinguish non-slave and slave Foot Guards.

Above the Foot Guard is the Civic Guard. Civic Guards solely operate within the settlement and serve to keep civic order amongst the populace. They serve the same purpose as the Foot Guards but are often assigned to the “middle” ring, and serve as guards to the pillories and other slave related events and activity. Their uniform consists of a grey hide armor with a silver pin on the shoulder, and a short sword with a shield. The silver pin is made up of two simple circles placed next to each other with etched patterns running along the edge. This pattern is different if the Civic Guard is a slave, and serves as a way to distinguish non-slave and slave Civic Guards.

Above the Civic Guard is the Cinder Guard. Cinder Guards solely operate within the settlement and serve to keep civic order amongst the populace. They serve the same purpose as the Foot Guards and Civic Guards but are often assigned to the “innermost” ring, and serve as guards to the farms and villas often tasked with keeping “miscreants” out. Their uniform consists of a white hide armor with a gold pin on the shoulder, and a short sword with a shield. The gold pin is made up of three simple circles placed next to each other with etched patterns running along the edge that glows with a faint warmth. Despite being very similar to the Civic Guard, Cinder Guards are a large step up in the military hierarchy. If a slave reaches the rank of Cinder Guard they are no longer considered a slave and are a proper citizen of the Frostveil.

Above the Cinder Guard is the Crown Guard. The Crown Guard is in charge of all the Foot Guards, Civic Guards, and Cinder Guards. There is only one Crown Guard and is hand picked by Glacies’Eis. They handle all assignments, operations, promotions, and such activities related to the guard.

Soldiers are the branch of the military that handles most of the work outside of the Frostveil Settlement. They serve as the traditional military force of the Frostveil. Operating the few outposts that the Frostveil maintains and keeping an eye on the slaving operations within them.

Foot Soldiers are the common soldiers and recruits. They often perform manual labor like that of a slave and are in the front line when a threat needs to be dealt with. Generally they wear chain overtop padded leather, and their badge is

Hunters are a special class within the Frostveil Military. Their main job is to hunt down escaped slaves of both the states and citizens and return them to the gulag. To become a Hunter, an individual needs to be a Cinder Guard, Y, or Z rank before applying. Some exceptions do apply if an individual is unusually promising and or skilled. Regardless, the individual will then be subject to a series of exams that test their tracking, survival, and non-lethal hunting skill not only within the Forstveil but outside of it. Hunters are expected to track down and bring back slaves no matter where they hide (some exceptions apply).

The only codified part of a Hunters uniform is their badge. Their badge is a silver triangle with a green emerald in the middle. Around the parameter of the triangle the hunters' name is inscribed. The gem in the center of the pin changes colour with each promotion. Hunter promotions generally come from completing a certain number of hunts. Starting at a green emerald for Hunter Recruits who have just joined, they have the most structured schedules and often accompany “Hunters” or “Senior Hunters” for their first few hunts. Once promoted Hunter Recruits become Hunters and the gem is swapped to a blue sapphire. They now adhere to no schedule and only work when called upon for a hunt. If a Hunter proves exceptionally talented at catching slaves, and runaways then they will be promoted to Senior Hunters. The gem on their badge is swapped to a red ruby. Senior Hunters assist in managing hunt requests and assigning Hunters to them, they also assist in training of Hunter Recruits. Finally the Chief Hunter oversees all operations and logistics in regards to the Hunters. Their badge is a silver double triangle with a black onyx in the center. Currently this position is occupied by Isólfr Fárbauti.

Opalescent Hands are in essence the personal guard of Glacies’Eis and the heads of each branch of the military. Opalescent Hands are distinct due to their unique opalescent icy armor that is custom made and enchanted for each one. They have no badge as their armor acts as an indicator of their status. Each branch head has at least 2 Opalescent Hands at their service while Glacies’Eis keeps 6 at least in the palace.

Notable Characters

Glacies'Eis
Founder of the Frostveil Settlement.