The realm of mithgarthr:
our namesake of classic grim adventures
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The Creation of the world Mithgarthr lies on the world of Vaedz’Eb. In ages past on a different world called Aratsym, there lived a devout cleric named I’crenhellem. She was a faithful and ambitious servant of the immortal Terra, and ascended into immortality herself with Terra as her patron. Driven to create a place that both paid homage to and improved upon the world from which she came, I’crenhellem devoted all of her time to gaining power so that she could create her new world, and its own plane in which to reside. When she was ready, I’crenhellem spent a week bringing forth her new world. On the First Day she created the Sun, Solnah, to light her creation. On the Second Day she created the Moon, Gaelah, to give the Sun a companion. On the Third Day she created Water, from which life springs. On the Fourth Day, she created the Winds, on which her love could soar. On the Fifth Day she created Vaedz’Eb, the firmament upon which her creations could live and thrive. On the Sixth Day, she created Fire, which gave the spark of life to the plants and to Men, Elves, Dwarves, Halflings, and all good creatures of the world. Finally on the Seventh Day she rested, and it was during this rest that Orcus planted the seed of Chaos upon this new world giving birth to the Goblins, Trolls, Dragons, and all other vile beings of evil.
I’crenhellem’s original vision of a realm built perfectly around Matter was ruined when Orcus invaded during her rest. Because of this, she has allowed Immortals of the spheres of Energy (Thor), Time (Ordana), and Thought (Odin, Frey, and Freya) into her realm, so as to balance all things instead of fighting against Orcus’ Entropy all on her own. After I’crenhellem’s initial creation of the world of Vaedz'Eb, once she enlisted the help of the other Immortals Odin, Thor, Frey, Freya, and Ordana she allowed them to create lands of their own upon the face of the world. Ordana, like I’crenhellem in her guise as Erm, created a large continent, vastly varied in terrain and biome, and peopled with all four of I’crenhellem’s Human folk, as well as the demihuman races. Odin, Thor, Frey, and Freya took a different approach, creating a fairly small landmass (about 50,000 square miles) surrounded by thousands of miles of treacherous, open ocean and populating it only with Dwarves, Elves, Gnomes, and Halflings, then seeding wondrous tales of this land of eternal summer among their worshipers in Skorradalr. This eventually led to the vegvinders from Skorradalr searching the seas on their dragon-ships endlessly for centuries, before they eventually found the land just over 1,500 years ago. This way, the Immortals ensured that those Humans who rules this beautiful land they created were worthy of enough to do so in their eyes. |
The "gods" Similar to the plane from which I’crenhellem comes, there are no “true” gods here. There are instead beings known as Immortals. The two most powerful are of course I’crenhellem (of the Sphere of Matter) who created this world, and Orcus (of the Sphere of Entropy) who marred the world with his taint at its creation. While neither of these beings have ever revealed their true selves, both of these Immortals have presented themselves as “gods” to the mortals of the realm. While I’crenhellem appears as the goddess Erm to the Humans of Imlar (and other portions of Eucheon), and she does interact with the Dwarves and Gnomes of Mithgarthr as Grazdad Stonefather as she does with them elsewhere, and likewise to the Elves of Mithgarthr as sacred Tree Spirits, she has no interaction with the Humans of Mithgarthr, leaving them to worship Odin, Thor, Frey, and Freya as their ancestors in Skorradalr did.
Over the years, the Human culture on Mithgarthr diverged from its Skorradalish origin into the two distinctly Mithgarthian heritages its two kingdoms of Karak and Nordriki. The Karakians can most easily be compared to mainland Germanic culture from roughly the 12th-14th centuries, while the Nords are mostly still similar to those from Skorradalr, who are not dissimilar from Scandinavian cultures around the 9th-11th centuries. However something both Mithgarthian cultures share is that they worship more aspects of the Immortals Odin, Thor, Frey, and Freya than their ancestors do. Most adherents generally keep three gods close to their hearts. First is their Heimgud, or “home god.” This deity is generally one which is tied to the area where they were born. For instance, folks born near the sea generally worship Njord as their Heimgud, while those born in the woods worship Ullr. Secondly there is their Slektgud, or “ancestral god.” This god would be one which their family has had a connection to for many generations. Finally is their Wächgud, or “companion god.” This is the deity which the person has a personal connection with. This could be because of an aspect of the god they are drawn to or inspired by, or sometimes even because that god has actually interacted with them. |
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When I’crenhellem created the Humans of Vaedz’Eb she conceived them as four distinct groups, representative of the four elemental forces she used in creating her world (Water, Wind, Earth, and Fire).
