![]() They skip along the Inuit Nunangat, making friends and enemies within the tribal confederacy. ![]() They pause to trade, raid, and hunt on islands as they go but they are looking for a better place to settle. Naturally, their numbers would be very small so a small group of boats keeps it moving. They strike it out along the very top of Greenland and into the northern reaches of Canada and Alaska in a sort of reversal of the way the Thule culture expanded historically. I was thinking that some adventurous young men on the island might be discontented with raiding the very sparse traffic that finds its way around the Arctic Ocean and northern seas of Scandinavia. ![]() If the people's of Svalbard engage in Arctic piracy, I figure it would be kind of neat to do something with them rather than keep them stuck on their barren island. It has the tenets of Isolationism, but also the tenet of Practiced Pirates. Recently, I was looking at Svalbard in the far north and it's culture. Honestly half my hours aren't even spent playing - they're spent using cheats and ruler creators to see how many cool niche rulers and cultures I can edit into a savefile before I hit unpause. I didn't play much of this mod in CKII, but with CKIII's customization options I've been absolutely drooling over it. I can remove it if it's not allowed, but I think it is a neat idea that adds some flavor to Alaska. Not entirely sure if fanciful lore suggestions are allowed, but I figure why not. ![]()
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