Ulfheimr: Difference between revisions
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Caer-sig is an industrious tribe that uses slave labor as a makeshift mercenary force. They are adept with machining and help make body armor and they use their knowledge and access to chemical compositions to fabricate the necessary formulas to create some more complex items like treated armor plates, bullets, or plexiglass. Many of these are tested by the slaves. Their workshops are hidden in defensible areas. | Caer-sig is an industrious tribe that uses slave labor as a makeshift mercenary force. They are adept with machining and help make body armor and they use their knowledge and access to chemical compositions to fabricate the necessary formulas to create some more complex items like treated armor plates, bullets, or plexiglass. Many of these are tested by the slaves. Their workshops are hidden in defensible areas. | ||
The green of the flag represents the rolling hills of their home. The purple container is a beaker of alchemical fluid. The white stripe represents purity of duty, and the blue represents the rivers of their home. | The green of the flag represents the rolling hills of their home. The purple container is a beaker of alchemical fluid. The white stripe represents purity of duty, and the blue represents the rivers of their home. | ||
===Gropmold=== | |||
'''Patron God''' - Aurboda the Jotnar of Gravel | |||
'''Secret Script''' - Beggars Letters 4 | |||
'''Ruler name''' - Hakon Hella | |||
'''Primary Export''' - Gems/metal/stone | |||
'''Primary Import''' - Slaves/tools/water | |||
Gropmold members are a humble but nevertheless warlike people who guard their mines as viscously as they take their slaves. Gropmold digs deep into the earth to unearth its riches. They use slave labor and will trade for tools and water jet cutters and irrigation that helps them dig. Their village is entrenched deep with stonework and defensible structures. They will often raid nearby tribes for slave labor, then trade with the resources they use them to gather. | |||
The blue of the flag represents their necessary irrigation, with the yellow and white tunnel cutting through the soil. | |||
===Gropmold=== | |||
'''Patron God''' - Gerd Jotnar of Beauty and Art | |||
'''Secret Script''' - Thrice Divided | |||
'''Ruler Name''' - Gylir Hogspot | |||
'''Primary Export''' - silversmithing and other soft metals/art/engraved weapons | |||
'''Primary Import''' - Weapons | |||
Gullrekin is famous for its ability to engrave and decorate any weapon without marring its ability to function, whether it be a sword or an AK-47. Silver is used heavily by this tribe. Part of their payment often comes with a portion of the weapons given to be engraved are kept by the tribe. With its unusually high fertility rate, they find themselves with no issue to utilize these weapons. The yellow of the flag represents the color of their buildings. The blue stripes represents the meeting of the various tribes in the center, where Gullrekinn bestows its engravings and enchantments. | |||
===Gjalla=== | |||
'''Patron God''' - Beli the Jotunn Roarer | |||
'''Secret Script''' - Hebrew Runes | |||
'''Ruler Name''' - Hers Kapr | |||
'''Primary Export''' - Mercenaries/violence/weapons/ | |||
'''Primary Import''' - Medicine/gauze/surgical equipment | |||
Gjalla is an incredibly violent tribe. They make many types of weapons or raid it from their neighbors. Their lifestyle is full of blood to appease the gods or their jotnar fathers. The tribe is indiscriminate with their worship and sacrifice whether it is to the gods or the jotunn, whoever will answer their prayers. They require a heavy import of Medicine, gauze and surgical equipment due to their violent lifestyle. The tribe is highly fluid, existing as a behemoth eater of territories one moment, then being beaten down to a handful of survivors. | |||
The flag is simple, yellow for their plundering of riches and the black tiwaz for their future victories. | |||
== | ===Military=== | ||
[[File:Viking with Magnum Dong.jpg|Many Ulfans are a mixture of modern and traditional equipment, save for the cream of the crop]] | |||
Ulfheimr has no official standing military as of yet, but their military can nevertheless be divided into several categories. Every tribal village has the traditional raider and warrior, these are the village people. Starting at the age of 13 every man is expected to go on at least one battle with a senior member before the age of 18. They are put through a training course first, and if they survive they are given an arm band and pledge allegiance to the Jarl and the Erilaz. The villages are often a mismatch on traditional and modern gear, focusing primarily on the acquisition of weapons before any other modern military amenity. Those within the city of Erilaz are far more likely to be fully outfitted. Tribes may have access to a handful of tanks or apc's that were manufactured by another tribe or salvaged together. These tribes like Farmadr are turning their resources to production for what they feel is a coming Ragnarok to their lands from elsewhere, and have been steadily building a supply of warships. | |||
