Jump to content

[✓] [WORLD LORE] Störheim - The Land of the Maðrvindr


Spindle
 Share

Recommended Posts

2pesP9U4km1cpUQyHaIcljRc5mG_mjtuduaHF9q00LKfa3-2ky6-XNTKRMbVZgyuHM5oeLuCZyCOxEwIv6x3NOXuCpQqzJxKrZm-a3Zg-gsIO0RAXcduxX2xfpbdNeTeeWpBfOaHvFijfaAVXZYY0ew

— ✠ —

 

Of old was an age whereat the Maðrvindr inhabited the Störheim; a time in which the world was newborn and the heavens toiled in its making. Vacant was the land to which they voyaged and from an unroofed heaven did the gods gaze down upon them with gladness. 

 

Rotinnvængr
Sigurdur Olafsson
1403

 

dHGT-h0oDnIBqUOkqhfxsVqErpsjB7det2P7TVwEMiatuuIRU0rtq5W7RpYk-klko9F_-sXf0FNifvKiBORruGMywwZVkaBnETNb4UDxlZ-Lc16tG31EcqHaj9dz8aQ3F4KtOydR_Aw3XSopB5Pjzi4

Spoiler

Firstly, credit to @Moenah for the inspiration behind the formatting. I really like your style! I also want to thank @shartings for if not for him this piece would not exist.

 

QGBl-8YeX6f1kNOuL9K4zNrF7J6Y0ftS_DY1ruiX9IP9E_BCPcjtcipyng3uHPiLxhJs2ttgnk43IQyTy6uIYkoSsPA0HaA7ril3olckjt7YJ3CYNPc4-tgnlnPbLieFAD_DiUj-HSfV7vBtvq5o62k

— ✠ —

 

d81hvGhHjgYZwBxYq9hFvanKttPUuWkYbCZC7HZDoCQ2xPpClxh_Qtch_DNBKBwJ10iC3RQwibRdbzWR3Nqcc8G7t-sWlRM0vzGZ_kKSfjLxNGc_pG67eR_qzzvijsnpZQNbF83S5Zl502IVsaA057U

 

Erik of Bekkrheim
Artist: Uhtred Hiiemäe
Circa 1200

 

Far and forlorn in the southern reaches of the world is the island of Störheim situated. The geography of this place can be characterised by a domineering frigid climate that has made the scarce settlements principally spotting its glacial coastline resilient and strong. A winding vascularity of rivers circulating into deep ashen-shored inlets separates this coastline; at which point the lands further inward meet into mountains, pitching upwards into towering volcanic behemoths[5].

 

Bekkrheim

Cresting the northernmost and coldest point of the Störheim is the capital Bekkrheim; for even the chiefest inhosbilities of the Störheim are no match for the sturdy spirit of the Maðrvindr people. Bekkrheim is the largest population centre of the island and can be distinguished by a particular divergent quality in its architecture.

 

Maðrvindr Architetecture

Against the surrounding diminution of wooden villages and isolated hovels, Bekkrheim possesses a grand spirit of stone-worked advancement. A circumfusion of vast bridges flow into a massing of balustrades, turrets, and pointed roofs that make up the keep. The keep is often regarded as the heart of Bekkrheim, where all forms of commerce, politics, and culture stem from. 

 

3NOP2aq3WiFgWSTseolTjpSm1bnKOUqHPspjmZthXitPb4E01C5FFg05AGPT74qeqq2pqWrSxOLvzcy50uVPsAgYC3aVXVs1_waX_dFFY_IJ8igsDCbemAy7HvOmR1BHFqs-cnxf61T5ruEVaWUHS00

Bekkrheim Keep[6]
 

Settlements outside the cultural cast of Bekkrheim are generally primitive in nature. Houses are often made with mudbrick or wood, or in some rare instances, foundations are laid with stone. Walled societies other than Bekkrheim exist, namely Shäelheim in the south - a fishing village loosely under the vassalage of Bekkrheim, and Jolslatra to the west - the chief enemy of Bekkrheim who has hitherto never been conquered.

