THIS IS ALSO SUPPOSED TO BE AN INSPIRATION FOR THE EXTERIOR CLUTTERING
Checking out archeological sites from around 20.000BC up to 1.000 years ago, i came to the conclusion, that there is one big thing in common:
narrowness! People had not big wins nor machines, land and materials have been much more "expensive"; as the building process itself; it ruined civilisations to build temples and statues...
also, it has been darker, clumsy, dirty, raw. And this can express how much the poor Atmorans suffered in their last year, many poor, orphaned people without hope between frost and dragons; the Drama in the last act of Frostfall - eternal Ice - and a big catastrophy; an end of an era, an end of a form of human civilisation!
That is a big part of what we want to emphasise to the player, when he runs through the remains of "Shorebreak" (name will be spelled in Atmoran later)
ENJOY THE GALLERY OF GONE CIVILISATIONS (there should be some pic of nearly every old culture well known, enough to get an idea of general features of ancient structures) (we have to stretch our mind as far as possible, maybe even over the common sence of Bethesda artists, to create something lorefriendly, realistic, but also dark and "Atmoran") (And i focus on usual housings, not on fat extravagant temples, for a good reason! common people are far underrepresented by ancient nord Bethesda vanilla architecture!)
MY MAIN REASON IS TO TALK ABOUT THE WHOLE CONCEPT AND LAYOUT OF SETTLEMENTS; ESPECIALLY HOW SHOREBREAK MUST HAVE WORKED AS A HUMAN QUARTER SYSTEM; TRY TO REBUILD THE STRUCTURES IN YOUR MIND - and you get a wonderfull city concept for us!
I really dig those english earth houses! Its a shame that they too were cut from Skyrim. The problem with this I see is that we already have so much content that adding a new theme to the city probably doesnt have the necessary room.
Otherwise? no, there arent any recorded. We know that there is a swamp in the east of the continent and that there is a type of region called Frostwood otherwise niente.
We could draw possible location names from: Song of Hromir: elderscrolls.wikia.com/wiki/Song_Of_Hrormir - we dont know where it takes place, however Hromir´s Icestaff was displayed in Oblivion located in the Mages Guild. Since Hromir is clearly a Nord name and the names in the song also dont correspond to any tamrielic locations it might have happened in Atmora. Though Aelfendor sounds a bit bretic to me...
btw, I am actually kind off opposed to having "holds" in Atmora. The whole concept of them having a hunter/gatherer society is kind off weakened by that, as such a society would not be able to sustain large cities. Shorebreak is okay because its a ritual center and Jylkurfyk is ok because its a sea-city focusing on ships and thus should have enough fish. But holds are a form of stable territory for a society, such a territory can only be held if the people live in a single place like a city/village etc. But in Atmora the Nords probably followed the caribou etc herdes and thus had no fixed dwelling. The were semi nomads unless they had fixed locations for hunting spots or were only small groups. But on the inland a 100+ society cannot sustain itself on hunting and gathering you need agriculture for that and they did not have it. Thus the people on the inland must have been half nomads, perhaps they stayed on the coast during winter, for example in the religious cities, and went back to the mountains in summer. Either way I dont see how a society that dependent on not localized animals could built cities apart from the coast. Without cities there is no central government, without central government there are no holds.
IMO lets just stay with clans/tribes/sects/cults for the sociological context and regions for the geografic
Post by scrbmcmavenendo on Jun 12, 2016 23:00:47 GMT 1
The cave houses and dugouts were definitely something Atmorans did, especially in their later days. Structural styles carved into the rocks would make sense for cities in some regions of Atmora due to various factors including defense, climate, and technology. Such a style would also would also go well with Atmoran barrows and religious sites that needed protection and/or to be in close proximity to the living (a circumstantially special reasoning). Perhaps this could have been built into a cliff or mountain only [to] fan out around a central barrow/temple, castle/palace, and/or monument. Trenches were also used by some to protect settlements in similar ways to [medieval] moats.
In any case, many settlements appeared to have been built near or around at least one temple and/or geographic feature. Jylkurfyk itself was built on a plain surrounded on most sides by defensible hills, forests, and tails of mountain foothills, while a temple and palace stood near the center on somewhat elevated ground. Other cities such as Voth Aaz'Aak were said to have been built in mountainous basins and calderas, with Voth having a particularly unusual temple mount in the center of such a caldera (they once had colossal monuments there as well including dragon statues by the temple).
