Vidanmor

Midjor is a Viking nation-state located in the western hemisphere of Eldham. It is a constitutional monarchy with a high amount of diversity in cultures and a middling population.

History
Additions will be added in time

The story of Midjor starts with a group of friends led by a player by the name of Unholy_Dirt. (For the sake of not repeating the words friend group and they during this time I will be referring to them as the Yonr for the sake of simplicity and to make things less confusing. They never called themselves the Yonr during this time and therefore this is not conducive to the actual history and only a name given to make it easier to refer to the group) Unholy_Dirt after watching a stoneworks video managed to convince his friends to jump ship from a server they were playing on and start playing on stoneworks. With one last parting gift to the previous server they were playing on they left permanently never to return and made there way to rathnir.

At the time eldham was still a times away from releasing so rathnir was the only world and had already been open to players for a long while. Due to this there was no unclaimed land whatsoever making it difficult for any new players to make a nation of their own. The Yonr tried to settle on Sorligste but were quickly found by the nation of Frostmarch which owned the entirety of the continent. Frostmarch would let them stay as long as they were under the rule of the empire and settle northward, as at the time nation officials were trying to colonize the north due to a lack of development, and due to the fact that they had tried to make a town right next to the capital. So they moved north like they asked and made a humble town in the mountains. The Yonr would spend their first months on stoneworks living peaceful and solitary lives where they would spend their days and nights drinking and having fun together. The friend group would have a minimal impact on the server, not interacting with the government or its citizens, and at the most did some business on the economic side of the server.

A few months later eldham would be announced and quickly released to the public denizens of stoneworks. Unholy_Dirt saw this as an opportunity to once again be able to have their own nation again (they ran a nation on the previous nation) but most of his friends except two players by the name of Vanta and Cosmic didn't want to move citing they were safe and happy where they were. Unholy_Dirt did manage to convince them though and so the Yonr moved to eldham choosing to settle to the southwest on the continent that would be known as Astios. Once again by the time they had made it to the continent a nation had already claimed the land but this time lucky enough the nation who claimed it, Vaemore, was a generous one. Run by Snow Vaemore allowed multiple groups made their own cultures in his terrority and eventually become their own nation when they were ready. They took the land with them when they left but the vaemorians didn't mind and so the nation of Midjor was created (from now on Yonr will no longer be used and the actual conducive name of midjorisk will be used). Unholy_Dirt was very thankful for this act of kindness and relations between both nations would be stellar for most of Midjors history and they quickly became allies While the people of Midjor finally gained their own autonomy, Midjors creation would be marked with isolation and a quickly diminishing population with many of the friend of the group becoming inactive until eventually only three players remained: Unholy_Dirt, Vathal, and CosmicHollow. Alone they consolidated power amongst themselves making the official government a Triumvirate.

Midjor would quickly join GEAR in its early years due to its very small size in both population and size and Vaemore’s support of the alliance. Joining they would become one of the core members; the three leaders of Midjor getting involved with the alliance and attending meetings often. Here Unholy_Dirt would meet Leon, the then leader of Kardovia and eventual Targover of Plagetea, they would come to quickly know each other and in time would become close allies. In this time Midjor maintained a status of isolationism but a better name would be silence. Due to its previous history as a closed off friend group the Vanta, Cosmic and even Unholy_Dirt in the beginning would be against adding new members to the nation. Though over time this stance would quickly dissipate as the three players would quickly release what would happen to their nation if they maintained complete isolation. They would open the nation to new members but it would take time for the three founders to get used, falling on bad habits and for a while would talk to each other in private channels and VCs rather than interact with their citizens which they eventually over time stopped. Only two important events happened during the time, one of which was unrelated to Midjor itself, the Redirov crisis and the Vaemore crisis. The Redirov crisis was a complicated event that's worthy of its own wiki section so it won't be going into detail here. All you need to know is that at the time tensions between Aristios and Redirov were mounting to the point that many GEAR members feared war. Vathal would play a key part in this debacle and would support and head diplomatic talks between Aristios and Redirov. The situation would eventually blow over and afterwards Redirov and Aristios would slowly mend relations over time. The second would be the Vaemore crisis; two vaemorians, the leader Snow and another citizen were traveling in the nether and ambushed by bandits and slain, taking all their gear and loot. The incident was so bad that Snow threatened to leave the server and in his absence the death of Vaemore. So Vathal would grind 6 sets of netherite gear for him, Unholy_Dirt, Cosmic, Snow, and two of his friends keeping Snow on the server.