 

oVkoTUsokG8J7d2-BJIax1ZxM-3irhnwEVXN74yF0oPBFZRiRiMZjDUHslJCOh6TN8Jv7wZeVsK72QcqSqFSmwwIOVeswrm7Ga5VUrJ9iFHbws5fDHek4e7TX8PHSmxMEvaRJoT7r_paQyy-m3vI0vE

Shäelheim[7]

 

Jolslatra 

Jolslatra is the westernmost hold of the Störheim famed for its vileness in appearance and prevalent practice of shamanism. This prevalence is attributed as the sole deflecting factor against the larger and more powerful Bekkrheim and is deeply engrained into Jolslatran culture. Regarding its vile appearance, Jolslatra is situated against the direct volcanic runoff of the nearby Vaarl Mountain leaving the earth gnarled and blackened and the sky sunless. 

 

L32NZfgE3Xq7Sqf3ZF-45aBwo89qq5Shh4pNeylQVIX-IbKll-U01H5T5XI_pAGLyMDf5CrNRtSB-ALB4ydBM16a7CkQQpuqMvVmacN1IHSdhe8YW6y-kcQsEXzKC-JPyNvq6QstIupUPDcqrkH7kCc

Jolslatra Keep[9]
2IAh_1m9q_z9ABzkHmLSVRUfQ6203x8iJeNBd_PzLOUtIB_3vT9oL5eIlyyaHhmMEGc353EHfObRZQzfA-b_Wy98fP64uQ4j5xcNBCnRdniDctHY9dokOK6PNtRul6bspxHr47T_bdynr9SUo34

 

 

fyDm2e1aOfWB9UMS4OOlc8LY6c20F6yhxyH1L9bmrmYkXrtqOgu22i9r2J14w6RBkfPtY3ruA2ioc6zSv7CIWBnmPS8QHCRsD9ByKQzc8Fk8vPWT6XUf1XtWhpbVu6TAzDtLSJlKEvvc-2B9Eic

— ✠ —

 

The Maðrvindr are a homogenous species of highland humans yet the racial distinctions between them are dual: denizens adopt either the phenotypical appearance of Jolslatra or Bekkrheim. Other settlements on Störheim follow suit, where populations rarely intermingle and hybridize. 

 

Jolslatran

Jolslatran people possess two distinct traits. Firstly is their eyes which are always limpid colours of white, blue, and green. It has been speculated that the poisonous fumes from the nearby mountain taint these inhabitants' eyes leading to their odd disposition. Other theories posit the afreksmaðr, or the evil touch; this theory suggests their prevalent reliance on shamanism has imbued some insipid form of cataract in the Jolslatran gene pool. This notion holds little credence in academic circles, where general consensus supports the prior theory of volcanic blight. The second discernable characteristic is the skin. Much like their limpid eyes, a Jolastran’s complexion is delineated by a noticeable lack of tone akin to a Mali’ker. Milky whites and greys comprise the complexion of the majority of the Jolslatran population and is due entirely to the shielding effects of volcanic ash. Jolslatra itself is known as the Sólaldauða - The Sunless Kingdom.

 

JivT6zF_c9DFhzg6LWZ9Tox3kPQRFj5OxC-7Co3dALM4eN7G_bySZoigPqm0gpJ6_8K_0JfckaeqvczInL0LeXyor-MvdV0BOedsCBYJ8-Au_RkkpprCorWp_FZBbet0vx_mNzZj5g47jwo_MtRuOo4

Jolslatran Shaman[10]

 

Bekkrheimn

The phenotypical traits of the Bekkrheimn are generally true to the form of highlanders. A notable distinction however is the hair and eyes, which are marked by a monomorphic trait of blue eyes and blond hair. Deviations do arise although they are rare.

