Intrinsic Groups & Villages
Lore about multiple groups & villages of the medieval
Vikings
I. Arrival to the Kingdom of Whetstone
In 815 AD one of the largest Viking fleets set sail to unknown lands beyond the west with the intention to settle on new soil and to potentially make a more prosperous trade as well as a stronger set of diplomacy. Upon arrival at the rivers of the Kingdom of Whetstone, it was exceptionally peaceful as a first impression and encounter, the fleet that consisted of some 195 experienced soldiers and circa 225 peasants began to set up an entrenched camp.
Due to the island's nature of having many inland rivers, transport was easy for the Vikings and they quickly established their own knowledge of the land. Geographical advances were quickly made and a perimeter was set up rather quickly, much to the dismay of the monarchy ruling at the time however due to the quick advancements and the primary force set up at the camp they were reluctant to act, after all, the vikings had established their own knowledge of the land and were sure to set up traps and other advantageous settings.
Eventually, the camp was exposed to scouting parties holding allegiance to one of the duchies within the Kingdom of Whetstone. The scouting parties performed a tactical retreat and returned a week later with a large force, the Duke to the duchy leading the force was invited to the Norse camp for negotiation. The two parties managed to measure good ends after hours of diplomacy, resulting in that the Norse party was allowed to found their settlement on the Duke's soil in return the Norse peoples would answer the call to arms as well as engage in trade.
At the end of 899 AD, the Norse settlements had expanded exceedingly large, causing the Duchy-Norse alliance to cease as the Duchy now recognized the Norse as a potential threat to their territory. Although this incident it remained relatively peaceful, although war is inevitable to occur. Because of the end to the alliance, the Norse settlements were given more liberty to roam free and live up to their true roots that of which involves in-depth exploring.
II. Social Behavior
The behavior of the Vikings and the Nordic people, in general, are depicted by the vast majority of historians as individuals without morals and values. While it is true one of their income sources was partially from raiding they also heavily relied on trading and diplomacy with other settlements ranging from France to the Byzantine Empire. Successful trade and diplomacy couldn't have been negotiated with a savage attitude, thus making it evident that the Norse were a relatively civilized people.
Every masculine individual of a settlement has a duty to defend their family's honor, the making of large noble houses was a key to a successfully strong family that of which had a drastically decreased chance of getting challenged by another family. This may be seen as an internal conflict that separates a potential united front, but that is not the case. During times of war and frequent bloodshed, every noble house and family house has to come together as one to eliminate a common threat.
The people of any Norse settlement abide by a set of northern Germanic laws and in contrast to the Roman laws, the Germanic laws do not have as primary objective to punish those violating the Germanic laws, with exception of what line was crossed. Explicit crimes such as murder, rape, adultery or homosexuality were to be dealt with promptly. The laws were there to enforce a safe passage between the population.
III. Religious deities
The Norse people live by Wotanism and are often referred to as Wotan's folk or Odin's people. This is because of their devout beliefs and dedication to their religion. Every individual population who's following the path of Wotanism shows his or her dedication by proving themselves to the Gods and Goddesses above. There's a vast number of deities because of all the elements on earth that revolve around the human being, each deity has its own authority, its own regime and depending on what you do for a living it should determine which God or Goddess that you spend your time worshipping the most.
For instance, if you're seeking knowledge and wisdom you'd be best spending time learning about the runes and the All-Father Odin. Or if you're a dedicated and experienced warrior, then you should dedicate yourself to Týr, the God of War. Sailors and navy-men often dedicate their time to Njordr, the God of the Seas. Women are usually found worshipping the female deities such as Frigg and Freya. But whichever God or Goddess you desire it's important to not show ignorance to the other deities, the balance will determine authority.
The two deity tribes that exist in this religious world are the Aesirs and the Vanir. The Aesirs was without a doubt superior in number, but the Vanir deities, they worked with magic and spells. These two God tribes were at each other's throat waging war left and right, but even though the war raged on they were both evenly outmatched in skill and even if a deity died during a conflict the deity would be reborn and thus causing the war to be everlasting. This was until these two tribes ceased the war after becoming exhausted from fighting each other and creating the very first human being to bond the peace treaty. Both the Aesir and Vanir are now working together as a one.
The gods
· The All-Father Odin, God of Wisdom and Knowledge. Master of the Runes.
· Thor, God of Thunder and Lightning and weatherly conditions. Master of the skies.
· Týr, God of War, Battle, and Law. Master of the Battlefield.
· Forseti, God of Law, Judgement, and Authority. Master of Judgement.
· Njord, the God of wealth, fertility and the sea. Master of Seafaring.
· God Heimdall, defender of Bifrost and possessor of Gjallarhorn.
· Freya, Goddess of love, fertility, and beauty.
· God Balder, loved by all gods and goddesses. Gracious, handsome and cheerful.
· Bragi, the God of Poetry and Master of Skalds.
· Frigg, the highest ranking of the Aesir goddesses, wife of Odin.
· Frey, God of sacral kingship and nobility.
· Loki, God of Tricks and Trickery. Half God and half Giant.