The others are the berserkergang, separated into Berserkers, Ulfhednar, and Svinfylking. Berserkergang is a terrifying sight to behold. Commonly, this state caused warriors to go into a state of hysteria and frenzy so extreme that they couldn’t differentiate friends from foes. They would cut down any living thing in their path without remorse – often while engaging in other terrifying behavior. Many accounts of Berserkers speak of their tendencies to bite at (and even eat) the metal at the edges of their shields or guns. Reaching the berserkergang state was considered a rite of passage into their cult world. Men would train in the woods for years to become worthy enough to join the ranks of the elite. They braved the code, adopted the habits of their patron animal, and drank the blood of wolves, hogs, and bears. | |||
==Economy== | |||
[[File:Chuquicamata-002.jpg|230px|thumb|Gropmold dutifully digs for the many materials in the mountains that sustain Ulfheimr.]] | |||
Despite the seemingly constant tribal tension, Ulfheimr is a very productive nation. Each tribe has learned to specialize in their production and partially ensure their own safety by forcing their neighbors to trade with them rather than to gain their riches through force. With the silent hand of the Erilaz guiding them from the shadows, the tribes had grown to power nearly equally. This ensured that they could continue to produce their product, which gave them the wealth necessary to defend themselves and to continue their work. Tribes Like Bjart-Loss are essential to Ulfheimr through their production of electrical products. Others like Farmadr are turning their purches internationally in order to build a modern naval fleet and benefit all of Ulfheimr. By becoming masters at their own forms of modern production, the tribes have made themselves invaluable to each other. While they have not yet opened full trade with the world, they have such products to offer such as slaves, mercenaries, guards, drugs, beautiful artwork, native wood and fruit and meat, unique fauna, unique fauna such as Lycan shepherds, and their own sources of metals and materials that the taiga is rich in. | |||
The country's agricultural industry is primarily for medicinal purposes, external trade, alcohol, or for cattle as the populace subsists primarily on a diet of meat, organ meat, and dairy. Plants that are grown or farmed include blueberries, starwberries, foxberries, cranberries, whortleberries, crowberries, briars, raspberries, Blackberries, cloudberries, reindeer moss, and pine nuts. The Brunnr tribe uses greenhouses to grow vegetables that cannot tolerate the cold well, in addition to large swaths of wheat, rye, and barley. | |||
[[File:Belomorkanal3.jpg|230px|thumb|left|Ulfheimr has used slavery for centuries]] | |||
=== | Much of the hardest labor is done by captured slaves, but not for lack of laziness. This allows the free ulfans to pursue other labors that will benefit them, in addition to pursuing their crafts or spirituality. Each tribe produces first for themselves, and uses the surplus to trade for what they need or want. | ||
===Energy and infrastructure=== | |||
The entirety of Ulfheimr has access to basic necessities such as electricity, water, and even internet. Computer and cellphone usage is becoming more popular as smuggled pieces of technolgies were taken apart and reverse engineered. Power lines are typically buried within PVC pipes. The energy is generated primarily by coal and oil. | |||
==Demographics== | |||
Ulheimr is almost exclusively Norse Germanic and pagan, any foreign slaves are swiftly, chemically castrated. | |||
===Healthcare=== | |||
Healthcare is very traditionally rooted in folk medicine and the plants of Ulfheimr. Certain tribes have taken clues from the outside world and have learned to extract the necessary aspects of certain plants and encapsulate them in gel. The internet has become an invaluable tool for Ulfans to learn how to modernize their folk medicine. | |||
===Religion=== | |||
| | [[File:Runes.jpg|230px|thumb|Runic divination is an important aspect of Ulfan faith.]] | ||
| | Ulfheimr is almost entirely of the Odinnic faith, with varying degrees of belief. The religion is characterized by primarily several aspects: Ancestor veneration, worship or veneration of the gods/jotnar, belief in occult forms of magick. There is a strong belief that through sheer willpower, one is able to change the world around them, or even ascend to godhood. Much of the population writes with Elder Futhark, Younger Futhark, or Futhorc, and consequently uses the letters for divination or the casting of spells. Occult beliefs are gender specific as well. Men partake in Galdr, and women in Seidr. Men practice Galdr by throat singing the runes or spells in a deep voice that will often damage the vocal cords until they become resistant to the practice. The women sing for their seidr in their native language or to the names of the runes to either bless or curse. Ulfans will often inscribe their weapons and homes with staves, magickal inscriptions, or bindrunes. It is the belief that ones own individual deeds matter the most, and one is beholden to their word. To break one's word, to be a coward, or to betray a tribe is seen as some of the worst sins. | ||