 

nmzYz3Zv3-hSpJSaKtNiEZ-Ak1tqJ8OXJkIC3BtGUzh1-udo-mVohLNozWeNtXrOTfppQOVNRZ8oQ3nBtu0vT6KxnyRyz6DreJY3i6qKnCEKOSj8zCW1NkWidD_2DQy9to1-OQfS_A24KK6bGyOzm34

A Bekkrheimn Berserkr

2IAh_1m9q_z9ABzkHmLSVRUfQ6203x8iJeNBd_PzLOUtIB_3vT9oL5eIlyyaHhmMEGc353EHfObRZQzfA-b_Wy98fP64uQ4j5xcNBCnRdniDctHY9dokOK6PNtRul6bspxHr47T_bdynr9SUo34

 

 

yNnWc_hQuNz4JYENiRVDVaFClcNsTKuvNP3KVBnvv3Qvzl3kEHl7zEeSWbiGUPueDQ5KKymozQVjrq5BW2ngIKi-poTES8wli9jA5f_QJGRFAGA8apk9iwnss8sGBqXC6iGYYGNlzMJYtQjpLsNmhcs

— ✠ —

 

V33w13FuqoOoI68w2C8q4daXCR16DrQ1zkI6bftYQ8vaROZcp8Ie2gA369qJ4KuZfDxhMIm3BVzWxp8ouYqUc4rrwyDD6QLTcARO2jjieZMFhBi1jNmIZGzFExY5n3fvUEq02jMjYV_IowU6ZlfpELk

Eartheater[11]

 

Eartheaters

Of all the beasts of Störheim, Eartheaters are perhaps the fiercest. Inhabiting the encompassing Bekkrheim mountains, Eartheaters terrorise surrounding farmers by eating livestock and damaging property with their elaborately carved dens. A common rite of passing of Bekkrheimn Wolfpacks is the slaying of such creatures, whereat their serpentine bodies are displayed through the capital during trophy parades. The average eartheater grows up to twenty feet long and seven feet wide, though larger and more monolithic sizes have been recorded[11].

 

Rx2O8FPXJOM0d5S069Gmm-hRKksrLoX5wcTt646VtKA8vQPIWGPngBksBKV6qbCIGYThddegdck-Sr6mgfqgk9FwkjXPsgnzu-GsgGAzC2aENRTlIvW2nL4tpUsm6MRnsLPTecrA2_NvWFaaGik

Adult Molten Spitter[11]

 

Molten Spitters

Molten Spitters inhabit the volcanic regions of central and western Störheim. These regions are rarely treaded on account of their presence, however, similar to the relation of Eartheaters in Bekkrheim, Molten Spitters are hunted by Jolslatran shamans and Wolfpacks. Adult Molten Spitters have been documented to grow over sixty metres in some rare instances. 

 

qmlOpoGKiFKKuFotnYAAjfDg_xO5PfP71p2moslyjo2bAI7yQkIyJOuLbDlyyDMTDutdQ0PpCR3NYCxcbNf6gkATxH_6eZlDqz_Lva1LSVxHUlnM2NL6iQ0AWV7KkHNWjaLuYTdFeJeeWRbscOI

Avirrins above the clouds[12]

 

Avirrins

Peering up to the skies of Störheim, one may have the privilege to set their eyes upon a group of Avirrins. These cnidarian creatures float above the clouds on account of their inflated bodies, their tentacles flowing in their wake like tenuous kite tassels. Avirrins migrate once every four years along ocean coasts at very high altitudes during the Deep Cold[12]

 

FFDzhjIhtx8Aa1DWxHzVrEzrkDHLhru9VeK-oCkkk1Iai3sbx5SVage8v8wfGh5Iho6DfrNH_A0qQKq6bYia1RL3WlsCHHv8rfsP6BUkpX2CS4uC9nCeVzP6jRqrpD6B7OhVrFwhKRiO7FQvZ7E

An Iron Ram[11]

 

Iron Rams

Iron rams inhabit those intermediary areas between volcanic mountains and glacial coastlines - the rocky hills at the feet of great volcanoes. These resilient creatures are often used as guard animals in farming communities due to their curved horns, speed, and power. Iron Rams possess a particular aggressive spirit, oftentimes choosing to run right towards any perceived threat or predator[11]

 

R-Hc8gEbujknbLNubtRrh_DecjvwSw1bxKj-x2maBqTh-XI3QKfeqiOdz0GuwW5pwXK8Sa00QCt3BbGd-Y6jlwd6y-IpTePX3Tg-5Oyak-eVHE5qEcpb-MnMv6XLuB37Ig5Gmlac7EAgYRjk6rArFKk

 

Direwolves

These giant wolves inhabit the loosely forested coastal steps of Störheim and are the progenitors of the Berserkr Wolfpack identity. Structurally, direwolves[13]  resemble that of ordinary wolves, their distinction lies in their scale. They are generally twice the size of ordinary wolves.

