Atlaren

Thundermarch
Atlaren, known across Athera as the Thundermarch, is a wide and windswept kingdom of horse-lords, rolling plains, and storm-blue banners. Its people, the Atlareth, are bound to the rhythm of hoofbeats, the open sky, and the ancient oaths that tie them to Solamir. From the Sunreach Mountains in the west to the far-stretching grasslands of the Outermarch, Atlaren is a realm shaped by speed, vigilance, and the restless strength of both horse and rider. Geographically, the Thundermarch is divided into several broad regions. At its center lie the grassy heartlands of Grassendeen, from which the kingdom's roads and ridings spread outward. To the west stretch the settled dales of Westerdeen, rising toward the Sunreach and flowing down to the Njarl River, while beyond them the wide, open plains of Westmarch sweep northward toward the Brannoc frontier. Eastward, Easterdeen climbs the rolling slopes toward Lokken Wood and the Border Run, with the misted wetlands of Markenmarch and the lower Gnyrll forming the realm's riverbound edge. Farther north, the uplands give way to the sweeping, wind-touched expanse of Eastmarch, which overlooks the valley of the Aeon and the first reaches of the Outermarch, shared uneasily with the warg-riding Kradja. From mountain foothills to river-meads, from fertile steads to open grass seas, the Thundermarch is a land defined by vast horizons and the unbroken paths of riders who have shaped its plains for generations.

 

Westmarch
The wide western marches of Atlaren, known as Westmarch, sweep out in long, wind-carved plains where the herds run swift and riders roam far between horizons. Beyond the settled holds of Westerdeen, these open grasslands form the kingdom's true western frontier, guarded not by walls but by the vigilance of roving ridder-hosts whose camps shift with the seasons. The cold waters of the River Njarl mark the realm's outer boundary, and beyond lie the rugged lands of Brannoch, home to the hostile Brannoc clans. Raids and reprisals flare along the river's many fords, where watch-posts and signal mounds stand in loose but living chains. Though Torshavn defends the southern heights within Westerdeen, Westmarch depends on its riders - swift, tireless, and unyielding beneath the boundless sky.

 

Eastmarch
The wide plains of Eastmarch rise toward the stony heights of the Shieldwall, a long escarpment overlooking the thunder of the Aeon as it plunges over the roaring Solos Falls. From these high ridgelines the riders of the Eastwatch patrol the frontier, for below them the river valley stretches eastward into the Broadlands - known to the Atlareth as the Outermarch, a wild country shared uneasily with the Kradja. Though Eastmarch lies within Atlaren's bounds, it bears few permanent settlements, its openness kept by riders who know every rise and path. Scattered wayposts and herders’ camps stand against the wind, their fires offering brief refuge beneath the wide and watchful sky. Beyond the Aeon lie the sweeping plains of the Outermarch, where the Kradja ride their great wargs through the tall grass, keeping to their own paths and rites. The Eastingas seldom reach the river now, for any host that dares the Outermarch must pass through the hunting ranges of the Kradja - an intrusion the warg-riders are swift to challenge. Whether by tradition, mutual necessity, or simple territorial pride, this unspoken barrier has kept Eastmarch's eastern horizon quieter than in ages past. Only far to the south, where the Aeon broadens and slows beyond the reach of the falls, do traders and envoys dare its calmer waters, for there lies the diplomatic frontier with Solarion. Between the Shieldwall's cliffs and the wide open east, Eastmarch stands as Atlaren's steadfast bulwark - rugged, wind-swept, and ever wary of the vastness beyond, where wolves roam, riders watch, and ancient pacts hold the balance of the frontier.

 

Outermarch, or Broadlands
East of the Shieldwall and beyond the valley of the Aeon stretch the broad, wind-touched plains known to Solamir as the Broadlands, and to the Atlareth as the Outermarch. This wide frontier is neither tamed nor forsaken, but a living expanse of rolling grasslands, scattered groves, deep hollows, and long shadows cast by ancient standing stones half-buried in the earth. The land is fertile in its seasons, harsh in others, but always alive with movement - herds drifting like storms across the horizon, wolves calling in the dusk, and the wind forever whispering across leagues of open ground. The Kradja, fierce hunters whose identity is bound to the wolf, roam the Outermarch in loose-ranging bands. They ride not horses but the Wargs of Vargalla - massive, iron-fanged beasts that prowl the deep vale and the outer cliffs. By old and uneasy custom, the Atlareth allow the Kradja to hunt within Vargalla at certain times of year, taking warg-cubs to raise as mounts and returning to the vale to pay their respects to the packs that birthed them. It is a truce made not in parchment but in ritual, silence, and the knowledge that neither people wishes to provoke the other lightly. The Atlareth ride the western fringes of the Outermarch, keeping watch from ridgelines and wind-swept rises. The Kradja move through its heartlands like ghosts, leaving little trace save the occasional cairn or the distant howl of their bonded wolves. When their paths cross, tension hangs thick as storm-air: wary respect, old grudges, and hard-earned understandings. Yet both peoples know the land is wide enough to share - so long as its unspoken boundaries are kept.

 

Northmarch, or Weald
Beyond the grassy heartlands of Grassendeen rise the high, wind-swept uplands of the Northmarch, known to the Atlareth simply as the Weald. Here the land climbs toward cold blue horizons, broken by scattered copses, lonely standing stones, and the distant cries of hawks. To the west, the Weald meets the shadowed eaves of the Elderwood, a deep and ancient forest whose dim paths the riders tread with wary respect, for old tales cling to its boughs and the wind moves strangely beneath its canopy. The Weald is a country of broad visibility and swift footing, ideal for scouts who must ride hard and strike fast across Atlaren's northern limits. Though sparsely settled, it is vital - its ridgelines form a natural shield, and its sweeping downs give early warning of any threat approaching from the north. In winter the winds scream through the hollows like voices out of old memory; in summer, the grass lies gold beneath the sun, stirring with the hoofbeats of the northern patrols.

