Kingdom of Miðrvegr
From Sanctuary Shard
The kingdom of Miðrvegr where the cold waters of distant shores collide is home to only the strong. The capital city Åndalstad, an intricate blend of stone and wood, was fashioned on the whims of great Kings and Queens of old, a testament to their glory. It is home to many humans and Hoggur.
“Power is not given, but taken!” Is a motto of Miðrvegrians.
Renowned for their ability to navigate uncharted seas, adventure is intertwined in the very fabric of inhabitants. Only interested in the present and future, residents pay little heed to the past, save for the oral tradition of honoring ones ancestors. Life is what you make of it, and a life worth remembering like drawing breath on the morrow, is never guaranteed.
Like all of the Kingdoms, Miðrvegr is a player-ran city who's rulership may ebb and flow with the tides of war. For a current status of Miðrvegr please review the kingdom thread on the forums.
Unlike the rest of Cuiviénen, the Era of the Thorn King had the least effect on the non-human races of Midrvegr. The transition of the Alfar into the half-elven Alfarian, and the Jotunn into the half-Hoggur Jot was a natural progression once the Rohirrim arrived. The Huldra, a native Muiri people, were already prone to inserting themselves into the civilized populations. Even those human families with little non-human blood would still gain wolf or bear Berzerker shapechanges at least every few generations. It will take more than the last 70 years to re-establish relationships with any of the purebred Hoggur living in the far north.
It is an interesting point of history to note that Midrvegr's capital, Andalstad, was in fact a tongue-in-cheek political move to assure the Andals that the wee Norsemen were happy to play along with their so-called religious conversion.
- Ambitious, reckless, physically strong, coarse in both speech and mannerisms, strong sense of kin.
- Those who are weak are enslaved. Those who break law may be enslaved.
- Those of Midrvegr speak a variety of proto-Nordic languages; the most well-known of them is the coastal dialect of Alvdalen, which is a blend of photo-Norse and proto-Elven.
- Given the very nature of Sanctuary, new languages and words enter the kingdom daily. Language develops slowly, while slang can develop very quickly. The villagers, in all places except Emlyn, have become used to new words, especially those of the ruling class which are often picked up quickly by the younger generation. In general, however, there are some trends that exist across the realms. Read More ...
- Import & Exports
- Export of fine furs, luxury wools, and draft/war horses.
- It is our intention to implement in-game resource nodes which may be controlled via RPCSS. The kingdom pages provide some general fictional ideas as to what types of imports and exports are traditional for each of the kingdoms. Advanced in-game resources, such as magical ores, may eventually be claimed by different RPCSS player teams, thereby restricting player access to these resources. Read More ...
- Crafting ships.
- Family, Marriage, Divorce
- Marriage in Midrvegr is traditionally a year and a day. However, if the marriage results in children the couple will rarely then leave the village or immediate area, even if the marriage dissolves. Children are used to such relationships; and rather than being traumatized by such arrangements, are more likely to grow up with a stable and well-developed sense of adult relationships. "It takes a village to raise our children" is a well-known saying.
- Current Midvegr religion centers around the Yggdrasil ("World Tree") and a triple goddess known as Yrsa. In addition to Yrsa, the Midrvegr pantheon includes Frey and Freya, Njordr, Tyr, Fenrir and Grimnar. Ancestor worship is a strong part of the people's belief and most farms and most villages include a Vårdträd, a sacred guardian tree. Read More ..
- Religion has changed a great deal in the last century for all of the kingdoms since the fall of the Thorn King. As non-human peoples re-emerge into the light they bring with them both ancient traditions and new needs for religion and spirituality. The religion of this kingdom, like all kingdoms, is a synthesis of such. Read More ..
- Art & Literature
- The crafting of alliterative poetic sagas and kennings is a prized skill. The craftsmen of Midrvegr are skilled wood workers who produce beautiful knotwork carvings.
- Law & Criminals
- Midrvegr operates under the traditions of the Law Assemblies called a Thing.
- The traditional governance of Midrvegr is a combination of the democratic folk moot and clan power, a combination whose dominant influence shifts back and forth.
- The native people of Sanctuary are have become accustomed to unusual and sweeping changes in the leadership and ruling class of their individual kingdoms as noble houses, both great and small ever vie for control of the lands. This fiction is brought to life in the web-based game RPCSS which allows for player teams to compete for control of estates, strongholds, castles and the five capitals. However, each kingdom has its own traditions of leadership, some of which have been in implementation for centuries.
- Expanded Lore for Natives
- Expanded lore on Miðrvegr for native charactres and estate holders; who is “of the north”, negative traits, rank, government and law, virtues, insults, fights and duels, hospitality, fate, worship and the afterlife. Read More ..