Homepage.png Kingdoms.png Races.png Lore.png Aboutus.png

November 12,2020: Our Winter Story Arc has began, Read More. Auto-account creation. Please join us in Discord.
Bem-vindo aos nossos novos jogadores brasileiros. Por favor leia

Kingdom of Miðrvegr

From Sanctuary Shard

Revision as of 20:18, 16 August 2019 by Katya (talk | contribs)

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.

Collage 3.jpg

Overview

Capital
Åndalstad
Traits
Ambitious, reckless, physically strong, coarse in both speech and mannerisms, strong sense of kin.
Slaves
Those who are weak are enslaved. Those who break law may be enslaved.
Languages
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 ...
Occupations
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.
Religion
There is one core belief for those of Midrvegr, which is that the World Tree is real and represents the Midrvegrian view of life and the other worlds. They have worshipped a wide variety of gods which are associated with the Yggdrasil, Crann Bethadh, and the Baltic & Slavic World Tree over the last thousand years. There have been attempts to convert the Midrvegrians away from this core concept, and it will work for a time, but the noble houses will soon find that the commoners never give up their basic tree worship and their loyalty flails when such traditions are not kept. All farms and most villages include a Vårdträd, a sacred guardian tree.
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
Governance
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.
Personal tools