Jernø

The Diarchal Jarlhood of Jernø, or Jernøerne, is a Viking organization on Eldham. Jernø is known for being very mysterious and having a hidden capital that isn't on maps. Members have been recorded being in many places on Eldham, where they are often found searching for information. No-one really knows much about them, as every member has sworn an oath to not speak of certain topics, such as the location of the capital. Most of what is known is from one of their Jarls: Palnertoke 'the Cold," who was not as secretive as most other members.

History
Jernø is known to have been founded by two ethnic groups, the Jættes and the Agrabahrians.

The Cult of Malcho
The Agrabahrians originate from the state Agrabah. The desert country started with its founder, Merci the Great, killing a magical dragon known as Malcho. The Agrabahrians used its feathers for they're own magics, and its skeleton was buried under the desert. However, much later, it was again excavated by Palnertoke (one of the current jarls), who was at the time Vizier of Agrabah. He was compelled by Malchos's skeleton, and he heard a voice and felt a strange presence whenever he was near it. The voice promised him great power if he'd provide Malchos's skeleton and soul a new vessel. He chose to accept this proposal. After this, he stole the skeleton and feathers of Malcho, and abdicated his position as Vizier. After this, he began searching for other members to join his cult. This was around the time he discovered the nomads, a species claiming to have migrated from the northern continent of Azia due to "Jættes". They we're described as monsters with red eyes, and a tendency to invade from anywhere. He was interested in these "Jættes". Therefore, he recruited a crew of Agrabahrians and sailed north.

Creation of Jernø
Palnertoke eventually reached Azia, where he was promptly approached by Jættes, informing them that he'd like to meet their leader. He was taken captive to meet the leader of the Jættes, 'Jernbeklædt'. They ended up discussing a variety of subjects, including war and death. Palnertoke taught Jernbeklædt about Malcho's spirits, promise of great power, and also taught him about the worlds of Eldham and Rathnir. This deeply intrigued the Jætte, who sent out investigations on boats. After confirming the tales Palnertoke was telling, he was set free. The two leaders discussed merging into one faction that could plunder and invade Eldham. They chose to name this organization 'Jernø.'

Meeting Skjoldbrodir
They chose to flow with the current on ice sheets down into Eldham. There, encountered the mainly Valdic nation of Skjoldbrodir. They were intrigued by their traditions and kindness. They realized that this was a powerful nation and potential ally, with similar goals to their own. Therefore, they stayed in Skjoldbrodir for long. They even asked if they could settle their own nation here, though this request was declined. In exchange, they were offered dominion of the city of Hefnaheim, but declined. The culture of Skjoldbrodir would make a permanent impact on the culture of Jernøerne, and inspire them into becoming a jarldom,. The culture of Skjoldbrodir would also influence the their architecture.

Settling
They would, however, end up finding a place to settle, its location is very secretive. New members are told to swear an oath not to inform others of it. Its known for being overshadowed by near constant fog, snow, and rain, which is most likely created by Malchos's spirit to hide the island.

Annexation and Relocation from Falkreath-Valore
The nation of Falkreath-Valore was once a prosperous island nation. Even though it was somewhat influential, it was not powerful, nor populous. A faction known as “the Cloon” would occupy and exile the government of the island nation. Desperate for the freedom of his people, the monarch-in-exile gave anyone who approached Falkreath-Valore permission to annex the island. This would quickly lead to conflict and confusion, because the country of Flakland had settled on the island and created they’re own state. But then, Jernø annexed the east side of the island. Flakland and Jerno quickly sprung into arguments about who rightfully owned the island. The Jernøens would cite that they had been allowed to annex the island first, though the Flaklanders said that, “They had settled it first." The conflict continued to escalate until Jarl Palnertoke died in a mining accident, and his successor, Gorm, took over. He ended up being exceedingly more diplomatic than Palnertoke and jarl Jernbeklædt was reportedly good at guiding Jarl Gorm into agreeing to a peace meeting with Flakland. There ended up being 2 peace meetings, one in Salmongrad and one in Jernø. They ended up negotiating a relocation of the colony to another island, provided by Salmongrad.