 

JhMRUjR-2NRq6NqNISZe4kCpBnOvegJ-290t5ncTYrOv4DB8ijoBAq2BlEGYlMAPQ_VGKUqBBaWtw6yABJySza6vlYJjsxspqGilZUSnbdClXmS7a1dMZkP5aWOpPnH1unu2jYY3yc5D51wY2rM

The Mimsy Cat[14]

 

Mimsy Cats

OOC Note: Can be removed if Mimsy Cat submission is denied

Mimsy Cats congregate only in areas of large magical communion, segregating them to Jolslatra. While they are clearly cat-like in appearance, Mimsy Cats do not differ in variety. Black hair and yellow eyes are their only form. Further, populations of Mimsy Cats suffer from a prevailing female monomorphism and as a result, the rate in which they breed is greatly diminished. The Temperament of Mimsy Cats differs as a result of the characters that surround it. Regarding mundane folk, Mimsy Cats behave with a peculiar mischievous spirit. Being where they are not supposed to be. Prodding at things not meant to be prodded. Among the shamans of Maðrvindr, this mischievous spirit does not depart, however, a Mimsy Cat would additionally act with a warmness uncharacteristic of even domestic cats. Frequent offerings of misplaced items, birds, mice, and other little creatures are often made by Mimsy Cats to these occult proponents and are typical of their behaviour[14].

 

dn4v-3fwPmhNqAgsbrJWrp77pK88Mr7-jKS5IXFL0rVssc_-jzNf2yc8PMk3yrFafJ_ml3QYd4Pg5N5xUunyzUPaWzurdMRlOIBDAd-VCnof9h_57j98e9meqMjzhTyx404xKNWCFDTZ-45BGPI

Locustas[15]

 

Locustas

Locustas populate the glacial coast of Störheim. Their structure resembles that of a giant lobster, ladened with a thick carapace spotted with poisonous marine bacteria like little limits to a rock. Further, Locusts possess two spindly antennae protruding out from the top of its head and powerful spiny arms that are capable of easily tearing apart animals it may deem a threat. This creature resides in caverns or holes of an ocean, large lakes, or the farthest depths - swimming to the surface in order to soak up sunlight[15].

2IAh_1m9q_z9ABzkHmLSVRUfQ6203x8iJeNBd_PzLOUtIB_3vT9oL5eIlyyaHhmMEGc353EHfObRZQzfA-b_Wy98fP64uQ4j5xcNBCnRdniDctHY9dokOK6PNtRul6bspxHr47T_bdynr9SUo34

 

 

ZTKoujJQK4kCzA65NAWBgAk50Ji4QE36el_n_cIYgp6JqiMmilw8cGb7wa_fxqK_pcHwrDqm7HvTLwTjMKqC6c0tbFZOQgyqXSlv8xKFcMr7KdnWqJAfd9BFbmynbDoM5Ha-UymIGWlZwmW96OLAMPQ

— ✠ —


OOC Note: This is a work of fiction
 

In the beginning there was Arümé, who in other lands is named The Creator; and from his mind’s eye he wrought the first beings of the world, the Yoüie, holy beings fashioned in his likeness. Numerous were they, and not all of fair spirit or countenance; yet Arümé loved them all equally, for they were all his children and he was pleased. 

 

And after their making he called upon them, teaching them all he knew in skill of hand and mind, and ever as he spoke they harkened dearly. Therein, in tones of implacable ardour Arümé propounded to them: ‘Hark to mine words and muse; muse! O scion of Imyuniuléo- for thy soul hast been wrought from mine, this last vestige of mine spirit, which I shalt now bestoweth upon thee all!’ 

 

Then the voice of Arümé went silent, and his eyes were set ablaze with the souls of countless suns, yet the hearts of the Yoüie did not cower, and for a long while they sat before him, enwreathed in their father's brilliance. 