While many tribes claim lineage from a specific god or jotnar, this does not prevent them from honoring or working with another god. Berserkers, regardless of tribe, answer to Odin for their frenzy. The gods are as specialized as the tribes. | |||
===Education=== | ===Education=== | ||
In Ulfheimr, it is the responsibilty of the parents to provide education to the children, along with the rest of the village. Education consists first of survival. How to use weapons, how to identify plants and animals, how to kill man and animal alike. They are taught their culture, history, and spirituality. They will be taught their language, english, and standard math and science. The education will then diverge based on their life. Gratablod teaches their women social sciences, and Groa focuses on biology and psychology. Kunnagr is famous for the wealth of knowledge it teaches, and has several schools accessible by any tribe willing to pay. | |||
==Culture== | ==Culture== | ||
[[Category:Kelonna]][[Category:Countries | [[Category:Kelonna]][[Category:Countries]] |
Revision as of 06:19, 27 June 2021
Land of the Wolves Ulfheimr | |
---|---|
Flag | |
Motto: Úlfar meðal sauðfjár | |
Capital and largest city | Ulfar |
Official languages | úlfapeak |
Ethnic groups | Norse Germanic |
Demonym(s) | Ulfan |
Government | Tribal Oligarchy |
• Erilaz | Kromeus Dauthaaeta |
Legislature | The Divine Authority of Erilaz |
Divine | |
Area | |
• Total | 334,500 km2 (129,200 sq mi) |
Population | |
• Estimate | 30,000,000 |
GDP (PPP) | estimate |
• Total | 450 million |
GDP (nominal) | estimate |
• Per capita | $15,000 |
Currency | Mjolnir Mynt (MM) |
Driving side | right |
Calling code | +33 |
ISO 3166 code | UH |
Internet TLD | .uh |
Ulfheimr is a tribal oligarchy of independent tribes guided by a god-king erilaz. It lies to the east side of Argis. Ulfheimr is a largely rural nation. It covers an area of 334,500 square kilometres and is home to 30 million people spread out in tribes in the country. Ulfar is the largest city and the spiritual and govermental centre for the country, housing the Erilaz and his family.
Ulfheimr has a rich culture, much of the ancient history is lost as it was written on perishable materials. It is instead passed down by oral tradition. The Ulfans are the original natives of the land and do not eagerly welcome outsiders. Each of the tribes claims lineage to a god or jotnar.
The country is very isolated, but the erilaz uses his ravens, a task force dedicated to learning about the outside world, to bring back to him new ways and information. The nations many industries are often monopolized by various tribes, enforcing the need for trade and cooperation, or instead fostering jealousy and war. Various tribes are working hard to update their technology to modern standards. The country is known for its non-judeo christian morality system, and its open distaste for the religions in general. Ulfheimr is a heavily pagan and occcult country. The populace vehemently believes in their gods and concepts such as magick.
History
Early settlements
The original history of Ulfheimr is lost to time, now only mythos remains. It was said that Odin, Vili and VI found two tree trunks, perhaps pieces of driftwood, lying on the beach. They were shaped like a man and a woman, but they were lifeless and powerless. So the three gods decided to give them what they lacked and make them true humans. Odin blew into them the breath of life, while his two companions imparted inspired mental activity, a healthy complexion, and the ability to speak, hear, and see. They dressed them in suitable clothes and named the man “Ask” and the woman “Embla.” Ask and Embla were then given Ulfheimr for their dwelling-place. They became the father and mother of the entire human species, and through them they would breed a race of men that could conquer even their gods.
Nineteenth century
Twentieth century
Modern history
Geography
The nation of Ulfheimr consists of a Taiga, rolling hills, plains intersected with rivers, and a sliver of mountains to the east. The country has several islands held tightly by the tribe of Farmadr. It has short summers, long winters, and sporadic forest fires. The country is heavily irrigated thanks to the efforts of the tribe of Brunnr and is covered in extensive grasslands.
Climate
Ulfheimr has a subarctic climate with very large temperature range between seasons. −20 °C (−4 °F) Would be a typical winter day temperature and 18 °C (64 °F) an average summer day, but the long, cold winter is the dominant feature. The growing season, when the vegetation in the taiga comes alive, is usually slightly longer than the climatic definition of summer as the plants of the boreal biome have a lower temperature threshold to trigger growth than other plants. The longest growing season is found in the smaller areas with oceanic influences; in coastal areas, the growing season of the boreal forest can be 145–180 days. Ulfheimr experiences relatively low precipitation throughout the year, 39 inches annually, primarily as rain during the summer months, but also as snow or fog. Snow may remain on the ground for as long as nine months in the northernmost extensions. As evaporation is consequently low for most of the year, annual precipitation exceeds evaporation, and is sufficient to sustain the dense vegetation growth including large trees.
