Spindle 651 Share Posted July 18, 2022 — ✠ — 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 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. — ✠ — 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. 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. 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. Jolslatra Keep[9] — ✠ — 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. 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. A Bekkrheimn Berserkr — ✠ — 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]. 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. 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]. 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]. 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. 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]. 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]. — ✠ — 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 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 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. — ✠ — 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. References Tolkien, J. R. R., & Tolkien, C. (2009). The legend of Sigurd and Gudrún (p. 45). London: HarperCollins. Ahola, J., Frog, & Kalevalaseura. (2021). Folklore and Old Norse mythology. Kalevala Society. Ahola, J. (2011). Viikinkiaika Suomessa – Viking Age in Finland [Review of Viikinkiaika Suomessa – Viking Age in Finland]. University of Helsinki. Tolkien, J. R. R. (1991). The Silmarillion. HarperCollins. Muir, T. S. (1915). The physical geography of Iceland. Scottish Geographical Magazine, 31(5), 254-257. k04sk. (n.d.). Castle by k04sk [Review of Castle by k04sk]. DeviantArt. https://br.pinterest.com/pin/181269953731405541/ Roberts, T. (n.d.). Viking Village [Review of Viking Village]. ArtStation. https://www.pinterest.com.au/pin/608267493407331108/ Tolley, C. (2009). Shamanism in Norse myth and magic (No. 296). Academia Scientiarum Fennica. Patel, H. (n.d.). Viking Village [Review of Viking Village]. ArtStation. https://www.pinterest.com.au/pin/2d--476959416760925561/ Szade, R. A. (n.d.). Cuckoo [Review of Cuckoo]. ArtStation. https://www.pinterest.com.au/pin/592645632197212721/ 15 Link to post Share on other sites More sharing options...
Glade 521 Share Posted July 18, 2022 This is very well written... Although I am a little confused why this is a lore-submission. Am I missing something? 2 Link to post Share on other sites More sharing options...
Spindle 651 Author Share Posted July 18, 2022 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? 1 Link to post Share on other sites More sharing options...
Lojo613 1420 Share Posted July 18, 2022 SHAMAN VIKINGS NUB WEI +1 6 Link to post Share on other sites More sharing options...
The King Of The Moon 5155 Share Posted July 19, 2022 But did they wear horned helmets? 2 Link to post Share on other sites More sharing options...
Spindle 651 Author Share Posted July 19, 2022 21 minutes ago, The King Of The Moon said: But did they wear horned helmets? 2 Link to post Share on other sites More sharing options...
DahStalker 2858 Share Posted July 19, 2022 I love everything about this post. Especially the proper citated sources 1 Link to post Share on other sites More sharing options...
The Harbinger 336 Share Posted July 19, 2022 This is so based. I love how you included creatures that inhabit the Dwarflands 1 Link to post Share on other sites More sharing options...
Hephaestus 1317 Share Posted July 20, 2022 this is some PRIMO shit 1 Link to post Share on other sites More sharing options...
squakhawk 8084 Share Posted August 19, 2022 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 More sharing options...
Recommended Posts