GEAR over time began to rot with attempts of reviving the alliance but all failing, one said attempt even getting Redirov´s leader to back out of the alliances and create a new one entirely. While all of this was happening Midjor would begin growing for the first time in a long one, gaining new members and towns developing, illothwii transitioning from a farm and a few houses to a gigantic city. A player by the name of Crimson would join and begin rapidly recruiting new players starting the first golden age of Midjor. Unholy_Dirt over time would see the flaws in the original government and how the original three founders ran the nation and would hold a public meeting in Midjor gathering over 14 players in vc to discuss the problems players had with the current one and what they should change. For 4 hours they discussed all the problems they had with the current government, ideas on what on what change and which new government to make, gather a new group of players to begin create a new constitution, and create a new constitution, transitioning from a triumvirate to a monarchy with Unholy_Dirt as king. New members would join the government acting as advisors and the former two leaders acting as advisors as well. Peace and prosperity would persuavate the nation but in the weeks to come this peace would become the quiet before the storm.

GEAR would officially announce its disintegration not long after the reforms leaving midjor exposed. Unholy_Dirt had already seen the fall of GEAR coming but didn't expect its destruction so soon. The government would quickly respond by trying to ally with former members and allying with a similar minded nation called sethris to the north for added protection. Relative peace of Midjor continued but anxiety began to worm into the hearts of the original founders and its new heads of government. Novostonia a nation bordering Vaemore quickly declared war after GEAR’s announced fall out of a desperate desire for land due to its tiny size and a high population making it heavily overpopulated. Vaemore would ask Midjor to annex them to avoid war which stopped Novostonia but created an even greater threat for the future. Three weeks would be spent in relative peace but a danger boiled right beneath the surface.

The vaemorians had for a long time had been having squatter problems. A group of bandits had settled in Vaemore and refused to leave, and the vaemorians were powerless to stop them which mostly had to do with how weak Vaemore had become. Vaemore had dwindled over the ages but by this time only a pocket of players were left and worse the leaders had strange ideas on the exact status of the nation. Officially Vaemore was annexed by Midjor yet the leaders still treated the entities as separate to the frustration of all members of government and making it difficult to really gauge the status of the land and making Midjor unaware of the real danger of the squatters. The situation would finally rear its ugly head when a citizen of Midjor by the name of Lucas led a squatter hunt (not too uncommon occurrence on the server) with a few other players all mostly geared in iron armor. They would face off against three heavily geared squatters and would get absolutely slaughtered, so badly that Unholy_Dirt had to divert his attention from a call he was in at the time and negotiate a ceasefire. With this opening move the darkest age in Midjor began. The leaders of Midjor would quickly get to work sending out members to investigate the nature of these powerful squatters, calling every ally they could to help them, and begin making preparations to defend the nation. Fear, despair, anger, and defiant hope would flow in the hearts of every person that called Midjor home and stress mounted on the shoulders of members of government. Before the debacle Unholy_Dirt had started the process of becoming a member of the sapphire commonwealth, a mighty alliance that the leader of Plagetea Leon had spearheaded the creation of months before GEAR’s fall. Leon advised to keep the situation underaps until the members could decide if Midjor is viable for becoming a member. For four nerve racking days the midjorisk waited, in this time they contacted all the friends and allies they could to help them in their darkest hour and begin grinding for gear and xp for the coming war. After waiting in bated breath, member nations would vote against Midjor’s integration into the sapphire commonwealth. Alone and Leon unable to help them any further, Midjor would have to face the coming conflict without their long standing ally. At the worst possible time possible tragedy would strike, Unholy_Dirt’s grandma had died resulting in the extended family she was caring for moving to his home, and with grief waning on him and the sudden need to support his family he was forced to leave Midjor. In his final moments on the server he spent them in a vc talking and laughing with all the friends he had made on his time on the server and saying goodbye to all of them with over 16 players making it. Vathol and Cosmic would not last long after Unholy_Dirt absence, leaving the nation themselves a week later without fanfare. With all the founders gone the new generation of players were forced to face the coming darkness, alone.