 

Markenmarch
Where the high plains soften into reed-choked wetlands lies the misty expanse of Markenmarch - a land of slow waters, whispering rushes, and hidden channels shaped by the branching currents of the Gnyrll River. Here the ground grows treacherous, shifting beneath shallow pools and silty flats, making the region a natural bulwark long before steel or shield need answer. Along its southern edge winds the Border Run, a cold and steady stream that marks Atlaren's frontier with the Solarion. Watchers of Markenmarch patrol along raised paths and wooden causeways, their vigilance sharpened by both the deceiving land and the subtle movements across the border. Few settlements cling to these fens, yet their presence is crucial: for in the mists of Markenmarch, kingdoms meet not by hill or wall, but by water, silence, and the uncertainties of the marsh.

 

Grassendeen
At the center of Atlaren's wide kingdom lies Grassendeen, the green and open heartland from which the realm draws its strength. Here the plains roll in gentle rises and sweeping hollows, rich with grazing and crossed by long, winding farmholds that have stood for generations. The grass grows high and soft, shifting in great tides beneath the wind, and the air carries the scents of tilled earth, horse-sweat, and hearth-smoke drifting from scattered steads. This is the most settled part of the Thundermarch. Villages cluster along the old riding-roads, their halls raised in timber and thatch, and the people of Grassendeen are known for their steady hands, keen horsemanship, and deep-rooted loyalty to Hartholm, which rises on its grassy crown just west of the central plains. From Grassendeen's folds and fields the Atlareth raise their finest horses, and young riders learn their first lessons in saddle and spear. To the north, the land rises toward the highdowns of the Weald; to the south, it slopes gently toward the foothills of the Sunreach Mountains. Westward lie the open runs of Westerdeen, and eastward the long trails that pass through Easterdeen before opening onto the farther plains of Eastmarch and, beyond them, the deep valley of the Aeon. Though Grassendeen knows fewer threats than the marches and uplands, it remains ever watchful: signal mounds crown its ridges, and the riders of Hartholm can rally from its villages with remarkable speed. Green, wide, and endlessly open to sun and sky, Grassendeen is the beating heart of Atlaren - a land of horses, hearths, long memories, and the deep-rooted pride of a people born to the plains.

 

Westerdeen
West of the grassy heartlands of Grassendeen lies Westerdeen, the settled western country of Atlaren, stretching from the Fjorn River to the shadowed foothills of the Sunreach Mountains. Villages and farmholds line the long green vales, their fields rising in gentle folds toward the high ridges where the wind carries the scent of mountain stone. At the southern edge of Westerdeen stands Torshavn, the mountain-fast fortress that guards the entrance Vargalla, the deep, stone-carved vale where the Atlareth have long taken refuge in times of peril. The Djup Stream flows down from this valley and joins the Gnyrll below, threading through the farmlands and pastures that have made Westerdeen prosperous for generations. To the west, the land slopes toward the cold waters of the Njarl River, where the hostile Brannoc clans of Brannoch gather in their rugged hills and watch the fords with wary eyes. Raids and reprisals along the Njarl are a part of life here, and the riders of Westerdeen are among the hardiest in the realm - storm-tested folk who live close to danger and answer it swiftly. Northward, the settled dales of Westerdeen open gradually into the wide, wind-swept plains of Westmarch, where herds run and ridder-hosts range far under the open sky. Southward, the land narrows into steep, stony valleys that pierce the Sunreach and echo with the thunder of distant storms. Fertile, storied, and ever vigilant, Westerdeen stands as the western heart of Atlaren - holding fast between mountain and river beneath a vast and restless sky.

 

Easterdeen
East of the grassy heartlands of Grassendeen lies Easterdeen, a fertile, long-settled region of rolling knolls, broad pastures, and guarded hill-villages. This is among the oldest cultivated lands of Atlaren, where ancient riding-roads wind between farmsteads, and the banners of old families rise above wooden palisades and stone-walled halls. The land is gentle, open, and green, shaped by centuries of care and the steady rhythm of horse and plough. To the east, Easterdeen is bounded by the shadowed edges of Lokken Wood, where tall, whispering boughs mark the beginning of Atlaren's frontier with Solamir and the Solarion. The Border Run - a swift, narrow stream - cuts northward from the wood, forming the long and storied boundary line between the two realms. Farther north still, the land tapers into the mist-laden marshes of Markenmarch, where reed-choked waters and wandering channels give way to the distant river-meads of the lower Gnyrll. Even further north, the farmland slowly thins and opens into the wide, windswept plains of Eastmarch, a riding-land of patrols, wayposts, and far horizons. Westward, gentle slopes lead back toward Grassendeen, the heartland of the Thundermarch, from which Easterdeen draws both trade and protection. Its central seat, Atlaheim, stands on a rising hill among the eastern dales, an ancient hall of timber and stone whose riders have long defended the frontier with Solarion. A land of deep-rooted households, open fields, and old oaths, Easterdeen embodies the quiet strength of the eastern Thundermarch - broad, steady, and ever watchful where forest, stream, and marsh divide Atlaren from the lands beyond.

Crown

Atlaren is ruled by a King, seated in Hartholm beneath the storm-blue banners of Thunhalla. The king's authority is absolute in war and tempered in peace, guided not by decree alone but by the ancient oaths that bind the Thanes, riders, and folk of the Thundermarch together. The crown is not a distant symbol of law, as in Solamir, but a living presence - a rider among riders, whose strength and honor set the tone for all of Atlaren.

 

A king of Atlaren is expected to be:

  • a master of horse and spear,
  • first in the charge and last in the retreat,
  • protector of the marches and keeper of their boundaries,
  • and guardian of the Thundermarch's unwritten laws and ancient customs.

 

Succession in Atlaren is not guaranteed by blood, though lineage carries weight. A king's heir must earn the respect of the Ridder-Hosts, the acclaim of the Eorlings, and the assent of the Thane-Lords. If an heir is unfit, the Thanes may elevate another of royal blood, or - in rare times of crisis - acclaim a new king whose name carries the storm's own authority. When a king weakens, rules poorly, or fails in duty, the plains themselves begin to whisper, and the Thanes gather in Thunhalla to judge whether the crown should remain or pass to stronger hands. Yet such moments are rare; Atlaren values unity above all, and the riders rally swiftly to a king who embodies the spirit of the Thundermarch. In war, the king commands without question; in peace, he listens, mediates, and guides. The strength of the crown - like all things in Atlaren - rests on prowess, honour, and the loyalty freely given by those who ride beneath its banner.