IV. Cultural Politics and Laws
The politics that are active during the Viking era could be seen as some form of democratic Monarchy, but not entirely. Voting was not a right but a duty to every free male in the settlement's society. The required age would be at least thirteen and women weren't allowed to vote but it was highly demanded that the entire family had to agree on a vote to be submitted to the council or the thing. Every free man within a settlement had to attend thing meetings with no exceptions other than deadly diseases that could spread. Before a king or a jarl could go to war with another kingdom or settlement a vote had to be issued.
The northern Germanic laws are to represent a stable community for a settlement, and the law does vary from settlements, but at large it's usually identical if not entirely the same laws with some exceptions. Punishments aren't the primary objective, but to rather make the individual at fault become a better person. It does depend on a lot of what law was violated. Punishments could range from the death penalty, compensation or banishment.
Index (click on term to jump to explanation)
1. Murder If a citizen of a settlement murder another citizen the murderer have to pay compensation to the killed party's family as well as be banished from the settlement for one year.
If the murderer returns to the settlement before one year expires that murderer is to be executed in due course.
If the murderer murders a woman of the settlement, the compensation will be twice as large of that to a man.
If you have two or more counts of murder on your hands you will be executed.
2. Rape ] If a citizen of a settlement rapes another citizen the violator is to be banished from the settlement for two years.
If the violator returns to the settlement before two years expires the violator is to be executed in due course.
If the violator have commits more than one counts of rape, the violator is to be executed.
3. Adultery If a citizen of a settlement committed to adultery the violator will be banished from the settlement for one year.
If the violator returns to the settlement before one year expires the violator is to be executed in due course.
If the violator continues to commit to adultery after being banished, the violator is to be executed in due course.
4. Homosexuality If a citizen of a settlement engages in sexual intercourse or relations with another individual of the same gender both homosexual parties are to be executed in due coure.
5. Vandalism If a citizen is caught stealing or vandalising, the thieve will be burden with the reputation as a thieve and have to pay compensation to the victimized family.
If a citizen has more than two counts of thieving or vandalising, the thieve and - or vandalisor will be banished for one month.
If a thieve or vandalisor returns before one month expires the thieve/vandalisor is to be subjected to enslavement of the victimized family for one year.
6. Horse theft If a citizen is caught stealing a horse the citizen who stole the horse will be executed.
7. Cowardliness in Battle If a man run away from battle he is to be executed for treason against the people and jarl or king.
If a woman run away from battle there will be no punishment whatsoever.
8. Debt If a citizen is in debt to another citizen he or she who is in debt must compensate in one way or another either by subjecting to enslavement or free work.
If a citizen subjects to enslavement and is disobedient, execution is inevitable.
Contribution — svitjod
Village of Pinewood
(Angel Pine)
I. Village of Pinewood
The Village of Pinewood, it is nestled between the large landmark of Mount Chiliad and the forests of Shady Creek. It boasts an amazing view of the mountain and is virtually a minute away from the eeriness of Shady Cabins. Sitting at the base of the enormous Mount Chiliad; the rural small-town is host to various blacksmiths, bowyers, and trading stands. Thus being mostly known as the main town of trading grounds in all of the Kingdom of Flintwhenia.
The town also houses several facilities, including taverns and elementary progression points which ultimately help the player to develop significant skills and learn more about the town. The population consists is the majority of whites, mainly beggars although there are very valuable farmers, of which paying and honorable professions include; bowyers, town criers, troubadours and scriveners.
II. the Ruling Duchy of Pinewood
Tba [Awaiting Kingdom Lore]
III. Exceptional Places
Tba [Awaiting Mapping]
Contribution — reyo
Ubbin Falls
(A Training Camp)
I. Ubbin Falls
Ubbin Falls is a glamorous and fascinating region with a pure and smooth waterfall pouring from the dugouts of Hillside's tunnel roots. Located Southeast of Pinewood and far east from Whetstone Shores, it is said that new arrivals to the Kingdom are sent there to familiarize with the history of the Kingdom. The place acts as a camp for newcomers, led by Ubbin Lytton the executive founder of the camp.
Ubbin Lytton resides as the father of the camp, he is the primitive figure that the new commoner approaches for the very first progressive step. Ubbin can be described as tall but densely old, brown-haired, blue-eyed man with a fascinating long combed beard, a masculine body structure of which is concealed by his armor and clothing fabric.
Ubbin expresses his skills through the arts of bowyering and sword-fighting, he can be seen training with newcomers in the field of the camp regularly. He shares an interest in education and persists to help the young, fresh and clueless of the Kingdom.
The camp holds a significant vision in providing a set of care to teach the newcomers of structures, towns, duchies, and laws of the Kingdom. Setting an example for what they should expect when entering territorial grounds of the Kingdom, and prepare them for worst-case scenarios by entering combat training.
II. Camp Features
The camp consists of visually self-explanatory elements:
Two tents, three beds - At which the player simultaneously awakes to start the tutorial of the camp.
Waterfall - Whereas the player needs to catch his food using a fishing rod.
Campfire with food and soup - The player is taught how to cook and consume the food.
Dining Place - Where other members of the camp can be seen eating and drinking.
Log Hold - Where logs are held securely, also a place where the player is taught how to chop wood.
Combat Field - Where the player enters in combat mode and is taught how to fight using a sword.
Ubbin Lytton - An NPC which the player can go to for quests and missions.
Contribution — reyo