Protectorate of Santos
At some point, diplomats from the Empire of Santos approached Jarl Gorm, putting up the prospect of Jernø abeding a protectorate of the empire. There was a couple of discussions before the Jarl made up his mind. But the other Jarl, Jarl Hadrada Jernside, was ill at the time, and therefore did not participate in the first few discussions. Due to this absence, Hadrada wouldn't pick a side as easily as the other jarl. However, after discussing further with the Santos diplomat, he ended up agreeing, making Jernø a protectorate of Santos, with full autonomy and right to declare independence.

The Jernøan Dark Age
The Jernøan Dark Age began when during a raid, a Jernøan raider accidentally killed a prince of the Nightshade Monarchy. The Nightshade Monarchy responded by killing Earl Link Windridge in retaliation, so Jernøan men captured and sacrificed the prince's friend. In another act of retaliation, the Nightshade Monarchy has been rumored to be behind a coalition in the south of eldham against Jernø, who received the news via envoy from the Imperial Dominion of Domjevac. A detective was hired by the Jernøan government to investigate this coalition, but nothing came of the investigation nor the coalition.

After hearing that the Jernøan Jarls disliked the AWE, an Ashtrokan man poisoned Jarl Gorm, killing him. Also during this time, one of the Jarls fell extremely ill. The assassination of Jarl Gorm prompted the nation of Jernø to raid the AWE, following their cultural obligation of "An Eye for an Eye."

Conquest of Leaftopia
Looking to expand the country. Jernø would stumble upon the island nation of Leaftopia. Leaftopia had plenty of resources, such as coral and wood. Leaftopia also had a small population, so conquest would be easy. There was no question on whether or not Leaftopia should be invaded. Jernø began by using Malchos's magic to send snowstorms to the island for terraforming purposes. After this, they went over to begin establishing a clan. When the leader of Leaftopia saw what had become of their nation, they proclaimed, "I'm gonna track you down and terrorize your homes." But this didn't stop Jernø from proclaiming the Oxe Clan and establishing the "East oxö company" which would kickstart a new industrial era in jernø

Due to the Jernøan attack, Leaftopian terrorists began threating Jernø. They continue to attack Jernø and send spies to commit espionage against them.

Religion
The people of Jernø worship the dragon Malcho, who promised them great power during the nations founding. His soul can be found attached to the Ringcastle of the Jarls.

(note: there is also a smaller cult of Chachai minority.)

General traditions
The Jernøans live by a rule known as, “an eye for an eye," which means that if someone commits an atrocity against someone else, the victim or their family are in full right to commit the same atrocity back. This has let to many political conflicts, such as the A.W.E raid and the execution of a Guardian Seas member. Both happened because previous Jarls of Jernø were killed by another member of both nations (No instances of these events are meant to provoke wars or further aggression, this tradition is simply seen as common sense in Jernø)

War Tradition:
Shield Retrieval: before war or raids, the Jarls are mandated to dive to the bottom of the icy ocean to retrieve the shields of war. This is so the Jarls know the risk that war can bring and that they risk their own lives by almost dying. Pyre burning: if Jernø wins a war, they will often take high ranking prisoners. The generals they take will be burned on a pyre and all other war prisoners will be hanged.

Political System
Elections: whenever a jarl dies, a couple of new candidates are revealed. Candidates are all nobles deriving from the royal house. The people will then vote for the new Jarls. Then, the clan leader of the respective clan they derive from will reveal who received the most votes and they will be elected jarl. the military of jernø is a mandatory service every member of the nation needs to attend, though not mandatory to serve in wars and raids its an important part of maintaining disipline in the nation it also dissolves the problems of needing to conscript in a small nation

ranks
everyone joining the jernø military has to pick one of 3 ranks. They all have unique helmets and responsibilities unique to their ranks

commander
the commanders are a rank in the jernø military that wear partially ice made blue helmets. they bare the responsibility of commanding soldiers in battle. They are eqquiped with whatever they request from the state. The post is usually reserved for members of royalty or high ranking officials

firework trooper
the firework troopers are lightly armored soldiers with a red helmet. They are usually reserved for long range battle, they bare heavy crossbows equipped with higly explosive fireworks, they usually stay mostly quit duing batlle until the front lines need to draw back, then they play an important role in standing ground while more melee fighters can prepare to rejoin the fight

ground trooper
ground troopers are the most common members of the jernø military baring a green helmet enchanted armor and somtimes horse. They usually charge the enemy and are the most battle involved members of the military