Politics
Ulfheimr is a Tribal Oligarchy in which the twenty tribes are run independently by their Jarls without further government oversight. Kromeus Dauthaaeta is Erilaz, chosen of Odin, of Ulfheimr. In times of crisis he unites the tribes, otherwise he keeps track of daily affairs and handles communications internationally. The Jarls rule their tribes in absolute authority and titles are passed down to the closest male family member. Any member of the populace, if unhappy with the Jarl, is allowed to rise up and kill their leader in Holmgang and take his place, if he doesn't die first. Therefore it is in the best interest of the Jarl to keep in touch with his people's spirit. The berserkergang is outside the law of any save the Erilaz, and even then they can challenge him to Holmgang.
Foreign relations
Ulheimr is a strongly isolationist country and avoids interactions in the affairs of others if it does not affect them. Ulheimr has had enough contact with outside Christian sources to know they despise the faith. But they also realize the necessity in growing and modernizing fully in a world that will leave them behind. All international affairs are approved through the Erilaz first. The Ulfans have a violent desire for liberty, and will react poorly on any attempt to change them. There are many practices within the country that may be seen as alien or horrific, such as animal sacrifice and the letting of blood for divination.
Tribes
Ulfheimr is divided into 21 tribes. These tribes are overseen by the Jarls and claim lineage from a god, goddess or jotunn. Jarls are responsible for the provision of services such as road construction, tribal trade, education and relations.
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Bjart-lóss
Patron God - Baldur the bright god Secret Script - Palace of the sun
Ruler Name - Lýsiraf Honum
Primary Export - copper/electrical wiring
Primary Import - cloth/gauze/linen
The Bjart-loss tribe worships Baldur the god of light and beauty. A very proud and haughty tribe, they control the majority of the copper found in Ulfheimr. Bjart-loss has the greatest prevalence of electrical availabilty and usage of all the tribes. The tribe is incredibly risky in behavior and the many members are prone to injury in daily life due to the harsh work in the mines and the dangerous games the tribe plays, such as knife throwing competitions. The tribe lives in stone housing due to the ample supply from their mines.
Tribe of Bjart-Loss who worships Baldur the god of light and claims lineage to him. The yellow is the various colors of light and the sun. The green is to represent the sprig of mistletoe that killed him. The red symbol is red for his spilled blood, but it is also the Palace of the sun letter, their unique script, for Sowilo which stands for the Sun
Dagrsynir
Patron God - Dagr god of the sun Secret Script - Palace of the Sun
Ruler Name - Glen Sundr Primary Export - horses Primary Import - linen/hay/farming equipment
The Dagrysnir tribe claims ancient lineage from Dagr the god of the sun and the day. They are an older and more established tribe than their rival Bjart-loss. This tribe are primarily horse farmers and help supply the other tribes with these hard working animals. Though other tribes may rear horses, Dagrysnir’s horses are claimed to have direct lineage to Skinfaxi, the horse who draws the sun.
They use the more ancient sun cross as opposed the palace of the sun letters used by their rival. the white represents the light, the green is the fertile fields their horses live in, and the black is the onset of night after sun
Gratablod
Patron God - Freya goddess of fertility and war Secret Script - Seeres’s runes
Ruler Name - Bjartr Bruthr Primary Export - beautiful women and seidr services Primary Import - gems and precious metals
Gratablod is a tribe of somewhat intertribal prominence, allowing greater freedom of movement between all the tribes due to their invaluable seidr services. Gratablod contains the majority of teachers of the seidr way. The tribe is known for their beautiful women, for whom many will pay a high price to wed. Many of these women are practiced seidr, and travel across the lands offering their services during marriage ceremonies. The völva wander from town to town and farm to farm performing commissioned acts of magic in exchange for room, board, and often other forms of compensation as well. The tribe prizes all forms of material wealth, with which they use to adorn their women or their halls. The Green of the flag represents fertile fields. The red represents female fertility, the blood of dead heroes, and the tears of blood Freya cries for her traveling lover every day. The central sun is Brísingamen, her fabled necklace
Sigrkyn
Patron God - Freyr god of victory, fertility, and kings Secret Script - Half Elf runes
Ruler name - Sigr Riki Primary Export - Boars as a source of meat Primary Import - Chariots/horses/motorcycles/transportation
The sigrkyn is the ally of gratablod, together the two enjoy almost unfettered access to the rest of Ulfheim without fear of reprisal or retaliation. Priests dedicated to Freyr travel with a statue of the god. Whatever village or territory they enter, all weapons are immediately laid down in peace and celebrations ensue for the duration of the priests stay. The tribespeople raise boars for meat and sacrifice to their father-god. Due to their high levels of transportation of their cattle or themselves, they see a greater wear and tear on transportation devices. Many Boar Berserkers come from this tribe. The flag represents Hildisvini, Freyrs sacred golden boar and his favorite sacrifice.