 

Thane

Beneath the king stand the Thane, the sworn nobles of Atlaren who each hold authority over a broad stretch of the Thundermarch. Unlike the rigid, bureaucratic lords of Solamir, Atlaren's Thanes rule by reputation, prowess, and the loyalty of those who choose to follow them, not by inherited titles alone. A Thane's standing rises and falls with their honour, their riders, and the strength of their hall. Every Thane commands a hall, often modest in size yet symbolically powerful - the heart of their authority and the gathering place of their people. From these halls they oversee several villages, pastures, or steadlands, maintaining order through oath, custom, and earned respect rather than strict law. Their households are supported by Housecarls, Stead-Riders, Hallfolk, and a shifting number of Eorlings who may choose to ride under a Thane's banner in times of need.

 

A Thane's responsibilities include:

  • defending their portion of the marches,
  • mustering riders when war threatens,
  • settling disputes among their folk,
  • maintaining grazing rights and pasture boundaries,
  • and answering the king's call to council in Thunhalla.

 

Thanes owe the king:

  • counsel during assemblies,
  • riders when the Ridder-Hosts are mustered,
  • hospitality and safe passage to royal envoys,
  • and loyalty upheld through ancient oath-traditions.

 

Some Thanes trace their lineages back through generations of riders, but blood alone cannot secure a hall. If a Thane's honour falters, if their riders abandon them, or if their failures endanger the realm, the king and the council may recognize a new leader who commands greater respect. Thus, Atlaren's nobility remains flexible and fiercely merit-driven, shaped as much by the stormwinds of the plains as by ancestry.

 

Rivalries among Thanes are common - disputes over water, herd paths, or grazing rights can simmer for seasons - yet outright rebellion is rare. The plains are too open, too perilous, for divided lords to survive. When danger rises from Solamir, Brannoc, or the Eastingas beyond the Outermarch, the Thanes put aside their quarrels and rally beneath the storm-blue banners of the Thundermarch.

 

Eorlings

Eorlings are the freeborn horse-warriors of Atlaren, riders who swear their loyalty to the Thundermarch itself rather than to any single Thane. They form a proud caste of scouts, skirmishers, and vanguard cavalry, roaming the plains as needed by honor, danger, or the king's command. An Eorling is defined not by birth but by prowess, oath, and reputation. Any rider of uncommon skill may be named Eorling if witnessed and acknowledged by a Thane; the title is earned, never inherited. Though landless, they enjoy immense respect among the Atlareth, for their independence gives them a unique place in the realm's politics and warfare. They serve as primary guardians of the marches, watching the borders of the Weald, Outermarch, Eastmarch, and Westmarch.

 

Eorlings serve Atlaren by:

  • answering the king's summons directly,
  • riding with Ridder-Hosts as impartial vanguard,
  • scouting the plains and frontier valleys,
  • and reinforcing threatened halls or villages at their choosing.

 

Their shifting allegiances can sway political tensions among the Thanes, for an Eorling's presence - or absence - often signals where danger, honour, or opportunity lies.


Housecarls

Housecarls are the sworn household warriors of Atlaren's Thanes - professional fighters who owe their loyalty not to the Thundermarch as a whole, but to a single hall, a single lord, and the land that lord protects. They form the disciplined core of each Thane's strength, standing as bodyguards, champions, and battlefield leaders. A Housecarl's oath is personal and absolute. Once sworn, they serve their Thane in peace and war alike, enforcing order within villages and pastures, drilling local riders, and bearing messages or authority on their lord's behalf. Many halls keep long traditions of Housecarl service, yet the title is earned through skill, discipline, and fierce loyalty, not lineage.

 

Housecarl's serve Atlaren by:

  • guarding the Thane's person and hall,
  • leading warbands and militias in battle,
  • maintain order across their lord's lands,
  • and forming the hardened core of every Ridder-Host mustered from their region.

 

Where Eorlings embody the freedom of the plains, Housecarls embody its duty. Their oaths bind them to their lords, their halls, and the people who look to those halls for protection - and in this, they form the backbone of Atlaren's political and military strength.


March-Rider

March-Riders are the everyday mounted warriors of Atlaren - the men and women of the plains who defend their homes, patrol the settled dales, and form the backbone of the Thundermarch's cavalry. Drawn from villages, steadings, and farmholds across Westerdeen, Grassendeen, and Easterdeen, they are not born of the frontier, but they are the ones who ride out to defend it. Though recruited from the settled regions, they earn the name March-Rider through service in the Ridder-Hosts, the great mustered companies that patrol the Eastmarch, Westmarch, Outermarch and the Weald. Any rider who has served a season upon the open grass-sea - scouting for raiders, guarding the river crossings, or reinforcing the watchlines along the Outermarch  is granted the title in recognition of their duty. It marks them as riders who have faced the wind, the distance, and the danger of Atlaren's outermost plains.

 

March-Riders know their land intimately:

  • the grazing trails and dales of their home regions,
  • the hidden folds of grass where storms gather,
  • the weather shifts across the plains,
  • and the tracks of herds and predators alike.

 

Their strength lies not in elite training or noble rank, but in numbers, discipline, and shared purpose.

March-Riders serve Atlaren by:

  • patrolling their home dales, farms, and village lands,
  • escorting caravans, herds, and travelers across the plains,
  • forming the rank-and-file of the Ridder-Hosts in war,
  • riding hard to reinforce threatened steads or river fords,
  • standing watch at the outer boundaries of the Eastmarch and Westmarch.

 

Though they lack the prestige of the Eorlings or the personal authority of Housecarls, March-Riders are respected as the steady, dependable heart of Atlaren's cavalry - ordinary riders bound by oaths and necessity, who keep the Thundermarch safe one patrol, one ford, and one horizon at a time.