                      

With the abrupt exit of Vathol who had acted as king after Unholy_Dirt left, Tactician-_-T or more commonly known as Torm became the new leader. An experienced leader who himself had led a group of friends to play on stoneworks, he quickly began trying to deal with the current crisis. While the squatters had originally denied Unholy_Dirt offer to integrate them peacefully into Midjor, with mounting support military on the side of Midjor and the leaders honest respect towards Unholy_Dirt, the squatters when offered once again to join Midjor they accepted this time. This marked the end of the darkest hour of Midjor’s history and began a new era, with the original members all gone only their descendants remained to lead and grow the nation and with the integration of who became known to midjorisk as the Kratalians, Midjor was renamed to Midjor to show the change. This marks the current era, with Midjor still recovering from a few lasting wounds from the squatter crisis, and setting its sights on growing surpassing their successors. Already efforts had been made with the new allies, amendments and improvements to the government and the nations running, a greater economy, expansion and growth of current towns, and the restoration of its culture.

Geography
Midjor is split into two main regions, the corelands to the north and the former vaemorian land to the west split by the mainland and two islands.

The core land is the ancestral homeland of the midjorisk people and official territory of Midjor claimed for most of its history. At the very top starting from the river that dissects the lands of redirov from Midjor is a small dark oak forest concentrated on the coasts and moving downwards is the spirit forest, a source forest which dominates the region making up for most of the landmass and can be found to the north, the south, and the east. Dissecting these forests are the snowy plains, vast tracts of frigid empty icy plains making up the rest of the region. In the very heart of these snowy tundras and being the center point of the country are the mountains of odenia.

Three major rivers can be found in the core land. To the north is the Redorivian canal, a small river that splits the lands of redirov from Midjor and connects the Syykkärhain sea to the Vaemorian Gulf. To the east is the Soolianic river, the largest river in the region running down from the sea all the way into marag lake. The final river can be found to the west known as the Syzlein river, it flows in a circle spawning from the north in the Vaemorian Gulf splitting a chunk of the mainland apart before carving a tunnel into the mountains and reemerging back into the Vaemorian Gulf.

To the south are the inherited lands of Vaemore where the Kratalians call home, the land is split into two islands to the south and a chunk of land to the west bordering Goonguard, and is home to much warmer climate than the lands to the north. The islands to the south are split by three rivers and touched by two lakes from the north and south, Marag lake and Errina lake respectively. The eastern island is made up entirely of savannas while the island to the west is home to two biomes, the oak forests which snake along the most western side right on the coast and cultivating in the bottom south and top north, and the savannas which make up the rest of the island.

Going further westward is the mainland, it takes a mostly unnatural shape the borders of which are dictated mostly by claims rather than natural borders, going straight from the south touching the twin island all the way to Vaemore gulf. In the south is a large jungle that consumes half of the region and controls all of the south. To the north is a small swamp that grows larger to the west (owned by goonguard) splitting the jungle from the mountains to the north. The mountain biome makes up the rest of the land claiming the second half and is made up of small mountains and valleys before touching the Vaemorian Gulf. The regions to the south are cut off from Midjor proper by marag.

Constitutional Monarchy
Midjor is run by their Yørv-meaning "Leader", derived from "Head" in Midjorisk-The Yørv is head of the country and all decisions made, however, has Jorvalsken--Translated as: "Earth Protectors" inferred as "Minister" or "Overseer"--A Jorvalsk is responsible for managing specific needs the nation has, for example, the Minister of Economy will manage all economic affairs within and outside of the nation with the approval, and help, from the Yørv. the Yørv can also be impeached for any reason deemed by the council and/or citizens alike.

A new Yørv is picked via elevating a Jorvalsk to Yørvhood. the process goes; the Jorvalsken will vote for another one of their peers-not themselves-to become the new leader. the resigning Yørv must also agree with the council's decision: Unless Yørv is absent or dead then the Jorvalsk choose by a majority only. Once a passable Jorvalsk becomes the Yørv they must also find a replacement for their old spot in the council before going on to lead the nation.

Husjarl
Within the regions of Midjor, there are duchies that are ran by their dukes, however the title is 'Husjarl' meaning 'High Earl", and the Duchy is called a 'Husjalir '. These Husjarl's are in charge of a set point of land and are appointed on the Yørv's council. They are widely trusted and have the ability to enact laws and bills for their Husjalir, as long as the Yørv agrees upon it.

Jarl
Each town are run by Earls-called Jarls-who handle day-to-day operations within their town. Jarls are appointed by the Yørv, or their Husjarl depending on the reason. Each Jarl is within a Husjalir-or Duchy-and is responsible for their town alone. They have say what they do within their towns build wise, as long as it corresponds to the Husjarl's decree, and moreseo the Yørv who has more say than the Husjarl.