Daudrmenn
Patron God - Hel goddess of the underworld Secret script - casket letters
Ruler Name - Sonr Gjold Primary Export - Medicine/secret magickal rites/burial rites Primary Import - foreign herbs and medicinal compounds
The tribe of hel is not so dour and dark as some are led to believe, nor do they conspire to what they call the ‘christianization’ of how horrible hel the underworld is. For them, it is simply a place for them to continue a new life. Hel, her people, and the realm is removed from the affairs of the other gods. They have no desire to kill themselves in glorious combat so they can go to an afterlife of glorious combat. They are content to live their lives in peace, and so to their afterlife. Nonetheless their mother-god is associated with death, and the tribe cultivates medicine for those who do not wish to die a bloody death. There are many rumors of them working on necromantic magicks. Which may in fact be true. The black of the flag represents the underdark of hel, the stars are the lives of those who live on happily free of the cares of the other gods. The yellow and white circle is trapped by the bars of the black sun, an ode to hel’s revenge against her mistreatment by imprisoning Baldur. This tribe does not get along well with Bjart-Loss
Varthveita
Patron God - Heimdalr Secret Script - Hagall Family
Ruler Name - Gaeta Auga Primary Export - Hunting traps/IED’s Primary Import - food/rations/preservatives
The tribe of Varthveita is a watchful tribe. They are known for their patience and their stoic lifestyle. Varthveitans are known to have secret bunkers and hideouts all over Ulfheimr. When they are not watching the borders of Ulfheimr, they are watching the other tribes. Any tribe that declares war on Varthveita, will quickly find themselves surrounded by assailants from every tree trunk and stone. Due to their Isolated and secret lifestyle, they import many rations and preserved food they can keep with them in their hideouts. Only one third of the population lives in the centralized village. The flag stands for the watchful, shining eyes of Heimdalr.
Taela
Patron God - Loki Secret Script - Demon Letters
Ruler Name - Fela Saeta Primary Export - enchantments/guns/Lycan shepherds Primary Import - Political favors
The taela tribe is one of the most utilitarian and reviled tribes in Ulfheimr. They are responsible for knowledge of powerful enchantments, and manufacture the much needed guns for Ulfheimr. They are also one of the major breeders for the rare Lycan Shepherd. The reason they are reviled is that the tribe will attempt to monopolize something like arms manufacturing and charge inane prices or demand high favors. Their flag is a cross lacking the circle, showing their lack of restriction to the other gods.
Kunnagr
Patron God - Odin Secret Script - Old letters
Ruler Name - Gala Fedgar Primary Export - Weapons/magickal knowledge/Mundane knowledge/Lycan shepherds Primary Import - Knowledge/political intrigue/ cattle
Kunnagr as a tribe holds high esteem in their lineage to Odin. They boast some of the most accomplished warriors, and a bloody history. Tribespeople who wish to pay homage to Odin ritualistically wear an eyepatch and see hallucinations. There are many berserkers in their numbers. The Kunnagrs are one of the most devout and militant of all the tribes. Their land is marked by massive stave churches in which berserkers are often priests as well. The flag is red with the blood of their kin and the enemies. The cross of Odin on the white circle is the eye of Odin, who gazes upon the world in envy of its knowledge and territory.
Dynja
Patron God - Thor Secret Script - Breaker Runes
Ruler Name - Gaman Hamarr Primary Export - Combat drugs/mercenaries Primary Import - Slave labor
Dynja is one of the most war-like tribes in Ulfheimr. They tear the land apart and conquer in the name of their father-god for the sole sake of conquering. Their warriors are infamous for their combat drugs in doses that may kill or incapacitate any lesser man. These warriors can be bought during times of peace. They follow the oldest traditions of war and deal heavily with slaves who build their tallest buildings in order to glorify their god father. The center symbol is representative of Thor’s hammer twirling through the air. The black represents the blood of the destructive jotunn, the white represents the blood of the gods, and the yellow represents the combined force of these two energies that forms lightning.