Then the Yoüie were hallowed, and for ever as they sat, Arümé wove into them his being, and he fashioned for some a holy form.

 

Highest among the Yoüie was lnloléüna, and Arümé lofted his right hand, bestowing upon her the form of a vole, and she was glad. 

 

And Arümé then called upon Aüyeúun, and he was bestowed the form of his second children, who hitherto occupied naught in the mind of Arümé, yet he was also glad. 

 

Then the Yoüie arose, and upon seeing the mighty forms of their brethren, allowed jealousy to seize them. And for a time discord befell the dwelling of Arümé, and above all others, plagued the mind of Áelin chiefly. Then in mockery of Arümé, Áelin toiled ever to the wishes of his father, fashioning himself the form of a winged lizard, and he too was glad. 

 

In the midst of this variance, whereat the place of the Yoüie resounded with their discord, ire arose in the voice of Arümé and he spoke for a second time: ‘O Áelin, child of mine thought, must thy jealousy carry thee to such lengths? Must thy jealousy consume thee so?’


And numerous were the other things Arümé spoke to the Yoüie at that time, and from his words they came to understanding; a form wrought in the likeness of Áelin, shall henceforth, cease to disgrace the halls of Arümé’s dwelling. 

 

And so it came to pass that in that dwelling where ought else was made, Arümé once more gathered together the ranks of the Yoüie into his halls, and amid the splendour of its greatness he spoke a third time: ‘For thou strife, I shalt invoke penance and alloweth: that thee may venture forth from this place of dwelling, and beseech mine will upon what cometh. And for this I shalt giveth all a form made holy!’

 

Then the vastness of Arümé’s voice coalesced into form, and with a roar that filled the ears of his children, that place of his dwelling was filled with great and wonderful light - that of which would never grace the hold of Arümé thereafter. And while the Yoüie were yet gazing upon Arümé’s greatness and were enamoured with it, Arümé wove for them all forms hallowed by his hand and mind[4].

 

Histories of the Lalaüin 
ARetelling of the Maðrvindr Creation Myth

V.E. Constantine
1763

 

The Maðrvindr Berserkr

hEMc529WV8wh6KmZr74CumkHNnP7WGeB-riuoJAjnHHX4DKxNUCqDrgP0MnzHbuqFLDXMCytD6ZNS3E9yQtqxye5LzBParwUElhB8v7zP25BwsshQFYHrQiTiVttIu5jCitO549-6Gpbkr0cNjQAYH4

The Kjölr Wolfpack

 

Woe to the Berserkr:

The vile Slatran thought!

With stone in hand strike him,

Then spite him.

Loose upon them Vængr,

King of Gustr and Myrr;

Lord of Hreidmar’s great halls.

Know him well.

 

Felagi
Olaf Gjörð
1127

 

The Maðrvindr Berserkr - a vicious and brutal warrior renowned for their thoughtless violence, are the primary warfighters of Bekkrheim. Children from a young age are brought under this fierce cast of martial spirit and are taught the two primary forms of Berserk combat, the first of which is the Angrkharn. The Angrkharn employs all variants of close-quarter combat tools, primarily swords from small to long, battleaxes, warhammers, and shields. Shields under the Angrkharn are invariably bucklers, those shields of a round and small quality; this is due to the Berserkr’s reliance on battle brothers who comprise a larger collective that is denoted as a Wolfpack. The second form is the Veikr. The Veikr comprises all forms of ranged combat, however, chief in focus is the use of short spears. Short spears are generally used in the Veikr for short-ranged throws insofar as the Berserkr can retrieve it swiftly for subsequent use. These two combat forms are used in tandem whereat practitioners fluidly shift between forms depending on the range of their opponent.