Culture
For most of its history Midjor has only controlled the core lands seen today leaving only a morsel of land to work with. Despite this Midjor is ripe with diversity, with multiple ethnic groups and cultures calling Midjor home and despite their differences all share a unified identity. The people Midjor are known to be a hardy and joyful people with many long standing traditions persisting to this very day.

Midjorisk
The midjorisk are the original culture to call Midjor home with a rich history and a number of famous traditions. The midjorisk despite being the first humans to settle in the region, the midjorisk are not native to the world of eldham, having once lived in a far away land not yet discovered by the peoples of eldham and rathnir. This mysterious ancestral homeland has become heavily mythologized to the point that modern scholars have very little knowledge on the real history of the midjorisk.

The midjorisk are known as a hardy people with a culture based on strength and tradition with a high cultural value of family and community. Despite their seemingly barbaric ways the midjorisk are a peaceful people loving nothing more to spend their nights with their community working and celebrating together. The midjorisk are also notorious alcoholics with the most common item bought from foreign trade being alcohol, though the midjorisk are no strangers to brewing. The midjorisk can be found all over the territories of Midjor but found most commonly in Midjor proper.

Jörvic
The Jörvic are a mighty people with a long history of wars and great deeds. The Jörvic just like their midjorisk brothers are not native to the lands of eldham hailing from the lands Helvheim traveling through Rymshör “The sea between all oceans” to make their way to eldham. They are honorable people valuing dignity, honor, and legacy before all else, due to this when a Jörvic manges to accomplish a feat of great deed they are awarded with a title centering around their accomplishment.

The Jörvic are warriors in heart and value strength as a people to a fanatical degree, treating each person as a weapon, sharpening and refining their own body and mind into the best it can be. Due to this they worry little of the outside world and have spread little over their time in eldham, concentrating in the town of Draakthakt, a Jörvic settlement created to house their people when they first migrated to eldham.

Kratalia
The Kratalians are a band of misfits hailing from the lands of Rodinnbrock; exiled from their former people the group they named themselves the kratalians and would go on to settle illegally within the lands of Vaemore. After Vaemore disintegrated and was annexed within the nation of Midjor named Midjor at the time, the squatters changed from Vaemore’s problem to Midjor’s. Eventually after rising tensions and the threat of war both sides were able to negotiate and kratalians were integrated into Midjor, given fair treatment as fellow citizens of the nation.

Unlike the midjorisk or the Jörvic, the Kratalians are heavily disunified with a number of differing beliefs and religions. There are of course still a number of key aspects uniting them under one identity, one being their former heritage as rodinnians still keeping their own traditions and ideas like, wearing red pants, a fervent love of beard, and a good drink. More importantly their journey together as a community, exiles and nomads surviving all the dangers eldham can present, has instilled a great sense of loyalty among their people. Due to their ruff past they have become expert warriors and survivalists, sometimes being hired as mercenaries for their renowned skill. They also have a love for food and cooking, creating many jams, cheeses, alcohols and most importantly baked foods, still making the famed rye bread of rodinnbrock.

Cuisine
The diet of the Midjor people is dependent on what land you call home. For the coreland the diet mostly consists of fish, berry, and crops best farmed in colder climates like cabbage, carrots, and beets. Fish is the main part of the meal, living in colder land and being surrounded by only forests and frigid tundras, reliable food and protein mostly came from fishing, as it was easy to get having a coast and sea bordering both sides of the nation. When farming finally made headway fish was still a viable food source and became the main dish in the meal with most recipes having seafood being front and center.

To the south the temperature warms making it easier for agriculture to pop up. Being former rodinnians the kratalians made the choice to focus on farming mostly cereal crops like wheat, oats and rye. These were supplemented with farm animals like cows and pigs that were bought and used to add protein to their diets. As time would pass only more food types were added to the market and soon the diets of the southerners became quite diverse with cheeses, jams, and sweets. Despite this the average meal consists mostly of bread, meat in the form of either pork or beef, and added sweet common ones being jam, cheese, or some berries.

No matter the region however, everyone from the warm savannas to the south to the frigid spruce forests in the north, everyone loves a good drink. From the famous alcoholics of midjorisk, to the kratalians whose love for bread is only rivaled by their love of drinking. Many brews and brewers can be found with the top selling drink in Midjor being beer.

Florskism
Florskism is a religion based on a belief and reverence for nature and worship of the Äsyyrsk. The main beliefs of florskism is living in harmony with nature and the ultimate goal of a Florsker is to show that humanity can grow and prosper alongside nature.