Hasaeti
Patron God - Tyr god of war and justice Secret Script - Glove runes
Ruler name - Banamathr skreita Primary Export - Lycan Shepherds/metal foundries and machining/arbitration Primary Import - Drones/airplane parts
The Hassaeti are a tribe deeply rivaling the Kunnagr for supremacy. They are adept for their machine shops and metal slag foundries, for which they will scavenge the countryside or make war against any tribe for their goods. They are in the process of buying up as many plane parts and diagrams as they can so that they can take to the skies. Their flag icon is the remaining arm of tyr. The black represents the night sky, and the green ground below.
Groa
Patron Gods - Eir goddess of healing Secret Script - Beggars letters 2
Ruler Name - Heill Heim Primary Export - Medicine/gauze/mead Primary Import - guards and weapons
With much of the tribal population devoting themselves to Eir, they do not leave much room for warriors. Though there are many of their tribe that take up the sword, they are not nearly as practiced as the other tribes and would quickly be snuffed out by a jealous tribe were they not protected by the hired mercenaries. The Eirens tend to vast stores of honeybees that are used for mead and medicine. Their flag as a result is the honeybee, a light shining in the black of ginungagap.
Vetra
Patron God - Hodr god of winter Secret Script - Cave Dweller Runes
Ruler name - Far Kaldbak Primary export - animal furs/heating elements/cattle Primary Import - wood
The vetrans live primarily in caves or underground, hence their need for wood. They coral large groups of cattle, and bend metal in their forges to help heat their homes and the homes of others. They are a strong group of people as any, and no biting winter will likely ever stall them from their desires. They are no mere cave men, there homes are well advanced, planned out, and defensible. The light blue of the flag represents the cold embrace of their dead father-god Hodr. The dark blue is the tunnels they live in, and the yellow is the dim light of their forges.
Farmadr
Patron God - Njord god of the sea Secret script - Jon Letters
Ruler name - Audigr aur Primary Export - Ship building wood and modern Primary import - ship parts
Farmadr is a reserved but nevertheless large tribe. Their main goal is to match other countries in terms of naval power, and as this would benefit all of Ulfheimr they are for the most part left alone. On occasion a foolhardy or desperate tribe will break themselves upon the massive economic power of Farmadr. They retain unrestricted access to all coast lines, regardless of whether they are within their tribal territory or not. The blue of the flag represents the domain of Njord. The yellow circle pendant represents the ancient history of ship-building. The shaper iron-star represents the new modern ways of ship warfare. And the stars represent their wealth.
Brunnr
Patron God - mimir Secret Script - Ghost hall letters
Ruler name - Speki Kollr Primary Export - Preservation of tradition/farming/irrigation systems Primary Import - Cattle for farms/Slave labor
Brunnr claims lineage from Mimir, one of the wisest of all gods that even Odin sought wisdom from him. The Brunnr help record all the wisdom of the past, teaching the tribe their secrets so that if they are ever destroyed, all the knowledge is not lost. Even still, some believe that they hide knowledge and would test their suspicions. The Brunnr are responsible for the irrigation of their farmlands, which is typically tended to by slave labor. The flag shows an invisible line of separation and cohesion between the new lighter water and the older, wiser deeper blue water. Mimir’s well is represented by the symbol in the dark water, from which the new drink from in order to learn from the old.
Folkadr
Patron god - Kvasir Secret Script - Dwarf Runes
Ruler Name - Syngja Blod Primary Export - entertainment/alcohol/song Primary Import - Lycan Shepherds/exotic woods and foods
The Folkadr are a fun-loving tribe in Ulfheimr. They produce songs as sweet as their drink, and are as equally as biting with their words. All alcohol in Ulfheimr is made with Gruit, a combination of spices held closely by Folkadr and other tribes. Gruit has a stimulant effect compared to the sedatives of hops. These herbs are sought heavily by the other tribes. The Folkadr use Lycan shepherds to guard their territories and their foreign imported food and wood used for their instruments. There flag is blue for the color of the fermented mush from which Kvasir was born. The drop of blood is the blood of kvasir into a container, murdered by dwarves so they could brew liquid wisdom and poetry. The arrows represent yew wood, which is made to fashion arrows and the instruments of the Kvasir
Snjornest
Patron God - Skadi Goddess Giant of winter Secret Script - Utterly lost
Ruler name - Skadi Far Primary Export - Bear meat/furs/Horns Primary Import - Weapons/guns/body armor
Snjornet claims a unique descendant lineage from the Jotnar Skadi, who gained honorary goddess status when she married the god Baldur, which did not last. Snjornest keeps their distance from the other tribes, hunting and living in the coldest parts of Ulfheimr. They claim ancestry from a jotunn, and this causes some unease among the other tribes. They are expert marksmen. They help breed the predators in Ulfheimr, and consequently hunt them down for food, fur and resource. They will trade these for sniper rifles and anti-ballistic body armor. Rumor has it they assemble and scavenge for artillery or rocket parts. Their flag has white for the freshly fallen snow, and blue for the color of their goddess-mothers cold skin. The green and the trees for the life they make in the cold forests.