The fjords along the eastern shore of what’s now the kingdom of Skorradalr on the continent of Eucheon are where I’crenhellem placed the first Water-folk. These fair skinned Humans tower over most others, with their men averaging 6’6” and their women 6’. They generally have blonde or red hair, with sky blue or icy grey eyes. The Water-folk are generally artistic and imaginative, they are very loyal, and are compassionate people. However, this can lead them to being moody and taking slight at the wrong things. The Wind-folk went to the grassy steppes in the far east of Eucheon. They have hair that at first appears pure black, but will have an undertone of crimson, navy, or indigo when lit. Their skin is a soft sandy hue, with eyes usually lavender, indigo, or black, and they are slight in frame. The Wind-folk are sharp thinkers, acting with logic rather than emotion the vast majority of the time. This can cause them to seen aloof to other, especially the Water and Earth folk. They generally worship Ordana, through veneration of the natural world around them. The lands in which I’crenhellem placed the Fire-folk on Vaedz'Eb are now known as the great Fir-A’gir (Fiery Expanse) desert, which is nestled in a circular range known as the Red Ring Mountains in central Eucheon. The Fire-folk are passionate and charismatic, and often come off as confident and bold. They also can quickly turn aggressive, selfish, and vain as is wont with those who worship Orcus (whether outright or indirectly through gods like R’aht-Amómn). Finally, there are those of the Earth. I’crenhellem nestled populations of the Earth-folk along the southern border of the Wyrmcrag Mountains, like in Imlar, as well as along the northern border of the Red Ring Mountains in what is now the kingdom of Prywyndd, both in Eucheon. Taller than the Wind- and Fire- folk, though still about a half foot shorter than the people of Water, the Earth-folk have ruddy complexions, hair that is brown, blonde, or red, and hazel, green, or blue eyes. Men average 6’ in height and 180 pounds in weight, while women stand 5’8” and weigh 130 pounds. They are patient, practical, and loyal folks who tend to appreciate fine food and drink, often to a fault. Their loyalty can also turn into stubbornness. The people of Mithgarthr originally come from the Water-folk of Skorradalr. As mentioned, culturally and technologically, the Karakians can most easily be compared to mainland Germanic culture from roughly the 12th-14th centuries, while the Nords are mostly still like their ancestors from Skorradalr, who are not dissimilar to Scandinavian cultures around the 9th-11th centuries. Of course there is magic, but while not unheard of it certainly couldn’t be considered commonplace. Your players’ characters of course will run into magic on a relatively regular basis, but that does not mean that their experience is one of the common man. Few people become wizards, fewer still live to reach any level of significance, and those who do most certainly don’t spend their time flooding the world with cheap magic items and enchanting everything under the sun to replace some modern amenity. Likewise, though almost all believe in the gods, few are called to become goðar. Most goðar often only rise to a high enough level to help heal their congregation and as such, they generally only reach around 6th-level since access to cure light wounds, cure blindness and cure disease can take care of most mundane issues. So, there is often less disease and suffering in Mithgarthr compared to medieval Europe. One form of magic that could be considered common, however, is alchemy. Potions are generally easy to procure, depending on the size of the market one’s searching. And, unlike those often hawked by the unscrupulous type in medieval Europe, those found in Mithgarthr work (usually…). |
Throughout the existence of Vaedz'Eb, its Humans have created civilizations and kingdoms. While many have come and gone, none have lasted as long as the kingdom of Karak on the island of Mithgarthr, which has persisted now for 1,520 years.
The Royalty Karak is ruled by Gunther Balderic Eriksson von Karak, the current König (king). His Königin (queen) is Heidi Brunhild Eriksson von Karak. Gunther and Heidi were both born on the 9th of Klarmont, 1483AM (they’re 42). This day is celebrated throughout the kingdom with feasts, dancing, and other revelries. Their two children are Prinz Dieter Axel Eriksson von Karak who is 19 and Prinzessen Eva Johanna Eriksson von Karak who is 16. The three highest nobles underneath the royal family are the Herzogs (dukes). The kingdom is divided into four quarters: Karak, Aeostburg, Miðheimr, and Punchstein. The herzog of Aeostburg is Heinrich Schieffer, the herzog of Miðheimr is Jens Katterkopf, and the herzog of Punchstein is Ruprecht Ohlendorfer. Although the Erikssons are the high rulers of the kingdom, they generally delegate the care of Aeostburg, Miðheimr, and Punchstein to the three herzogs. Every nine years the herzogs, as well as the leaders of all cities and towns throughout the kingdom, gather in the royal city for the Althing, when major business and political needs are dealt with. tHE kingdom OF
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