Jörvism
Jörvism is a Jörvic religion heavily tied to their culture where the gods play a heavy role in day to day life. The main beliefs are based around remembrance, conquest, and valor; these values stem from the belief that those who die with renown go to pass onto Faldshör where all the gods live and where they can feast and fight for all of eternity.

Odenia
History: Embedded in the High mountains; Odenia is the capital of Midjor and the very first town built and legend would have it, built in only one day. Embed within the very mountain itself in what can only be described as a valley for lack of a better word, the high rock rapidly lowers back to land level leaving ample room for buildings to be made. In this secret prime location the midjorisk settled and built on and into the very mountain itself. Ever since Odenia has served as Midjor´s capital due its prime defensive capabilities should war ever rear its ugly hand. Due to its historical importance and previous history Odenia not only acts as the capital of the nation but also as the government's chief location, with multiple government institutions and buildings being found within.

Architecture: Odenia takes many cues from traditional midjoirsk architecture. Long ago their ancestors would build into the mountains, using the oak from nearby forests and stone to create sturdy houses built into the very mountains themselves. Odenia is no different, all buildings use stone from the mountain they reside in and the spruce forest to the north to mostly compact houses. Most of these are carved into the mountain, allowing for more room and a safer living place, even tunnels can be found connecting separate homes or leading deeper into unknown caverns. Moving away from the depths and in the very center where land goes lowest is Odenum's spear, a large tower so tall that it rivals the size of the very mountain it is built on, and at its very bottom lays the ancient artifact known as the beacon said to be brought from the ancient land that the midjorisk once called home. These towers were originally used to guide lost or wandering souls to the settlement of Midgard; now its purpose has been redesigned to navigate the steep terrain of frigid mountain. Other notable landmarks are the Grand Odenia Bank and the Odenia wall.

Ilothwii
History: Settled North of Odenia in the Spirit forest; Ilothwii is the center point that connects Redoriv, Soolia, and Goonguard via the international Highway. Originally created as a farming town using the natural rivers that would flow from the mountain as water for crops. Over time though the midjorisk would realize its full potential and soon its strategic location was harnessed as the bridging point for trade in the continent. With the discovery of rathnir trade would only increase, over time many opportunist and hopeful souls decided to move to Ilothwii creating a population boom. Today Ilothwii is one of if not largest towns in Midjor with bustling trade and farms to feed its people.

Architecture: After the settlement of Odenia many midjorisk began thinking of new ways to construct buildings leading to the creation of modern midjorisk architecture. Most houses in Ilothwii use spruce trees as the only building material, at best adding logs to give the structure added support and depth. Roofs extend at the very end away from the house and twist and turn giving it all a unique look, sometimes roofs made out of moss or grass can be found, and despite all logic they still stand to this very day. Ilothwii Landmarks include the temple of the Florjsker, the first renaming ritual, and a peony gifted from the gods.

Kjagdauyn
History: At the very top of the nation in the north is Kjagdauyn; originally created to be a trade port using the natural geographic importance as a key trade point, however over time it would be reduced to only using the river for farming crops. As rumor would have it long ago citizens back when the land was known as Midjor and the midjorisk reigned supreme, men would gather in the north on the border between Redirov and Midjor in hopes to create a new town, a trade town where they become rich from tariffs and trade. They built onto the river in the dark oak forest and in their greed they would ravage the local forest, destroying the local wildlife to make room for their new home. After they were finished a giant wound was left in the lush forest and their town finished. But it is said they made a grave mistake that day, for the forest itself was roused and its anger absolute. Every night from then on any human that dared ventured outward into that dark forest would never return and in the darkness of night not even the town that they had built could save them from death if they dared go outside their homes. Word would be reached of the dark village and settlers would come to crawl and those that could fled. Those that stayed cut down what little trees they could muster the courage for and built a giant wooden wall to keep them safe. Now the only thing Kjagdauyn is known for is silence.

Architecture: All buildings built in Kjagdauyn are built with purpose and practicality in mind. Due to this you will find little wonders here, the most prestigious construction here are the churches. Most houses are made of spruce wood despite the forest breathing against their walls, with the most complicated structures here using simple box bases and a triangle for a roof. Notable landmarks is the Florjsk church and the dark walls.

