Vidanmor

Viðanmor (Vee.DEN.MORE) is a Viking nation-state located in the western hemisphere of Eldham, it was formerly Midjor, but has sense come far from it's roots, encasing and taking on large parts of Vaemore. The Vikings of Viðanmor have come to favor the cold, frozen, mountains and spruce forests the most. Though they have lived in countless worlds throughout history, or so Florskism leads may followers of what the leader calls "The Old Way", to believe. They find their current home in Eldham, of which the inhabitants call Eldheim, holstering two large areas of land and some isles to the south.

History
Viðanmor history is convolutted, but what is known is that prior to Viðanmor there was Midjor and their vast belief in Florskism. For five years the Midjorisk people set roots and on their last year they ceded from Vaemore, becoming their own freemen and women.

Midjorisk and Jörvic
The Midjorisk, hailing from the lands of Rathnir, in the year of 212, the orginal Midjorisk set out once hearing of Eldham, which they called 'Eldheim'. Hearing the prospect of new land, as any Viking would, they sailed for a new haven. They reached a peninsula north of Vaemore and began to settle in the mountains by the winter of the 221st year. Upon their arrival a mysterious man assisted them in building the capital in one sole night, disappearing in the morn, many believed it to be Odenum himself to help his Midjorisk people in their conquest. The Jörvic, are a people, much like the Midjorisk, and so upon their arrival they fit right in culturally. At their state, the Jörvic and their cultural head Torm Yarvikssorg, proved to be invalubale to the Midjorisk people. They hail from a land, they claim far south of Eldham they call Helvheim ' meaning 'The land of Home'' ', so far south, their Jörvi God, Ulthshör, allowed them to pass through his realm and into Eldheim. Though there were close to a hundred galleys sent from their land of Helvheim, only two managed managed to make it through Rýmshör, the sea of which they sailed. Once their ships landed in Eldheim, they dragged the last of their functional galley onto shore, and built a structure under it, making their ship their longhouse. Nỹfundshör'' ' or Newfoundland.     

            

The Game of Yørv's
The Yørv is the leader of Viðanmor, Midjorisk word deriving from "head". The transition took place only days after the Jörvic's arrival, for Malzein and Torm formed an attachment, them both leading their respective cultures and religions, and with Torm's knowledge he offered it the best way he knew how. Through writing a book titled 'Wisdom of Kings ', where he granted some of his experiences from his former home to the Midjorisk Triumvirante. In Wisdome of Kings it was written in a chapter to often avoid the rule of multiple men, for the more men you add, the greater chance of curroption, or in the case of Midjor, overworking one of the Kings. As such, with Torm's guidence, Malzein declared himself 'Yørv', the sole leader of Midjor, which the Jörvic and Midjorisk response was a resounding applause.

 

 

Kratalir
Kratalia was a squatter nation within the confines of one of Viðanmor's isles it obtained from Vaemore, and as such, were a problem. After quite some time, a full year, Viðanmor and Kratalia were warbound, of which gained Viðanmor a vastly superior army than it had ever had before, however, during this time frame, the former triumvirante all vanished, and Viðanmor--Midjor at the time--was left to defend itself. Through the darkness, however came a Jorvalsk-minister-election that would put Torm in charge of Viðanmor and on the brunt of much debate. Torm trained the armies and constructed arenas, placing one of his Jörvic men in charge of them, a Hersir. Soon, with his militaristic forte, and his diplomatic abilities, he had amassed at least five large and nearby allies, who were ready to fight, alongside his own army. Then, he did as he knew his Midjorisk kinsmen would wish and offered peace. The leader of The Undead Soverignty of Kratalia, a man named Berg met with Torm and agreed to end the war, Kratalia was renamed at Kratalir to better suit the Viking nation, and was placed in charge of the entire isle as Husjarl Berg of Husjalir Kratalir.

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 Viðanmor, 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 t he 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.