Caer-Sig
Patron god - Sigyn goddess of victory, wives, and duty Secret Script - Rock Runes
Ruler Name - Kraptr Matr Primary Export - Slave labor/mercenaries/armor/chemistry Primary Import - Slaves/food/tools
Caer-sig is an industrious tribe that uses slave labor as a makeshift mercenary force. They are adept with machining and help make body armor and they use their knowledge and access to chemical compositions to fabricate the necessary formulas to create some more complex items like treated armor plates, bullets, or plexiglass. Many of these are tested by the slaves. Their workshops are hidden in defensible areas. The green of the flag represents the rolling hills of their home. The purple container is a beaker of alchemical fluid. The white stripe represents purity of duty, and the blue represents the rivers of their home.
Gropmold
Patron God - Aurboda the Jotnar of Gravel Secret Script - Beggars Letters 4
Ruler name - Hakon Hella Primary Export - Gems/metal/stone Primary Import - Slaves/tools/water
Gropmold members are a humble but nevertheless warlike people who guard their mines as viscously as they take their slaves. Gropmold digs deep into the earth to unearth its riches. They use slave labor and will trade for tools and water jet cutters and irrigation that helps them dig. Their village is entrenched deep with stonework and defensible structures. They will often raid nearby tribes for slave labor, then trade with the resources they use them to gather. The blue of the flag represents their necessary irrigation, with the yellow and white tunnel cutting through the soil.
Gropmold
Patron God - Gerd Jotnar of Beauty and Art Secret Script - Thrice Divided
Ruler Name - Gylir Hogspot Primary Export - silversmithing and other soft metals/art/engraved weapons Primary Import - Weapons
Gullrekin is famous for its ability to engrave and decorate any weapon without marring its ability to function, whether it be a sword or an AK-47. Silver is used heavily by this tribe. Part of their payment often comes with a portion of the weapons given to be engraved are kept by the tribe. With its unusually high fertility rate, they find themselves with no issue to utilize these weapons. The yellow of the flag represents the color of their buildings. The blue stripes represents the meeting of the various tribes in the center, where Gullrekinn bestows its engravings and enchantments.
Gjalla
Patron God - Beli the Jotunn Roarer Secret Script - Hebrew Runes
Ruler Name - Hers Kapr Primary Export - Mercenaries/violence/weapons/ Primary Import - Medicine/gauze/surgical equipment
Gjalla is an incredibly violent tribe. They make many types of weapons or raid it from their neighbors. Their lifestyle is full of blood to appease the gods or their jotnar fathers. The tribe is indiscriminate with their worship and sacrifice whether it is to the gods or the jotunn, whoever will answer their prayers. They require a heavy import of Medicine, gauze and surgical equipment due to their violent lifestyle. The tribe is highly fluid, existing as a behemoth eater of territories one moment, then being beaten down to a handful of survivors. The flag is simple, yellow for their plundering of riches and the black tiwaz for their future victories.
Military
Many Ulfans are a mixture of modern and traditional equipment, save for the cream of the crop Ulfheimr has no official standing military as of yet, but their military can nevertheless be divided into several categories. Every tribal village has the traditional raider and warrior, these are the village people. Starting at the age of 13 every man is expected to go on at least one battle with a senior member before the age of 18. They are put through a training course first, and if they survive they are given an arm band and pledge allegiance to the Jarl and the Erilaz. The villages are often a mismatch on traditional and modern gear, focusing primarily on the acquisition of weapons before any other modern military amenity. Those within the city of Erilaz are far more likely to be fully outfitted. Tribes may have access to a handful of tanks or apc's that were manufactured by another tribe or salvaged together. These tribes like Farmadr are turning their resources to production for what they feel is a coming Ragnarok to their lands from elsewhere, and have been steadily building a supply of warships.