 

Nurturing this warrior spirit is the belief of the Väki - an unseen force of lingering death in which the spirits of passed Berserkrs blur the boundaries between the corporeal and immaterial realms, possessing the hearts of these living warriors. An epidemic frenzy of power has been said to come from the Väki and various traditions of battle have sprouted to invoke its effects[3]. Raðligr, or the death chant is a symptom of this belief. As the name suggests, the Raðligr is sung before an ensuing battle whereat a Wolfpack forms into a single rank and chants the following:

 

 Hræddr - æva / Nær - andlät / Dauði - kærr / Oäran - æva 
 

Maðrvindr Shamanism
 

qmuvd4-a9zHM4vHCGwMs2dG3Lej--zkmtM3mInlmSxy0hzpptAcYXPoooZMIFSQ6r3P-MfZQV0AYU2pGawIrsRdbzsiN_VLpWuIh-n5_hQyz49_HV3USbhfi7znDfsczfjVV4u7g7h9gkZbROEZfuBM

Sigurdsson of Vaarl

 

Sammœðr - sauðr / Gjallarbrú - gjósa / Norrœnn - nýra

Sammœðr - sauðr / Gjallarbrú - gjósa / Norrœnn - nýra

Hlórriði - hlæja / Iðjumaðr - inn / Stjórna - stokkr

Hlórriði - hlæja / Iðjumaðr - inn / Stjórna - stokkr

 

An Aspirant’s Rite of Passage

 

The shamanic practice of the Maðrvindr is deep-rooted in its cultural spirit, with its mystical cast differing only in heritage. 

 

- Shamanism in Störheim functions under the same mechanical as the existing Shamanism lore[16]

 

Variances in Maðrvindr shamanism arise in the names of its subtypes. They are as follows: Farseers are known as Forstjóri, Lutaumans are known as Langfeðgar, Witch Doctors are known as Fála, and Elementalists are known as Fjǫlkunnigr. Regarding the many corresponding spirits, their names are the same. 

 

From an early age are children of Störheim weaned to the influence of shamanic belief. These children are distinguished as Fjǫðr - aspirants, who fall under the tutelage of the Nauðugr. The Nauðugr are a particular caste of shamans dedicated to the teaching and upholding of shamanic customs and traditions. Realised aspirants who have graduated the teaching of a Nauðugr are then able to practice on their own or become Nauðugr themselves. This intermediary stage is known as Sauðr. 

 

While shamanism is practised all across the island, the heart of its use presides in Jolslatra. Jolslatran shamans are distinguishable in the way in which they take on Fjǫðr. Aspirants are taken in only once in adulthood as there is a belief of diminished spiritual communion in children. 

2IAh_1m9q_z9ABzkHmLSVRUfQ6203x8iJeNBd_PzLOUtIB_3vT9oL5eIlyyaHhmMEGc353EHfObRZQzfA-b_Wy98fP64uQ4j5xcNBCnRdniDctHY9dokOK6PNtRul6bspxHr47T_bdynr9SUo34

 

 

crGblyBiF1r7rVLM2e-tmyL4G2DDG0hLBAL-RltDiSFFBm97kygQF5BXy6niABLISit6eb2pYVNCvHeE8YkDnhGr83NhlSgFoDog_-GoEX-ASE2OlUGWNEAuAnPI5yIj1o1TBwpJLeBuET4el0fncU0

— ✠ —

 

The First Age

The First Age, or the Stýra Ulmo by some, was an age characterised by the emergence of Störheim from the sea. An age unthreaded by the soon-to-come Maðrvindr. An age of fire and ice. 

Deep volcanic rumblings beneath the tides came first, then fountains of molten lava spewed upwards, tempering into hardened rock. These rumblings resounded upon imperceptible ears, however, what was left was a land of blankness, a land soon to be inhabited by the venturous spirit of man. 

 

The Second Age

Drawn upon such an island was a band of early sailors. These settlers of the Maðrvindr are now known as the Stýrimaðr, the early ones or the ones who come first. Proclaiming the new-found land of Störheim as his own, the captain of these sailors, who was later known as Erik of Bekkrheim, founded the first city aptly entitled Bekkrheim. Thereat a great deal of time passed; a time when all was well and the people were glad. However, this time of peace was soon to end as a shaman named Sigurdsson of Vaarl split from the Stýrimaðr, founding the nation of Jolslatra.