There was much importance placed on the different states and realms of existence which on a most basic level spanned from those living to those dead, so spaces were set aside accordingly. Dead were buried in tombs and catacombs somewhat outside of the given town or city, but they would not be far away. Of course, due to wars, the razing and rebuilding of cities, building over old structures, and burial grounds turning into or hosting temples led to cities with their own graveyards and/or Hall/Halls of the Dead. There are some instances where specific burial grounds became designated monuments, resting places of important figures, and incompatible with incorporating into or becoming a settlement.
Occasionally, certain ancient settlements also drew outside attention and foreign relations. Even with much of the limitations they had in trading to foreign lands, it was often not as insignificant as some would state and/or assume. While economic conditions fluctuated for much of their history, trade also saw expansions over time. Due to trade, relations would develop with Akavir and then Tamriel. While there was a fair amount of economic activity, it would take a while to trade, interact, and develop relationships with other (foreign) cultures and entities.
With time, there were some establishments, trade routes, posts, businesses, and social movements that came to pass. Even with the decline and ultimate fall of Atmora, many efforts and missions were still propagated by all manner of parties coming to include territories of Atmora such as Skyrim was. Such events would not last in the greater picture of Atmora freezing over. Even with the fall of Atmora, it is possible that at least one or more expeditions (from multiple eras) attempted to establish [something along the line of] outposts ultimately to no avail. Remnants of these efforts/projects may still lay waiting to be found.
I touch on some aspects of settlements and society in Atmora in another post of mine on Lore Touchstones.
There would at least be several distinct Atmoran styles, which could be considered concurrent with those in Skyrim for a time (it could be similar in concept to this timeline of real-world architecture):
Paleolithic: probably cave dwellings and eventually primitive tents/yurts, igloos, and [rock] dwellings/dugouts
Middle Atmoran: similar to what we find in places like Saarthal (which appears somewhat monolithic)
Monumental: where styles like that of Windhelm may have originated from
Classic: this style would be like many of the ruins in Skyrim
High Atmoran: this style encompasses the grand ruins of the Dragon Cult (resembling that of Skyrim concept art)
Latter Atmoran: going from a height in Atmoran architectural progress to a decline (closely resembling elements of latter classical to Dark Age styles, at least more rudimentary, frontier, and/or tribal forms; likely from within the last two centuries of the Merethic Era to when Harald reigned between 1E 143 and 1E 221)
Carved Atmoran: often carved from rocks and caves, it eventually became more primitive with time (some patterns may be found)
Sundered Atmoran: often from salvaged, scavenged, and/or reshapen/repurposed materials; commonly made from abandoned/deteriorating structures (this would be Atmora during and after the Everfrost; it was also notably a tend of architectural reversion)
Last Edit: Feb 18, 2017 18:20:13 GMT 1 by Hannes821
This document has a comprehensive cover on the lore, history, and even a few figures in Atmora. While it still may have a little cleaning up to do in some parts, I have been putting a concerted effort to have the document match the table of contents as best possible. I am also up for adding an editable version to those that wish to work on it up as well, however, what I have to present now should be something with an already fair amount of detail.
On another side of this matter, it has been a recent-enough misfortune that my computer needed a new hard-drive (my old one could still be accessible, but a tad bit challenging to get on to), making some of my old work fairly hard to get to. Thankfully, there was some that I did not have as much trouble getting and did incorporate it into this document. I also had a fair amount from my old server that still needs to be re-found, although of my pictures have remained accessible. I might have some snapshots of my server on one of my online profiles (which may be Nexus), but I am still on the lookout. I also had some images of the map of Atmora with perspective locations, but this also needs finding. In any case, I have a fairly good memory of my old server and have just been able to do concept art sketches for this.
What thoughts does anyone else have?
Last Edit: Feb 18, 2017 17:05:10 GMT 1 by Hannes821
interesting. like you build up an encyclopedia. is it all your Input or from various sources?
could be copied in that wiki Project.
good source of Inspiration, but we have to check for conflicts in Terms of lore before we implement elements of that. Also, the implementation needs to serve the mod (quests), so just throwing in tons of data itself is not an improvement.
It becomes however an improvement, if we have "gaps" where some lore names or characters or landscapes would be needed. That however Needs to be filtered and decided, especially by rhodeidra.
Post by scrbmcmavenendo on Jul 5, 2016 19:37:15 GMT 1
This is indeed much like an encyclopedia. I am still revising it a little more to reduce redundant content and fit each section in the table of contents perfectly, but it is fairly far along.