The others are the berserkergang, separated into Berserkers, Ulfhednar, and Svinfylking. Berserkergang is a terrifying sight to behold. Commonly, this state caused warriors to go into a state of hysteria and frenzy so extreme that they couldn’t differentiate friends from foes. They would cut down any living thing in their path without remorse – often while engaging in other terrifying behavior. Many accounts of Berserkers speak of their tendencies to bite at (and even eat) the metal at the edges of their shields or guns. Reaching the berserkergang state was considered a rite of passage into their cult world. Men would train in the woods for years to become worthy enough to join the ranks of the elite. They braved the code, adopted the habits of their patron animal, and drank the blood of wolves, hogs, and bears.
Economy
Despite the seemingly constant tribal tension, Ulfheimr is a very productive nation. Each tribe has learned to specialize in their production and partially ensure their own safety by forcing their neighbors to trade with them rather than to gain their riches through force. With the silent hand of the Erilaz guiding them from the shadows, the tribes had grown to power nearly equally. This ensured that they could continue to produce their product, which gave them the wealth necessary to defend themselves and to continue their work. Tribes Like Bjart-Loss are essential to Ulfheimr through their production of electrical products. Others like Farmadr are turning their purches internationally in order to build a modern naval fleet and benefit all of Ulfheimr. By becoming masters at their own forms of modern production, the tribes have made themselves invaluable to each other. While they have not yet opened full trade with the world, they have such products to offer such as slaves, mercenaries, guards, drugs, beautiful artwork, native wood and fruit and meat, unique fauna, unique fauna such as Lycan shepherds, and their own sources of metals and materials that the taiga is rich in.
The country's agricultural industry is primarily for medicinal purposes, external trade, alcohol, or for cattle as the populace subsists primarily on a diet of meat, organ meat, and dairy. Plants that are grown or farmed include blueberries, starwberries, foxberries, cranberries, whortleberries, crowberries, briars, raspberries, Blackberries, cloudberries, reindeer moss, and pine nuts. The Brunnr tribe uses greenhouses to grow vegetables that cannot tolerate the cold well, in addition to large swaths of wheat, rye, and barley.
Much of the hardest labor is done by captured slaves, but not for lack of laziness. This allows the free ulfans to pursue other labors that will benefit them, in addition to pursuing their crafts or spirituality. Each tribe produces first for themselves, and uses the surplus to trade for what they need or want.
Energy and infrastructure
The entirety of Ulfheimr has access to basic necessities such as electricity, water, and even internet. Computer and cellphone usage is becoming more popular as smuggled pieces of technolgies were taken apart and reverse engineered. Power lines are typically buried within PVC pipes. The energy is generated primarily by coal and oil.
Demographics
Ulheimr is almost exclusively Norse Germanic and pagan, any foreign slaves are swiftly, chemically castrated.
Healthcare
Healthcare is very traditionally rooted in folk medicine and the plants of Ulfheimr. Certain tribes have taken clues from the outside world and have learned to extract the necessary aspects of certain plants and encapsulate them in gel. The internet has become an invaluable tool for Ulfans to learn how to modernize their folk medicine.
Religion
Ulfheimr is almost entirely of the Odinnic faith, with varying degrees of belief. The religion is characterized by primarily several aspects: Ancestor veneration, worship or veneration of the gods/jotnar, belief in occult forms of magick. There is a strong belief that through sheer willpower, one is able to change the world around them, or even ascend to godhood. Much of the population writes with Elder Futhark, Younger Futhark, or Futhorc, and consequently uses the letters for divination or the casting of spells. Occult beliefs are gender specific as well. Men partake in Galdr, and women in Seidr. Men practice Galdr by throat singing the runes or spells in a deep voice that will often damage the vocal cords until they become resistant to the practice. The women sing for their seidr in their native language or to the names of the runes to either bless or curse. Ulfans will often inscribe their weapons and homes with staves, magickal inscriptions, or bindrunes. It is the belief that ones own individual deeds matter the most, and one is beholden to their word. To break one's word, to be a coward, or to betray a tribe is seen as some of the worst sins.
While many tribes claim lineage from a specific god or jotnar, this does not prevent them from honoring or working with another god. Berserkers, regardless of tribe, answer to Odin for their frenzy. The gods are as specialized as the tribes.
Education
In Ulfheimr, it is the responsibilty of the parents to provide education to the children, along with the rest of the village. Education consists first of survival. How to use weapons, how to identify plants and animals, how to kill man and animal alike. They are taught their culture, history, and spirituality. They will be taught their language, english, and standard math and science. The education will then diverge based on their life. Gratablod teaches their women social sciences, and Groa focuses on biology and psychology. Kunnagr is famous for the wealth of knowledge it teaches, and has several schools accessible by any tribe willing to pay.