 

Stead-Rider

Stead-Riders are the landholding plainsfolk of Atlaren - herders, farmers, and craftsmen who maintain their own steadlands and ride in their defense. Neither full-time warriors nor wandering free-riders, they form the vital middle tier of Atlaren's society: rooted families who answer their hall’s call when danger nears, yet live day to day by the work of their hands. Steadlands are traditionally inherited, passed from parent to child across generations, but not by absolute right. A Thane must confirm each succession, granting land to heirs who have upheld the honor, labor, and reputation of their house. Unworthy heirs may lose their claim, while proven riders or families of good service may be granted vacant steadlands. In this way, Atlaren balances lineage with merit, keeping its people tied to the land not by law, but by duty and custom.

 

Stead-Riders serve Atlaren by:

  • defending their villages and grazing lands,
  • joining local musters in times of need,
  • escorting herds and caravans along familiar routes,
  • and reinforcing March-Riders when battles draw near.

 

Respected for their steadiness and deep knowledge of the land, Stead-Riders bridge the gap between the roaming independence of the Eorlings and the disciplined service of the Housecarls. They are the rooted strength of the Thundermarch - the riders who fight first for home, hearth, and hall.


Hallfolk

Hallfolk are the ordinary people of Atlaren - the families who work the land, tend the herds, thatch the roofs, brew the ale, shoe the horses, and keep the great halls supplied. Though every Atlareth learns to ride, the Hallfolk are not warriors by calling; they ride for travel and duty, not battle. They are tied to a hall or village through custom, protection, and shared labour, not by bondage. Hallfolk owe service to their local lord in the form of harvest, craftwork, or seasonal duties, and in return receive shelter, grazing rights, and the protection of the Thane’s riders when danger threatens.

 

Hallfolk support Atlaren by:

  • tending fields, herds, and steads,
  • crafting daily goods and maintaining halls,
  • assisting with musters by providing supplies,
  • and preserving the traditions and rhythms of the plains.

 

Though humble, the Hallfolk form the living foundation of the Thundermarch, without whom no rider - from Eorling to Housecarl - could long keep the plains.


Ridder-Hosts

Ridder-Hosts are the great cavalry companies of Atlaren - semi-independent war-bands formed from alliances of Thanes, Housecarls, Eorlings, and free riders. They are not formal armies, but fluid, powerful hosts that gather when danger rises on the marches.

 

Each Ridder-Host has its own:

  • colours and heraldry,
  • veteran captains,
  • traditions of drill and formation,
  • and a core of Housecarls supported by scores of riders.

 

A host is typically led by the Thane whose riders form the largest share, though command can shift by acclaim in times of crisis. Rival hosts may compete for honor or glory, yet stand united when battle threatens the Thundermarch. Ridder-Hosts exist because the plains demand mobility over bureaucracy. No single hall maintains enough warriors to face the threats of Torgol, Brannoc, or the wilds alone - but a Ridder-Host can gather a hundred riders in a week's ride if the horns of Hartholm call.

 

Their roles include:

  • rapid response to incursions,
  • long-distance scouting,
  • large-scale battles in open terrain,
  • escorting the king on campaign,
  • and projecting Atlaren's strength across the plains.

 

Politically, the Ridder-Hosts are both a unifying force and a potential source of tension. A Thane whose host grows too strong risks overshadowing the others, while a Thane whose host fails to answer a call may lose standing in Thunhalla. Despite rivalries, the hosts remain the living thunder of Atlaren's strength - the first and fiercest answer of the Thundermarch.


The Council of Thunhalla

The Council of Thunhalla is the great gathering of Atlaren, where the king and the Thanes meet beneath the carved pillars and storm-blue banners of the high hall. Unlike the rigid courts of Solamir, the Council is not a place of parchment and protocol, but of voices, oaths, and open debate, where matters of the Thundermarch are settled by strength of argument and the honour of those who speak.

 

The Council is called:

  • at the turning of each season,
  • when disputes between Thanes threaten unity,
  • when war looms on the marches,
  • or when the king requires the counsel of the realm.

 

All Thanes have the right to speak, while Eorlings of renown, Stead-Rider elders, and messengers from distant villages may be invited to offer testimony. Though the king presides, the Council's power lies in consensus and acclaim - decisions carry weight only when supported by the Thanes who must enforce them across their lands.

 

The Council settles:

  • grazing rights and border disputes,
  • alliances and pacts within the marches,
  • the mustering of Ridder-Hosts,
  • succession claims and challenges,
  • and any matter that threatens the safety or unity of Atlaren.

 

Debate in Thunhalla is known to be fierce, for the Atlareth do not hide their passions. Voices rise, arguments clash, and oaths are sworn or rebuked in full view of the hall. Yet beneath the storm of words lies a steadfast truth: the plains cannot endure divided. When danger stirs - whether from Brannoc, Torgol, or the Skyreach Mountains - the Council closes ranks and stands as one. Though imperfect, the Council of Thunhalla remains the heart of Atlaren's political life: a place where riders gather, grievances are aired, unity is reforged, and the fate of the Thundermarch is shaped by those who ride its wide, wind-swept plains.

 

Atlaren's politics can be summed up in four principles:

  1. Oaths matter more than titles. A man is measured by what he swears and whether he keeps it.
  2. The plains enforce unity. A fractured Atlaren is a dead Atlaren - everyone knows this.
  3. Riders choose leaders as much as they inherit them. Authority is earned, not assumed.
  4. Threats bind the Thundermarch. From Brannoc's wildmen to Solamir's strategic weight, outside pressure keeps the riders together.

Clans to be updated at a later time.

DAILY LIFE & SOCIAL CUSTOMS
The Atlareth live by a rhythm shaped by wind, horse, and hall. Their days follow the light over the plains, and their customs reflect a people who survive through honor, kinship, and shared strength.

 

Hospitality & Hall-Customs
Hospitality is one of the oldest laws of the Thundermarch. A hall that denies shelter or food to a weary traveler earns shame, and a Thane who mistreats a guest risks losing the loyalty of his riders.

 

Rules of Hall-Hospitality:

  • A guest offered the hall's hearth must not be harmed while under its roof.
  • Food and drink are given before questions.
  • A guest must not draw steel unless the hall is attacked.
  • Insulting the host's hall, horse, or lineage is grounds for the guest's removal.
  • Guests repay hospitality through news, stories, or service if able.