Some of the content in this document is from various sources, and I do my best to include sources, often which include content creator usernames. Much of the content in this document is largely mine, with some ideas inspired by various forums and places I have been. It also includes some influence from The Elder Kings mod (1, 2) for Crusader Kings II.
I would like to have this document copied, and have the copy be editable and/or on the forums/wiki.
Any conflicts in lore will be resolved, although what makes the Elder Scrolls so fascinating at times is the multiple and sometimes conflicting narratives and perspectives. My thoughts are that it would be a great plus for this mod to have a little bit of that spice that gets so many people into the lore in the first place. It is a great incentive to explore a land lost to time as Atmora is, and it could almost be anti-climactic if there was not at least some discrepancy or conflict the player could find when looking at such tumultuous cultures as those in Atmora. We should still note that there is some flexibility since there is not much lore on Atmora in the Elder Scrolls series to begin with, along with almost all perspectives on Nirn being Tamriel-centric in nature.
I acknowledge that Atmora was not really a land which any foreigner could easily understand nor should it be too familiar. Atmora, being the Elder Wood, did have more diversity than just being the previous homeland of the Nords and supposedly that of other Tamrielic races of Men.
Thanks also for your comments, I am glad this can be a source of inspiration and could help the wiki. There are also some allusions to quests in addition to ideas for them. I particularly like the idea about there being a bit more lore/story on Dragon-priests and how they were to each other. Some particular mentions of the lives and tribulations of these figures are present in the story of the 'Brothers Betrayed', where several brothers within the Dragon Priesthood betray one another for power, but at great cost and a harrowing curse. These very Dragon Priests became quite rivalrous, and they could be still out there somewhere around Southern Atmora.
The quests in Atmora could easily point towards shards and tidbits of history, but also provoke questions. The player could have much to contemplate in Atmora, yet also be enticed by such mysteries just as much. Please do feel free to use such content in this document, whether it be from segments such as Storytelling from the Server, Historia, Quests, and so on.
-Quotes from this document can also be used for varying purposes including Loading Screen text, pieces of in-game literature, and so on. On the Lore:
Any Elven presence:
From what I had experienced even in my server was there really were not many elves running around Atmora for the majority of its history. Any elves that remained after the Dawn Wars became mostly nomadic, reclusive, remote, or usually ended up suffering unfortunate fates. Atmoran elves would also not be as recognizable as being too stereotypically 'Elven', and in fact often might have appeared more similar to Giants. There were not many cities in Atmora outside those of men, and there only were about a handful of places that could have been such for the elves. Most of these cities eventually became abandoned for however many reasons or they were sieged and destroyed. There were some elves that did attempt to retreat into the Elder Woods, but they did not have a very good history when the Elder Woods became degraded and much of the Elder Wood had been destroyed by both natural and mortal events. They also came to be hunted and forgotten to many historians. Evidence of Elven civilization would be hard to find and distinguish since what remains was either swept away, recycled, covered over, or destroyed by other cultures and nature itself.
There is also said to have been a race called Balmer, or "Stone Elves", but they were probably the most reclusive and Anuic race of elves. They retreated into mountains, caves, and rock-carved cliff dwellings. They may be hinted to in old folktales as 'mortals so stern that they turned to stone'. Any reference to them would be astoundingly obscure (although a 'stone statue' with slightly pointed ears would be an interesting and rare easter egg).
It was also not such a great place for any Dwemer either. Most places were attempts at colonies and freeholds that would fail. Even back before the Atmoran Everfrost/Frostfall, most of their claims and attempted colonies became decrepit and fell into ruin, not unlike some of the ruins in Skyrim. The few Dwemer that would even have been in Atmora were mostly guarded, avoidant, reclusive, secretive and even hostile towards outsiders. They were mostly very cold, distant, and not to be provoked if found (and most did not want to be found). Ultimately, the Dwemer sealed themselves off and many disappeared (perhaps on several occasions). Anything pertaining to the Dwemer would be incredibly difficult to access since many locations were specially sealed off with few able to find and open them. Other Dwemer locations were 'destroyed' by various methods including implosions or purposefully sinking structures.
It is probably not as unlikely that whatever elves may have straggled about Atmora into the Merethic would come to intermix with other Ehlnofey, particularly some race/races that would be[come] the Giants [we see in Skyrim]. After all, Atmoran settlers appeared to have known what Elves were when they first arrived in Tamriel, or what they called Mereth. Elves in the Merethic Era appear to have been less apt at navigating [the Northern Seas] compared to Atmorans, so it may not be so far-fetched that there were some seldom encounters with Elves or their intermixed descendants in Atmora.