Architecture
Viðanmor architecture, in terms of housing, is built tucked to prevent rain and snow from entering the homsteads of the Viðanmor people. It is also very ridged, as to promote a fierce and glorious structure.

In time, architecture would turn into more of an interpretive art form for skilled builders. The Blackstone and Stem Longhouse in Draakthakt, Odenum's spear with its high and mighty stature in Odenia, and the humble Elyyrisk church in Kjagdauyn, and Grand Odenia Bank are great examples of Midjorisk and Jörvic architecture used as art.

Religions
The two state religions are, firstly a mixing pot of the mythical tales of Heimmjør, Yonirsk floral belief, Vuljorisk gods, and Eldhamite folktales and beliefs. Creating the Modern religion for Midjorisk people, Florskism. The practice of working with nature and showing the Gardener-Creator God-that humans can coexist with the gardener's creation without harming it. following the guidance of spirits known as Äsyyrsk to guide them in their efforts in living in the Jor and settings standards in the Midjorisk's society.

The second of which is a foregin ideology to that of Eldham. It consists of War, Alcohol, Sailing, Conquest, and Death. The religion, in the last few hundred years, has only changed mildly from it's orgin, called Jörvi. The Jörvi practices work closely with the general beliefs with Yarvik-The first God of Jörvi-and those of the Florskism. The Jörvi, however were more concerned with glory and greatness, hoping to forever last in Yarvik's feasting hall of Faldshör.

Stories and Myths of The Midjorisk
Stories and Myths of the older culture and even in modern times are still a spoken practice. Midjorisk Origin stories like "Fir Heim" (Literally: first human) tell the tale of Yuno emerging from ashes and splitting themselves into the Tribe of Heim.

"The Grandfather" is a short story that was popular during the Vuljor period leading up to the Dazjorvul. its premise was centered around an old man with his 4 grandchildren, who have all suffered trauma from their grandfather's and do not wish to anger him any further than staying up past midnight. the youngest child, however, suffers the most as she is killed for her disobedience.

A popular Poem during the settlement of Rathnir was that of "a Drunken Monk" a short piece of literature that talks about the tale of a monk who is the last surviving monk in his synagogue, with nothing but bottles of wine by his side after the death of his friends.

Behavior
Midjorisk Behavior is mostly violent. with the commonplace bloodsport and homicide to show aggression and might. however, that sense of violence forms a deeper bond and relations with their fellow Midjorisk. though this cannot be said for all Midjorisk, poking fun at each other usually in a light-hearted way also expresses how close an individual feels towards another, usually the more aggressive the more respected they feel towards that person.

though formalities first, as violence from outsiders can be misinterpreted as unnecessary aggression and a desire for conflict. as earlier mentioned, names are an important aspect of the culture as well as having a name to the Midjorisk shows strong feelings of liking, respect, and appreciation.

Calender and Events
The Midjorisk/Jörvic Calendar is written in yy/ss. with s being season. Its year 0 starts on 5/25/18 where the Peninsula of Heimmjør was believed to be inhabited. if you were to figure out the current date, For example; the current date (as of 11/20/21) would be calculated as such:


 * 1) find the days between 5/25/18 and the date of today
 * 2) Make the equation x*72/365 (where x is the number from the first question)
 * 3) round the decimal to the nearest tenth and depending on the tenths place will determine the current season on the calendar

1-3 winter

4-5 = spring

6-7 = summer

8-9 autumn

so the date, 251.70 would be written as; Year 251, Summer.

Holidays and events that are important to the Midjorisk and Jörvic culture range from events such as the Birth of Yuno to The Festival of the Gods

Birth of Yuno - Started; Year 0, Celebrated May 25th, Events include burning sacred or sentimental items to the Midjorisk and restarting new. with the ashes left from the charcoal, they light another fire that will last until the next centural cycle (72 Mc years or 1 IRL year)

Féildinni Gwelir - Started: Year 0, Celebrated every 10th, Events include sacrifices of animals, a feast, and duels.