Draakthakt
History: Nestled farthest to the west in the heartlands is the town of Draakthakt; a strange and wondrous place built entirely from the nether itself, Draakthakt history is tied to that of the Jörvic. When the Jörvic first came to the lands of eldham they wished for a town to call their own, and so traveled western where they found open land in the frigid snow plains. The land was empty, perfect for a new town but lacking in natural resources and they desired little to ask their new neighbors or worse, the ruling government, for aid. So for the sake of their pride they ventured where little dared, the nether. There the Jörvic found a warped forest, which they chopped down and harvested, using the strange wood to construct their houses and used the local stone to build their walls. In time Draakthakt was born, a symbol of the might and enguintity of the Jörvic.

Architecture: The Jörvic Tristshun can be thanked for Draakthakt’s look and really entire existence, being the head architect and the person who personally created many of its structures. The town is based on traditional Jörvic architecture and is as proud and violent (as violent as stationary buildings can be) as the Jörvic themselves, with large and dominating pronounced roofs. The general shape of a building is round rather than a rectangle, differing in length as you make it from one side to the center, growing longest in the center before transitioning back to the original length. Roofs sprout off from the house either growing outward from the building or even craning like a neck towards the sky. The standout landmark in the town is the town hall.

Byydhain
History: Found south of the Odenia and the source forests that dot the core lands is the thriving city of Byydhain. Created in the years leading up to malzeins death, the people of Midjor were experiencing a golden age of development and growth. Due to the rising populations, the government allowed for the construction of a new and modern town tasking new and young architects with the making of this town. Leading them was a new ambitious artist by the name of Crimson, a quickly rising talent known for his previous work in the town of Ilothwii, helping construct new mansions and public buildings. Guiding the construction he spent day after day planning, blueprinting, constructing his vision. After months of hard work and sleepless nights he looked on in pride of what would be named Byydhain; a work of art in the form of a city growing, a city that would become the most populous of towns in the nation, even rivaling that of Ilothwii.

Architecture: During its construction Byydhain was intended to be the shining jewel of the nations showing only the best the nation could offer. While becoming a beautiful city, the national pride made way for creativity, with the building taking influence from architecture techniques and styles found all over eldham. The city takes most of its inspiration from the old lands of rathnir, with heavy use of chiseled stone and importance placed on proper planning with a fine balance between the size of blocks, houses, and roadways. The inside of houses make use of a variety of woods, from the spruce used commonly in Midjor to more foregin materials like birch and acacia.

Asturias
History: On the island once claimed by Vaemore now bestowed upon Midjor is the youngest town in the nation, the town of Asturias. Built not too long before the death of Malzein, Asturias would have to face the threat of war right on its doorfront, being built right next to the kratalians during the squatter crisis. When many towns would have spent their early years learning and growing naturally this one was not given the opportunity. Defense would take top priority and in only months mighty stone walls would shield the city. Sadly these walls would not save all of its inhabitants as during a raid the mayor would be slain in an ambush. In time peace would be negotiated and with no leader the town of Asturias would be given to a local kratalian to govern.

Architecture: During its rocky first years housing was less of a priority as was surviving the enemy at their doorstep. One local distressed citizen decided to use wool from his herd of sheep as a roof in fear that at any time the men to the south would siege the city. This random act of desperation caught on and became a staple of Asturias architecture using wool and spruce wood for the main structure.

FORT MOYYE
History: Built on a large hill the fort of Moyye acts as a sanctuary for the kratalians; with equal use as a castle for defense and as a home for its inhabitants. In times not long since passed the kratalians were banished from their homeland, forced to travel the realms of eldham as nomads. They would live like this for many years with no nation to call home, traveling across eldham for opportunity and the hope to finally rest their weary heads in a real house. Eventually they would come across the lands of Vaemore, a mostly desolate nation save for the grand capital of marag, and decided to finally lay down roots and settle. It would not be long until Vaemore officials would find the humble village and demand the kratalians to leave their land or face death. Sick and tired of empty roads and long nights in the cold the kratalians ignored the vaemorians' demands and construct a great stone wall in open defiance. Gaining the support of the neighboring novostonians and with surprising might the vaemorians would secede control of all territories exempt marage to Midjor to save their crumbling nation. War seemed inevitable as both sides dared not back down until cooler heads prevailed and peace was negotiated. The people of Kratalia became an equal part of Midjor and their home was finally permanent.

Architecture: Due to its original creation as nothing but camp and little time to develop, behind the walls of fort Moyyye lies very little, but what does are not vaults of war gear or further fortifications but homes. The homes of fort Moyye use dark oak, shipped in by local traders, with very simple but comfy designs. Many campfires can be found where the kratalians spend much of their time, eating together, talking with one another, and gazing at the stars.

Malzein
Malzein of Odenia was one of the three in the Triumvirate during the time of Midjor