 

In Atlaren, a person's worth is measured as much by how they give hospitality as how they receive it. To refuse a guest in a storm, or turn aside a rider in danger, is a stain few families forget.

 

Marriage, Kinship & Family
Marriage among the Atlareth is a union of households, horses, and oaths. Couples commonly meet during riding festivals, clan gatherings, or seasonal musters, where horsemanship is as important as courtship.

 

Marriage Customs:

  • The bride and groom each arrive on horseback, circling one another before joining side-by-side.
  • Families exchange tokens: carved horse-heads, braided reins, or heirloom blades.
  • The couple shares a cup of springwater or mead, symbolizing shared fate.
  • A Thane, elder, or respected rider blesses the union with an oath.

 

Large families are common, and kinship ties stretch across villages, clans, and steadlands. A youth's primary loyalty is to their hall and household, followed by clan and king.

 

Coming-of-Age Traditions
For the Atlareth, childhood ends not at a certain age but at a moment of prove-yourself honor. This rite differs by region, but all involve riding, courage, and self-reliance.

 

Common Coming-of-Age Rites:

  • The First Ride: A youth rides alone to a distant marker - a cairn, ridge, or river - and returns by nightfall.
  • The Horse-Binding: The youth chooses (or earns) their first true horse; both are blessed by family elders.
  • The Stead-Trial: A task of survival - mending fences, retrieving strayed livestock, or facing a plains storm.
  • The Name-Oath: Upon returning, the youth declares the virtues they seek to embody: courage, loyalty, endurance, truth.
  • After completing their rite, the youth receives their saddle-name, a short epithet based on the event ("Swift-Hand", "Storm-Runner", "Fell-Rider"). Only then are they considered adults and allowed to join musters, patrols, or clans in meaningful roles.

 

Death, Burial & Mourning
The death of a rider is a sorrow shared by the whole hall. The Atlareth honor their dead with rites that reflect their deep bond to land and horse.

 

Death Customs:

  • The Horse's Vigil: The fallen rider's horse is led to stand beside the body through the night. Some say horses sense the soul's passing.
  • The Cairn Raising: Stones are stacked upon the body or urn, forming a lasting marker on a ridge, hill, or place of honor.
  • The Last Ride: Close kin ride once around the cairn before turning their backs and riding home in silence.
  • Spear in the Grass: A spear or sword is planted upright atop the cairn until weather and time claim it.

 

Mourning Practices:

  • Family members braid a strip of the fallen's saddle-leather into their own reins.
  • Halls dim their lights for a full night in respect.

  • Songs of remembrance are sung by elders or skalds.

  • On the first thunder after the burial, families believe the Eternals judge the rider's deeds.

 

The Atlareth do not fear death - only dying without honor, or being forgotten.

 

HORSE CULTURE
To the Atlareth, a horse is not an animal - it is companion, lifeline, and legacy. Plains, wind, and rider are understood as one living bond, and nearly every custom of the Thundermarch reflects this belief.

 

Horse Breeding & Herd Traditions
Horse-herds are the pride of Atlaren, tended with a reverence usually reserved for temples in other lands. Each clan maintains its own bloodline herds, guarded by herdmasters and riders who know every foal by sight.

 

Herd Traditions:

  • Foaling season is celebrated with songs and feasts in every hall.
  • The first foal born each year is considered a blessing of the plains.
  • Herdmasters choose breeding pairs by watching behavior, stamina, and spirit - never by appearance alone.
  • Horses that survive lightning storms are considered "storm-marked" and blessed by the Eternals.

 

Certain clans are famed for certain breeds:

  • Westergard - strong, sure-footed hill steeds
  • Fallowmere - swift marsh-crossers with high endurance
  • Windholt - tireless long-range runners
  • Ironwynd - heavy chargers with exceptional discipline
  • Wyrnstag - cold-weather mountain ponies with iron lungs

 

A clan's herds are its wealth; losing horses to raiders is considered more grievous than losing grain or cattle.

 

Riding Customs & Etiquette
Riding is woven into every part of Atlareth identity, and etiquette in the saddle is as important as manners in a hall.

 

Core Riding Customs:

  • Riders approaching a hall slow their pace to show peaceful intent.
  • It is dishonorable to pass someone on the plains without offering greeting or warning if danger lies ahead.
  • When riding in a group, elders and proven warriors take the front; youths ride in the middle; scouts trail behind or flank.
  • A rider never strikes their horse in anger; doing so is grounds for public reprimand or exile from the next muster.
  • On the plains, riders give right-of-way to those bearing a wounded companion.

 

Riding Oaths:
A rider who breaks an oath taken in the saddle earns a reputation darker than a hall-thief. The plains have long memories.

 

Horse Lore & Superstitions
The Atlareth hold deep beliefs about horses - some born from wisdom, others from the eerier truths of the plains.

 

Common Beliefs:

  • A horse that refuses to enter a valley should not be forced - something unseen waits there.
  • Horses will not drink from water cursed by the Eternals; riders should not either.
  • A horse's whinny at midnight is a bad omen unless answered by another.
  • Pale-maned horses are lucky in battle; dark-faced horses ward off spirits.
  • Horses that spook at the wind near Elderwood are said to sense ghosts watching.

 

The Spirit-Steeds:
Old tales claim that in storms, ghostly horses gallop through the clouds - the mounts of ancient Eorlings who died with honour. Seeing them is a blessing. Hearing them is a warning.

 

Tack, Gear & Cavalry Style
Atlaren tack is designed for speed, manoeuvrability, and endurance across vast plains.

 

Common Equipment:

  • High-arched saddles for long rides
  • Braided leather reins symbolizing family lines
  • Horn-bows for mounted archery
  • Spears and lances used in the first charge
  • Round bucklers strapped to the rider's side
  • Storm-blue cloaks favoured by many clans

 

War-Steeds
A war-steed is not chosen - it is earned. A rider must prove themselves in storms, trials, or battle before being allowed to ride the best of a clan's herd.

 

Cavalry Tactics:

  • The Wind-Splitter Charge: a wedge formation breaking enemy lines.
  • Skirmish Circles: riders rotate, firing in motion while others cover retreat.
  • The Thunderline: a wall of horses advancing slowly to intimidate.