Presence of Beast Races:
There may have also been a few beast races in old Atmora. This would not be surprising since it was once "The Elder Wood" where Ehlnofey roamed, and beast races often seem to appear in wooded areas of Tamriel. Of course, any reference to races other than the progenitors of Nords and Giants might be chalked up as myths and legends to observers. Whichever beast races wandered Atmora would have been forgotten, lost in translation/records, and perhaps what little account remained came to be seen as old wive's folk-tales.
Men are the best known inhabitants of Atmora. There was almost definitively more than one race of Men in Atmora. Many already say that there is/was a close relation between Giants and Men that they are even said to have once been indistinguishable from another. Of known races of Men in Atmora, there were Proto-Nords whom are believed to be the closest relation to Nords of Skyrim from Atmora alongside the more 'Giant' Men[/Wandering Ehlnofey] and the "Sinewy Long-folk" of Eastern Atmora (probably near the Eastern Coasts and Islands). There were probably a number of different names for men which could have included Njor, Njord, and Njorin alongside the terms Bron and Atmoradro.
The Song of Hrormir Author Anonymous Known locations Oblivion In the Imperial City Arena - Branwen and Saliith's Chest. In Bravil Castle, Private Quarters East Wing - First room on left, far left corner on shelf In Arch-Mage Private Quarters in the Arcane University - On top of shelf left of entrance. Skyrim In the Abandoned Prison. Jala's House in Solitude. It is on a small straw area next to a cauldron. In the Jorrvaskr Living Quarters in Whiterun - In Kodlak Whitemane's room, next to a map on the desk. Yngol Barrow, in a chest at the end.
Hrormir Son of Hrorgar
Summoned to the Court of Vjindak, Son of Vjinmore, King of Evensnow.
"Mighty caster of magic, I charge thee to go to Aelfendor, For its hoary Warriors do threaten my Land And bring forth their cousin Demons (Khamal?) To terrify my People."
Hrormir, Son of Hrorgar Heard the Words of Vjindak Evensnow. "By Icestaff" Surely I would help thee But I have already a Quest to drink Twelve Flagons of Mead in one Hour, And then to bed four Wenches, Twice each. So I must with grace decline." The King he did not smile At Hrormir and his jolly Spirit. "By thine Honor Must thou aidest my Cause For must thou takest up the Sword Of thy Companion Darfang Who took the Quest and failed." Hrormir laughed. "Now I know thou jest. My boon Mate Darfang wouldst not fail. There be no finer Bladesman. If thou chargest him, he wouldst not fall." "I did not say he fell. He joined the Dark Kings of Aelfendor And by doing so dishonored Himself and thee, his Friend." Hrormir could not believe the Words, And yet, he knew Eversnow Didst not lie. So for twenty Days and three rode he To the Land of Night, the Kingdom of Fear, Where the Peasants ever carried Candles Knowing what Evil awaiteth them Should they stray beyond the Glow. The Sovereigncy of three Dark Kings: Aelfendor. There, Torch in Hand, didst Hrormir Pass through haunted Countryside And frightened Villages, And through the black Gates Of the blacker Castle of Aelfendor. The three Dark Kings didst sneer At the sight of mighty Hrormir And summoned they their Champion Darfang the Blade. "My boon Companion!" Hrormir called in the Hall of Night. "I dare not trust my Eyes, For then I wouldst believe That thou hast joined with Evil, And turned thy Way from Honor And Brotherhood!" "Hrormir!" Darfang the Blade didst cry. "If thou dost not go now, One of us must die, for I hate thee!" But Hrormir was battle ready, And in the echoing Halls of Night The Blade of Darfang And the Staff of Hrormir Didst strike again and yet again. Mighty Warriors and Mages both, The boon Companions now Foes, Shook Mundus with their War. They might have fought for a Year If there were Sun in Aelfendor (no time due to no sun -> polar night reference) To mark Time, And either Hrormir or Darfang May verily have won. But Hrormir saweth through the Dark The Tears in the Eyes of his former Friend, And then he saweth the Shadow of Darfang Wert not his own. And so with Icestaff, he did strike Not Darfang, but his Shadow, which cried. "Hold, Mortal Man!" The Shadow becameth the Hag, Bent and twisted, in her Cloak and Hood. From her faceless Shadows, she hissed. "Mortal Man called Hrormir The Soul of thy boon Companion Is my Plaything, But I will take thine in