Hyljaheim

Hyljaheim is an oligarchical meritocracy led by the Hár Pré-Stöll (Elder Three). It is located on the central continent known locally as Tredumond, and is surrounded by the Heimabjarg mountains to the north and east, the river Jörmund to the south and forests to the west of lake Gera. It neighbours the nations River'Reach and Verdant Tide. Official languages are the local traders language and the dwarven Gudgipt. Almost all members are non-believers of follow Langfeðgar. It is mainly populated by dwarves, and are one of the few earliest civilizations on Kylorne.

History
For the history of the Hyljaheim visit the following Article: Hyljaheim Dwarves

Government
Hyljaheim is a dwarven oligarchical meritocracy society. It is ruled by the Hár Pré-Stöll and led by the Hylja Thing. Its members are called Gardrkind who join the Caste-System that revolves around Clans and Jobs. Inside the nation all are accustomed to be recognised by what they do and what they are part of.

Clan: All dwarves are part of a clan. These are larger entities than families. A clan gives them their last name and many times earn a bit of respect. Anyone is eligible to become part of a clan, including one's fourth cousin, as well as an adopted shaman. One may also be thrown out of their clan and become clan-less, which is heavily viewed down upon by society and seen as shameful.

Family: Dwarves don't bare their family names, they are usually accepted into the clan of their mothers side at birth.

Caste: The possession/position/work a dwarf fills in. Depending on how high the seat is, the more respected they become within their own societies. All gardrkind work hard to achieve more to their own and clan name.

Gardrkind: Any member born or adopted into the nation of Hyljaheim.

High-Seats
Those parts of the High Seats are the ruling power of the nation. They are the ones managing affairs concerning several gardrkind such as leading, managing, diplomacy and on.


 * Hár Pré-Stöll: The Elder Three consist of the current heads of the three clans that officially reformed Hyljaheim. These three clans are the Cragaxe, Bitterhelm and Aleforged. They are the de-facto tri-rulers of the nation, resembling three thrones and dividing work between one another. They act as main diplomats, heads of state and hold authoritative executive power. They elect members of the Thing.
 * Hylja Thing: The Council is the highest position of power one can achieve within the nation. They hold both advisory and acting positions and make decisions together with other council members and the Hár Pré-Stöll. Their numbers are basically unlimited and may come from any clan. They vote and manage generic inland affairs.
 * Málmadrkind: Diplomats of Hyljaheim, only three elected positions are appointed by the Thing, these are folks representing the wills of Hyljaheim on any outside affairs.

Castes - Low-Seats
The Caste System defines what position or positions dwarves fill in. They may become part of several Castes at the same time. A caste may be led by a clan, a Thing Member or a Famous Caste Member. All gardrkind must take up a caste to show their worth.


 * Húskarl: Noble Bondsman, these are appointed bondsman by the Hár Pré-Stöll Clans. Húskarls may range from warriors to body guards, to more well-known Bondsman or Teachers from notorious Saga Sveit. Their duties revolve around these.
 * Sága Sveit: Guardians of Knowledge, these are book writers and loremakers, researchers and monks, priests. Their everyday jobs are expanding or storing the knowledge the nation has.
 * Låtskriver/Skald: Musicians and Poets, these artists bring joy to feasts, cries to funerals and also music to average days. They are respected among the society as they boost morale.
 * Hermaðr: The warriors are part of the fighterkin. They practice to protect Hyljaheim or engage when needed. They are fearsome, usually fill in police, guard or military duties and positions.
 * Kaupmadr: Traders, all about wealth and earning more. They barter or exchange currency, bring the best and greatest from all over the world on the tables of Hyljaheim and beyond.
 * Hjartasteinn: The Builders and architects, these people carve deep within the mountains, erect halls and houses for all to live in. Their work brings safety and warmth to everyone inside the nation.
 * Sveinn: Bondsman, these are one of the most valuable castes inside the Hyljaheim society. They are the handyman within the nation, help and gather lore, build homes, trade for riches, fight when needed or sing at times. They represent all castes at the same time, and may be elected to Húskarl.

Casteless - Soilworth
The casteless are in two categories, one that is respected, and one that is looked down on. Being without any occupation within the dwarven society is equal to weakness, shame, dishonor. Unless you earned rest with age.


 * Ellrikind: The Elders, these dwarves worked through all their lives, may have lost a limb, fought in wars, researched and built cities and homes. They are respected in the society, let by tables even though their voice doesn't matter anymore. They deserve the well-needed rest.
 * Eigirod: The Casteless, useless to the society, any member without a caste will be looked down on. Disgrace to both clan and family, many times scoundrels and bandits, other times layabouts and junkies.

Landowners
The society within Hyljaheim defines several land statuses depending on their size, position and utilization.


 * Thán: Thán is easily described as the Capitals, these are huge entities with large halls capable of safely housing ten-thousands, the Thing, Hár Pré-Stöll, landmarks, wonders and also armies. The current capital is Thán-Vulgarad.
 * Borg: Towns and villages that are inhabited within the nation's influence and land. It is ruled by a local mayoral system or council.
 * Nmik: Fortifications and castles that protect landmarks, areas or are set up near villages/towns.
 * Camp: Temporary entities, usually won't become larger than villages.