 

The Vandliga

Jolslatra and Bekkrheim soon came to quarrel, at which in great avarice Sigurdsson took the vassal state of Vallandheim for himself, enslaving its people and drawing Bekkrheim to conflict. This conflict was later titled the Vandliga and was concluded after Bekkrheim was decisively defeated in the Uthran Fields. A treaty was soon wrought and Jolslatra became the domineering power of the land. 

 

The Third Age

As the Vandliga marked the end of the Second Age, a sharp shift in attitude gripped those of Bekkrheim. A silent warrior spirit was drawn to the forefront of Bekkrheimn culture and what was to come of the Berserkr revealed its canine head. Boys were taught from an early age in the arts of combat. An art called the Angrkharn and Veikr. Quietly Bekkrheim amassed in power until the hegemony of Jolslatra was disturbed; no longer was Jolslatra sovereign in rule and at which point the Second Vandliga began.

 

The SecondVandliga

Violence hitherto seen in Störheim ensued as both kingdoms were left ruined and the men who survived were far-and-few. Yet one clear victor remained - Bekkrheim. The treaty of Vaarkan was signed and the lands of Vallandheim were returned, and then once again peace graced the lands. 

 

The Fourth Age

The Fourth Age of which is the current age has been characterised thus far by a sense of nervous unease. The defeated Jolsltrans, much like the Bekkrheimn in the third age, have gradually increased their eminence, taking major settlements such as Nildheim under their cultural shadow. Of the other settlements of Störheim, their hope of independence is fanciful. Vassaldom to either major power is seemingly the only route of subsistence to these smaller populations and a cultural standoff is the looming zeitgeist of the era.  

2IAh_1m9q_z9ABzkHmLSVRUfQ6203x8iJeNBd_PzLOUtIB_3vT9oL5eIlyyaHhmMEGc353EHfObRZQzfA-b_Wy98fP64uQ4j5xcNBCnRdniDctHY9dokOK6PNtRul6bspxHr47T_bdynr9SUo34

 

 

References

  1. Tolkien, J. R. R., & Tolkien, C. (2009). The legend of Sigurd and Gudrún (p. 45). London: HarperCollins.
  2. Ahola, J., Frog, & Kalevalaseura. (2021). Folklore and Old Norse mythology. Kalevala Society.
  3. Ahola, J. (2011). Viikinkiaika Suomessa – Viking Age in Finland [Review of Viikinkiaika Suomessa – Viking Age in Finland]. University of Helsinki.
  4. Tolkien, J. R. R. (1991). The Silmarillion. HarperCollins.
  5. Muir, T. S. (1915). The physical geography of Iceland. Scottish Geographical Magazine, 31(5), 254-257.
  6. k04sk. (n.d.). Castle by k04sk [Review of Castle by k04sk]. DeviantArt. https://br.pinterest.com/pin/181269953731405541/
  7. Roberts, T. (n.d.). Viking Village [Review of Viking Village]. ArtStation. https://www.pinterest.com.au/pin/608267493407331108/
  8. Tolley, C. (2009). Shamanism in Norse myth and magic (No. 296). Academia Scientiarum Fennica.
  9. Patel, H. (n.d.). Viking Village [Review of Viking Village]. ArtStation. https://www.pinterest.com.au/pin/2d--476959416760925561/
  10. Szade, R. A. (n.d.). Cuckoo [Review of Cuckoo]. ArtStation. https://www.pinterest.com.au/pin/592645632197212721/

 

 

 

 

 

 


 

Link to post
Share on other sites

This is very well written... Although I am a little confused why this is a lore-submission. Am I missing something?

Link to post
Share on other sites

1 minute ago, Sri said:

This is very well written... Although I am a little confused why this is a lore-submission. Am I missing something?

I was under the impression a place on the map had to go under a submission?

Link to post
Share on other sites

21 minutes ago, The King Of The Moon said:

But did they wear horned helmets?

Horny Mike | Helmet Horns + More

Link to post
Share on other sites

this is some PRIMO shit

Link to post
Share on other sites

This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.

Link to post
Share on other sites

Guest
This topic is now closed to further replies.
 Share

  • Recently Browsing   0 members

    No registered users viewing this page.



×
×
  • Create New...