trade, For though ye both have strong Arms, Thou hast the more clever Mind Which my Sons the DarkKings need For a Champion of Aelfendor." Hrormir the brave didst not take a Breath Or pause before he boldly said. "Shadowy Hag, release Darfang, And thou mayst use me as thou will." The Hag didst laugh and freed Darfang. "To save thine Honor this thou hast done, But now thou must be without Honor Mortal Man, as the Champion Of the Dark Kings, my Heirs of Gray Maybe, Thou must help them divide Aelfendor, And love me, Thy Shadowy Hag and thy Mistress well." For his loss of Honor, And his dear Friend's Sacrifice, Noble Darfang prepared to take his Dagger And plunge it in his good Heart, But Hrormir stayed his Brother's Hand and whispered. "No, boon Companion, Wait for me at the Village Banquet Hall." And then did Darfang the Blade leave the Castle While Hrormir took the withered Claw Of the Hag, and pressed it to his Lips. "Shadowy Hag, to thee I pledge To only honor thy black Words To turn my back on Truth To aid thy Dark Kings' Ambition To divide their Inheritance fairly To love thee To think thee beautiful." Then to the Chamber in the Heart of Night Hrormir and the Hag did retire Kissed he there her wrinkled Lips And her wrinkled, sagging Breasts, For ten Days and Nights and three did Hrormir And his Icestaff Battle thus. Then Sweet Kynareth blew honeyed Winds O'er the Hills and Forest Glens of Aelfendor, And the Caress of warm blooded Dibella Coaxed the Blossoms to wanton Display So that Aelfendor became a Garden Of all the Senses. The frightened Servants of the Dark Kings Woke to find there was naught to fear And through the once dark Streets of the Village Came the Cries of Celebration. In the Banquet Hall of the Village Hrormir and his boon Companion Darfang Embraced and drank of rich Mead. The Shadowy Hag too was smiling, Sleeping still in her soft Bed, Until the morning Sun touched her naked Face And she awoke, and saw All, And knew All saw her. And she cried out: "Mortal Man!" Night fell fast upon the Land As the Hag flew into the Banquet Hall Casting blackest Darkness in her Wake But all the Celebrants still could see Her Anger In her monstrous Face And they shook with Fear. The Hag had said the Kingdom was To be divided among her Heirs. But Aelfendor had been kept whole While her Children divided, Drawn and quartered. Hrormir was mightily amused. He swallowed his Laughter In his Mead, For none should laugh outright At the Daedra Lord Nocturnal Without her gray cowl of shadowed Night, Her hideous Face forced the Moons To hide themselves. Hrormir the mighty did not quail. "Wherest be thine Hood, shadowy hag?" "Mortal Man hast taken it from me unaware.
When I awoke, my Face unmasked, My Kingdom cast into the Light, My Dark King Heirs in Pieces cast, And here, my Champion smiles. Yet in truth, thou kept thy Promise truly, To never keep thy Promise true." Hrormir Son of Hrorgar Bowed to the Hag, his Queen. "And evermore, 'Til thou releaseth me, will I serve thee so." "A clever Mind in a Champion Is a much overvalued Trait." The Hag released Hrormir's Soul And he released her Hood. And so in the Light of darkest Dark, She left Aelfendor evermore. And after drinking twelve Flagons of Mead, And bedding four Wenches Twice each, Did Darfang return to Eversnow With Hrormir Son of Hrorgar
Last Edit: Feb 7, 2017 14:10:55 GMT 1 by Hannes821
after naming these places, he also names special words and certain locations not enlisted here. Atmoran location names Canon Lore:
- Jylkurfyk, the southern msot harbor city, where some of the ships of the 500 were made. - The marshes east of Jylkurfyk, where Ysgramor took feathers from the goose Faldrosta. - Frostwood of Forelgrim, where Ysgramor met Shor and Herma Mora while hunting the White Stag. - The eastern Edge of Atmora, where the sinewy long folk dwell. - Ehlnowhen, or Shieldwall of Ehlnowhen - literally no idea what it is, briefly mentioned in 500 Companions and Their WhereaboutsLocations and people mentioned in the Song of Hromir Evensnow 3 Dark Kings of Aelfendor, the land of Night, who are Nocturnal ́s sons. It is 23 days away from Evensnow by horse and the peasants ever carry candles knowing that evil awaits them should they stray beyond the candles glow. But Hromir tricks Nocturnal and kills her three sons, freeing the land of her influence as he trades her cowl against her leaving. Nocturnal is called Shadowy Hag Hrormir son of Hrorgar, had the Icestaff used kept in the