Ierl: Head of Town/Village/Fort. Many times earn membership within the Thing if they show significant population growth, income and possessions.

Housing
All dwarves are entitled by birth to earn a home within the Thán and one Borgs. If a dwarf isn't settled by any entity they may turn towards the Thing to ask for compensation for the dishonor they suffered.

Clans tend to settle together forming districts within lands. Castes also tend to form their own work environments in districts, so many times dwarves are seen by the same routes.

Crime
Crime and theft are rarity within the Hyljaheim society, yet sometimes murder and thievery happen either by accident or on purpose. In these times the local Ierl may gather nearby Hermaðr to demand back the stolen goods, and reward them with a loosened limb or other punishments such as work, lack of entertainment or fine-s.

If the committed crime is larger than a single Borg’s capabilities, it is brought towards the Thing who decides within themselves of a worthy punishment.

Market
Markets and Traders are usually established just right outside the gates of a Borg or Thán. Dwarves are stubborn and hard-trusting folk, yet welcoming to foreign goods. Therefore these establishments usually flourish with color right outdoors, common exceptions are auction houses, which tend to have established buildings right by the gate.

Transportation
Within Hyljaheim there are several transportation methods one can take. The wealthier may possess their own ship, horse or mountain-goat to pass faster. Traders tend to travel by carts, therefore many also take up wanderers for payment.

An average dwarf travels by foot. The roads are well established and light-up throughout mountains and gils (valleys) alike. Sometimes lone bell-towers are set up to call for aid in case of outlaws or monsters.

Travelers tend to go by larger groups of 3 and more together with at least one armed individual.

Army
There are no official army or army groups within Hyljaheim. The Húskarls and Hermaðrs and those capable of fighting are responsible to band together, and with the shotcalls of Húskarls or individuals in High-Seat they march together.

An average fighting individual's equipment consists of well-established magical armor and sword or battle-axe. Many times they bring potions, brews, medicine and elixirs, enough rations for the journey and war.

Dwarves are fierce fighters and are not afraid to die in battle.

Tools & Healthcare
Some dwarves are known blacksmiths and Kaupmadr (Traders). Though a rarity as a Gardrkind usually buys one weaponry then leaves, but many times enchanted tools for miners, farmers, architects and woodsmen may be looked out for. Other times unique weapons such as battle-axes are only made by craftsmen who know the recipe.

An average dwarves' health is looked after. Their saturation must be kept well by taverns, drinks served when needed, brews and elixirs for healing or regeneration are widely used between Húskarls at battle. Baths and Pubs are ready to take anyone in.

Banks, Media & Trash
Though a rare occurrence, dwarves set up banks or money-hoarding establishments. It might happen just to state nation-wide that their borg have one.

Dwarves love reading from younger to very old age. Newspapers both carved or written and printed are common in an average household's lavatory or outhouse.

In more developed societies trash is scarce due to using every part of all items, the rest are either burned in sinkholes or gathered far away by corners of Borgs, and emptied once every year by rune-magicians. In less-developed societies people throw trash in fast-flowing rivers that carry the unnecessary waste away from the nation.

Workers
In some dwarven societies, where they are dissatisfied with some rulings and leading of the Thing, they may form a workers union between Caste members. This is a rarity, but as they are looked high upon in society, they are still allowed.

Mining
Many associate dwarves with mines, and they are absolutely correct. Many in the society have a huge hunger for riches, others a thirst to advance and earn a name. To construct greater and deeper shafts and reach the heart of mountains and hills.

A well-skilled digger and miner sometimes may be more respected in their society than several members of the Thing themselves, even the tiniest borgs are populated by several miners.

Miners often know how to wield weapons due to the intense darkness and pressure below earth pulling in monstrous activity.

Industry
Dwarves produce an immense amount of materials in societies that carve mountains, hills or even near lakes where they chop trees. Therefore many times even without refinement they trade goods such as cobble, stone, andesite, granite, wood or dirt with foreigners. The largest industry is raw materials followed by refined weapons and tools, and finally poetry and warriors.

Agriculture
As dwarves are seen hardy stubborn folk deep within caves, as much they are above the surface on the ground. Their unique requirements for spices and hearty food showed a necessity to learn the art of agriculture.

Farming
Dwarven farms are spread wide and depending on height and climate may produce all sort of products. Onions such as garlic are a usual household vegetable they tend to. Spices such as pepper, paprika, and a wide range of herbal tea variants are widely popular in farmlands. They tend to grow wheat and oats, cranberries, several types of vegetables from beetroot through carrot and potato, sunflowers, pickles, pumpkins, prunes, figs, grapes and apples.

Many times when they lack nearby salt-mines, they evaporate water to gain salt.

Cattle
Households and larger farms both tend to keep livestock that give milk and meat. Most common are goats, cows and pigs. Others also start bee- and fish-keeping facilities for easier access.

Hunting
Hunters are respected gatherers. They not only hunt for wild animals with exquisite exotic flesh, but also for wild mushrooms, honey and many times unique fishes. Dwarves do not only use honey to sweeten their food, but maple-sugar that hunters gain from the bark of trees deep within forests.