 

In Atlaren, warfare is a dance of hooves, dust, and thunder.

 

FESTIVALS, SEASONS & CELEBRATIONS

Life in the Thundermarch follows the rhythm of wind, hoof, and sky. Each season carries traditions older than the halls themselves - celebrations that bind clans together, honour the Eternals, and mark the turning of the plains.

 

Feasts of the Thundermarch


The Spring Unfurling
A celebration of new foals, new grass, and the opening of the plains. Every hall holds a feast when the first green shoots appear. Horses are taken to the wide meadows for blessing, and youths compete in their first races of the year. Food is shared freely, and travelers are welcomed with open hearths.

 

Customs:

  • sprinkling horses' manes with water from melting snow
  • racing children barefoot through the new grass
  • tying spring ribbons to a hall's highest beam

 

The Midyear Riding
A great gathering and test of skill. In summer, clans travel to a central plain to hold games of riding, spear-throwing, and archery. Trade flourishes, alliances are reinforced, and suitors often court partners during the festivities.

 

Competitions:

  • the Plains-Run (long-distance ride)
  • spear-casting contests
  • mounted archery demonstrations
  • singing and poetry contests under the open sky

 

No quarrels are allowed during the Riding; even feuding clans honour the truce.
 

Harvesttide
A time of bounty and preparation for winter. Stead-Riders and Hallfolk work together to gather grain, preserve meat, and store fodder for the herds. At harvest's end, each household contributes a share to the Thane's hall for the coming season.

 

Rituals:

  • burning the "final sheaf" to ward off misfortune
  • drinking from the first barrel of autumn ale
  • an evening feast followed by stories of ancestors

 

Stormfall Vigil
The solemn remembrance of ancestors and fallen riders. Held at the first great thunderstorm of autumn. People gather in halls as thunder rolls, lighting candles for those they have lost. The king or Thane leads a chant honouring fallen riders.

 

Belief:
When thunder cracks, the Eternals ride across the heavens, judging the deeds of the dead.

 

Winter's Hearth
An intimate seasonal festival. Families gather indoors, singing hall-songs, carving horse motifs into wood, and telling stories of old battles. Many halls exchange gifts - often simple, crafted items.

 

Traditions:

  • gifting hand-carved keepsakes
  • recalling heroic ancestors
  • blessing the hall's hearth for another year

 

Sacred Observances (Eternals & the Plains)
Atlaren's spirituality blends reverence for the Eternals with deep respect for the natural world.

 

Day of the High Sun (Liteon's Blessing)
The longest day of the year. Riders wear bright cloth or polished bronze to honor Liteon's guiding light. Horses are groomed meticulously, and a procession follows the sun's path across the plains.

 

The Windwake (Zephyra's Turning)
A festival marking the first strong spring winds. Cloaks are hung outside halls to be blessed by Zephyra's breath, believed to bring good fortune and safe journeys.

 

Symbol:

  • riders release handfuls of flowers into the wind.

 

Storm-Oath Night (Ormaz's Observance)

A ritual night when riders renew bonds with clan, hall, or king. This is the only night Thanes may formally challenge or settle disputes under the king's mediation.

 

Custom:

  • touching spearheads together beneath lightning-lit skies.

 

SPIRITUALITY & RELIGION

The faith of the Atlareth is not confined to temples or priests. It lives in wind, hoof, sky, and storm - a practical, living reverence for the Eternals whose presence is felt in every ride across the plains. Where Solamir builds high temples and keeps clerics, Atlaren keeps stone cairns, wind-totems, and oath-fires, honouring the gods through action rather than ceremony.

 

The Eternals of the Thundermarch
Though the Atlareth acknowledge all Eternals, several hold special significance in their plains-bound lives.

 

  • Liteon - Eternal of Light, the High Sun

Guide of riders and watcher of the open plains. Honored at dawn and during long rides, when sunlight breaks through storm-clouds.

Symbols: polished bronze, bright cloth, sunburst motifs
Associated virtues: clarity, guidance, truth

 

  • Zephyra - Eternal of Wind and Freedom

Mistress of the plains winds, guardian of travelers, and patron of wanderers. The Atlareth claim Zephyra's breath shapes the grass, warns of danger, and carries messages between halls.

Symbols: wind-knotted ribbons, fluttering streamers
Virtues: freedom, swiftness, instinct

 

  • Faerion - Eternal of Strength and Endurance

Honored by riders who endure long journeys, trials, and the hardships of life on the plains. Stead-Riders often carve Faerion's rune into saddles or spear shafts.

Symbols: braided reins, carved knots
Virtues: resilience, steadfastness

 

  • Ormaz - Eternal of Storm and War

Feared as much as revered. When thunder rolls, riders say Ormaz rides his celestial steed across the heavens, judging warriors below. War-oaths, duels, and Ridder-Host musters often take place under his sign.

Symbols: thunder-marks, black iron
Virtues: honor, courage, rightful wrath
 

Shrines, Sacred Sites & Plains Altars
Atlaren has few temples. Instead, worship takes place at weathered shrines and natural markers scattered across the plains.

 

Stone Cairns

  • Used for prayer, memorials, and oath-swearing.
  • Travelers often leave carved tokens or stones marked with runes.

 

Wind-Totems

  • Tall poles hung with ribbons or chimes.
  • When the wind sings through them, riders say Zephyra listens.

 

Springstones

  • Sacred stones near rivers where horses are watered at dawn.
  • Liteon's blessings are sought here.

 

Storm-Cairns

  • Piled stones on high ridges.
  • Used to signal musters during war or invoke Ormaz's strength before battle.

 

Oath Lore & Rituals
Oaths in Atlaren are binding, and breaking one is among the gravest sins a rider can commit. The plains remember, and so do the clans.

 

Types of Oaths:

  • Saddle-Oaths: Between riders, sworn atop horseback.
  • Hall-Oaths: Sworn before a Thane's hearth.
  • Storm-Oaths: Sworn under thunder, invoking Ormaz.
  • Hearth-Oaths: Sworn by families, binding households.