Imperial City ́s Mages Guild. Vjindak son of Vjinmore, King of Evensnow Darfang the Blade Non Canon: - Thingvollr field of the thing - Skudeneshavn - Avaldenes - Valkragrind (congress) hall of the thing - Kattegat the southern fjord region in the direction to Issgard and Skyrim - Hvergelmir - a hotspring - Ginnungagap - a sheer endless canyon - Amtsvartnir - pitch black lake - Slidr-rath - glacier river - Hvergelmir- lake dwelling of a Dragon - Stumlom- the southern sea - Midjun-gaard =loyal kindom bastion - Vidi - wide land - Idavollr - bustling field - Ydalir - Yew(eiben) dales(tal) Elivagar - Elivagar - ice waves - Nastrond - corpse shore - Hlidskjalf high seat aka a bastion on the highest mountain of Atmora - Valaskjalf - shelf of the slain,a giant tomb - Gandrvik - bay of monsters - Utgardar - outyards (anything outside the lands inhabited by the Nords in Atmora) Sessrumnir - a seating place with many seats - Sessrumnir - a seating place with many seats - Fensal - Water/swamp hall - Ulfdalir (wolf dales) - Sigarsholm - Tronje - Logafjal (loga mountain) - Nidavellir - dark field - Folkvangr - men field - Glaesisvellir- sparkling field - Gnipahellir - high height - Mt Himinbförg - Heaven Mountain - Noatun - ship place
In the eddic literature one understands Jotun-heimr(Jotun forge as in land were giants are made?) as the realm of the giants/Jotun which is east of Midgard in Utgard. Thursen/Jotun as a nordic name for giants?
Last Edit: Feb 7, 2017 14:34:17 GMT 1 by Hannes821
CLANS OF ATMORA + LOCATIONS + RUNE WORD USE (daily life historic reference plus side quest reward & loot)
We came to the idea to make "clan areas" on the world map. The suggestion is to name the clans after the totems, some runic implemented elements and their way of life. This could also expand on the idea to give them weaker runic words that portray their life style, for example a (fun&lore) weak runeword for crafting (smithing) for the "mountain bear" clan for example.
example (Still early concept idea)
WORD = Clan = Location Shadow Frost Poison = BlackFlake Clan = Vykaz Island Ghost Frost Wolf = Ghost Wolf Clan (Whitorn the White Legend, Implementing WiP) = Forelgrin Forest Earth Body Bear = Mountain Bear Clan = central mountain range area Water Soul Wale = Fisher Clan = Southern Bay Twilight Swan = Mysticists Clan = northern Bay Might Soul Owl = Clan of Cleverman = Temple district raven, Ox, Hag, Boar, Wind Hawk ect...
these are random examples, they should be placed in order like our runewords that anathem7x and me worked out, so that makes sense and the area is portrayed well ingame with its history...
I didn't think that runes would make their way into a clan's name. That'd be rather...unlikely, unless the clan specialized into that sort of thing ( such as the "Runemasters of Jhunal" previously mentioned ).
What I agreed with you was that yes, the runes would likely have seen a much broader use after these "Runemasters" made outstanding military use of them. If real life is anything to go by, many new technologies have been born this way, and for a warring society such as the Atmorans, it does seem fitting, so one should take care in fleshing out the runes origins in this way.
Clan names can be anything, a clan is formed from a family or more families with the same values, something like that right? And the values are usually taken from the local customs, the overall culture and societal influence, where animal totems stand atop the pyramid, as gods are like idols to them, right?
So rather than coming up with the name first, I'd try to take into consideration all these things, see how they apply in our context, select a few locations and find out what each location has to offer: make a background for each location first, and build on top of that. Factions, writing, even quests would naturally and easily come after this. For example, if it's Blackflake island, likely there would be a huge Snake Cult ( later subdued by Blackflake under the Dragon Cult's banner? ), as well as a rather important clan tied with the owl ( due to the presence of the Academy and the nearby Observatory ). For coastal Atmora, I can see at least one clan for each settlement. Mainfort village, Halfway Fort, with more coming once we expand. Main Settlement would've probably seen countless clans due to it being the biggest and most important Atmoran harbor, the presence of two very important temples and even an amphitheater, so we have a huge amount of freedom there.