 

Oath Rituals:

  • touching spearheads or blades
  • exchanging braided reins
  • placing hands upon a shared cairn stone
  • branding a rune onto leather or wood
  • letting the wind carry one's words

 

Consequences of Breaking an Oath:

  • public shaming
  • loss of land or status
  • exile from hall or clan
  • refusal of riders to answer calls from the oath-breaker
  • in extreme cases: sanctioned duels

 

To break a saddle-oath is to trust the plains with your shame; riders say the wind carries tales faster than any horse.

 

Priests, Seers & Spirit-Touched

Atlaren does not maintain formal clergy, but gifted individuals serve as intermediaries between riders and the Eternals.

 

Wind-Seers

  • Interpret wind patterns, storms, and dreams. Often wanderers who appear unexpectedly in halls.

 

Storm-Speakers

  • Lead war rites, call upon Ormaz during duels, and bless Ridder-Host musters.

 

Hearth-Mothers / Hearth-Fathers

  • Keepers of family shrines, midwives, lore-keepers.

 

Plains-Touched

  • Rare individuals believed to hear the whispers of the grass or foresight in the thunder. Respected... and feared.

 

ARTS, SONG & ORAL TRADITION
The Atlareth do not carve great libraries or build vast temples. Their art lives in song, story, and the carved grain of their halls, carried from generation to generation on the wind of the Thundermarch. In a land where riders spend more time in the saddle than at the hearth, culture travels in memory rather than ink.

 

Riding Songs & Ballads
Music is essential to life on the plains. A hall without song is considered ill-favoured, and a rider who cannot join a chorus is pitied.

 

Riding Songs
These are sung in rhythm with the hoofbeats of horses. The melodies are simple, the lyrics repetitive, meant to keep riders alert on long journeys.

 

Themes include:

  • distant loves waiting in hall or valley
  • herds lost and found
  • storms rolling across the grass
  • the courage of riders far from home

 

Ballads of Halls and Clans

Longer, more complex songs sung in halls during feasts and gatherings.

 

Subjects include:

  • victories of Ridder-Hosts
  • the founding of clans
  • ancient duels beneath stormlight
  • legendary steeds and riders
  • lost kin honoured by fire and mead

 

Ballads preserve history more faithfully than any scroll - the Atlareth trust memory over parchment.

 

Poetry, Epics & Storytelling

The Atlareth are a people of spoken legacy. Storytellers - called skalds - are welcomed in every hall, treated with the same hospitality as high-born travellers.

 

Skalds
They memorize vast epics, recount the deeds of heroes, and settle disputes by reminding listeners of ancient precedent. A skilled skald can sway a Thane's decision more effectively than gold or steel.

 

Heroic Epics
These are multi-night recitations, often spanning several generations. Epics blend truth with myth - the Atlareth value moral clarity more than factual precision.

 

Key motifs:

  • the lone rider facing the storm
  • oaths kept at great cost
  • the horse who saves its master
  • clan rivalries resolved in honour
  • the ghostly riders of the Weald

 

Storm-Tales
Narratives told during thunder, believed to be heard by Ormaz himself. Children grow up learning these tales, often blending humour and awe.

 

Craft & Symbolic Art
While the Atlareth are not known for ornate luxuries, their craftsmanship is practical, elegant, and deeply symbolic.

 

Horse-Head Carvings
Nearly every hall and stead displays carved horse motifs on beams, doors, and hearth posts. These markings are believed to guide good fortune into the home and keep wandering spirits at bay.

 

Braided Leatherwork
Reins, belts, and saddle straps are intricately braided, each pattern carrying meaning - clan lineage, family achievements, or a rider's personal oath.

 

Hall Banners
Storm-blue cloths marked with clan runes hang in each Thane's hall. These banners are cherished heirlooms, repaired and preserved over generations.

 

Wood & Antler Craft
The Atlareth produce finely carved antler hilts, decorative spear shafts, and stirrup charms. Most are gifts exchanged during riding festivals or marriages.

 

Instruments & Performance
Music in Atlaren is simple but spirited.

 

Instruments include:

  • Horn-pipes: used to signal riders across long ranges
  • Lyres: small, portable, strung with gut or horsehair
  • Drums: made from stretched hides, used during Ridder-Host musters
  • Whistles: carved from bone to mimic the wind’s cry

 

Performances are communal - a hall's fire, a circle of riders, a single voice rising into the smoke. The Atlareth measure wealth not in gold, but in stories worth retelling.
 

WARFARE & MARTIAL TRADITIONS

War is not glorified in Atlaren - but when it comes, they met it with thunder and song. The Atlareth believe that conflict is a storm: inevitable, cleansing, and demanding strength from those who face it. Their martial customs reflect a people shaped by open plains, swift horses, and the ever-present need to defend their borders from raiders, beasts, and enemies beyond the marches. Atlaren's warfare is defined by mobility, honor, and thunder-charged cavalry.

 

Honor, Duel & Legal Combat
Conflict within the Thundermarch is governed by ancient customs that value courage, resolution, and clear settlement of grievances, without allowing feuds to spiral out of control.

 

Wergild (Man-Price)
If one rider harms another, compensation may be paid in horses, grain, or silver. The amount is judged by clan elders or the Thane.

 

Single Combat (Shield-Duel)
A formal duel held in a marked circle of spears. The goal is not always death - many duels end when one combatant yields or their weapon is disarmed.

 

Rules:

  • Both riders agree to terms.
  • Horses are not harmed or used in the duel.
  • No oath-breaking or deception is permitted.
  • A skald or elder oversees the challenge.

 

Storm-Duels
Rare but deeply respected. Two riders settle an oath-breaking or grave insult beneath an approaching storm - invoking Ormaz as witness. Victory in such duels is believed to be fate-driven.

 

Ridder-Host Protocols
When war calls, Atlaren does not gather an army - it summons a storm.

 

The Muster
The king's riders travel hall to hall, blowing great horn-calls that carry across the plains. Thanes rally their Housecarls, March-Riders, and volunteers. Eorlings choose which banner to follow.

 

Host Structure:

  • Thane of the Largest Levy usually commands the host
  • Housecarls form the disciplined core
  • March-Riders make up the largest body
  • Eorlings serve as scouts and vanguard
  • Skalds ride with the host to record deeds
  • Stead-Riders reinforce supply and support

 

Travel & Camp Traditions:

  • camps arranged in circles, horses inside the perimeter
  • fires kept low to avoid giving away position
  • nightly recitations of clan or hall songs
  • scouts rotate in pairs across shifts

 

The unity of the Ridder-Host is a marvel: clans that feud all year stand shoulder-to-shoulder when the Thundermarch is threatened.

 

Weapons & Cavalry Style

Atlaren is a cavalry culture, and its weapons reflect the speed and open space of the plains.

 

Preferred Weapons:

  • Horse-spears: long, ash-hafted, used in charges
  • Horn-bows: recurved bows ideal for horseback
  • Rider-blades: short, slightly curved swords for close combat
  • Throwing spears: lighter, carried in pairs
  • Round bucklers: strapped to forearm or saddle

 

Signature Tactics:

  • The Thunder-Charge - A massed cavalry surge that breaks enemy lines through shock and speed.
  • The Wind-Splitter - Wedge formation led by elite Housecarls or Thanes.
  • Harrier Circles - Riders surround an enemy, loosing arrows in rotation as they gallop past.
  • The Feigned Retreat - A controlled withdrawal that draws enemies into ambush.

 

Training & Practice:

 

Young riders learn to:

  • fire arrows while standing in the saddle
  • mount and dismount at full gallop
  • ride with only knees to free both hands
  • communicate via horn signals

 

Every rider, from Hallfolk youth to seasoned Eorling, trains not only to fight - but to fight as one with their horse.

 

Heraldry, War-Banners & Clan Symbols

Atlaren war-banners are sacred heirlooms carried into battle by the most trusted riders.

 

Common Motifs:

  • black or white horses
  • storm-blue fields
  • runes of clan names
  • thunderbolts or wind-lines
  • stylized suns for Liteon's blessing

 

A banner lost in battle is a wound to clan honor. A banner recovered from an enemy is a deed retold for generations.

 

Attitudes Toward War & Enemy Peoples
The Atlareth do not seek war, but neither do they shy from it.

 

War Philosophy:

  • fight swiftly
  • strike hard
  • retreat only to strike again
  • do not shed blood dishonourably
  • do not break oaths
  • protect the halls of the Thundermarch

 

Enemies are seen as:

  • respected if honorable,
  • despised if oath-breakers,
  • feared if unnatural.

 

LANGUAGE & NAMES

The Atlareth speak a sharp, wind-carried tongue shaped by the open plains. Their language favors short, strong syllables, horse imagery, and words tied to weather, land, and honour. Names often echo the rolling sounds of hoofbeats or the hiss of the plains wind. Speech is plain and direct - a people raised under open sky have little patience for flowery words or subtle schemes.

 

Naming Conventions
Atlareth personal names are typically:

  • one or two syllables
  • strong consonants
  • Norse-inspired
  • tied to wind, storm, horse, or plain imagery

 

Male Names (Examples)
Hrovar • Brenn • Corth • Torvald • Eodric • Harthun • Skari • Fenmar • Wyrdan • Elnar • Thurin • Kaelric • Svard • Hrothgar • Odrin

 

Female Names (Examples)
Kaela • Brynja • Eira • Svelda • Haldra • Renwyn • Marien • Lysa • Tolvera • Syrda • Elwen • Fjorla • Hareth • Vaela • Asaeth

 

Unisex Names
Renn • Solvar • Talen • Hreya • Vorn • Eyri • Brenna • Sevrin

 

Family Names
Clan names often reflect:

  • geography ("Windholt")
  • animal traits ("Stormmane")
  • weather ("Frostwind")
  • or plains-features ("Grassfold")

 

Examples:
Ironwynd • Fallowmere • Westergard • Wyrnstag • Stormhaven • Keldholt • Harthwyn

 

Families within clans sometimes adopt branch-names like:
Stormborn, Sunstride, Hillmark, Fenrider, Skyrun.

 

Epithets & Saddle-Names
Upon completing their coming-of-age trial, youths earn saddle-names - short epithets that mark their first step into adulthood. 
These names are used with pride, especially in formal introductions.

 

Examples:

  • Kaela Stormrunner
  • Hrovar Windborn
  • Brynja Fleet-Hand
  • Torvald Grasswalker
  • Renn Spear-True
  • Wyrdan Frost-Eye
  • Eira Sun-Blessed
  • Svard Iron-Hoof

 

A rider may earn additional epithets through deeds:
"Ridge-Guard," "Kradja-Bane," "Hail-Strider," etc.

 

It is not uncommon for a warrior to have three or more names by old age.

 

Common Idioms & Phrases

 

Greetings & Farewells
"Ride well."
"May the wind favor you."
"Storm at your back."
"Peace to your hall."
"Clear skies upon your road."

Expressions of Agreement
"The wind speaks the same."
"Your reins are steady."
"By the high sun - so it is."

 

Warnings
"Storm-sign ahead."
"Horses shy in that valley."
"The grass whispers wrong."
"Kradwaith winds are rising."

 

Insults (very culturally important!)
"You ride crooked."
"Your word shifts like a fen-mist"
"Stallion braver than you."
"No hall would claim you."
"You’ve lost the wind."
"Foal-hearted."
"Grass-blind." (poor judgment)

These insults sting more deeply than vulgarity; they attack competence and honor.

 

Praises
"Rides like the storm."
"Speaks with the wind."
"True-spear."
"Hearthworthy."
"Steadfast as the plains."

 

Everyday Speech Patterns
Atlareth speech tends to be:

  • direct (few wasted words)
  • metaphorical (often referencing wind, storm, horse, hall)
  • honor-heavy ("my word stands," "oath-kept," "hall-safe")
  • grounded ("by the grass beneath us," "as sure as stone")

 

They dislike vague answers. If someone dodges a question, an Atlareth might say:
"Speak plain, or don’t speak."

 

Examples of Common Speech
"Wind favors us today - keep your eyes westward."
"Your hall stands safe; eat, drink, and rest your horse."
"Let the storm judge this matter."
"A sharp spear and a steady hand - that's all a rider needs."
"The grass lied to you, friend." (gentle jab at a mistaken guess)