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The Myrkalfar

Started by Carthrat, April 16, 2016, 08:05:36 AM

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Carthrat

The Myrkalfar

Banished from the surface, the Myrkalfar dwell beneath Midgard in their three great cities; Myrkalfheim, Svartalfheim, and Dokkalfheim, jewels of the underground constructed in the grand caverns below. From these lairs they maintain a distant and tenuous lordship over the Svartvattir; the transformed spirits of nature that traveled with them, and the Dvergarl; the natives of the depths.

Their rule is enforced by taking tribute from the subservient, defending their subjects against their rivals, performing impressive works of magic, and by raids upon the belligerent. Theirs is a society of warriors, craftsmen, magi and storytellers, bound together through the perils of the deep and a shared hatred for those that threw them into the dark.

They are strong because they must be. Beneath the surface lie the Tartarians, the old gods slain by the progenitors of the Alfar. Dead and dreaming, even their thoughts have power enough to twist the lowest depths. Their servants contest the Myrkalfar's rule- the ilvattir, spirits of the deep earth that haunt the dark roads, possess the unwary, and whisper foul promises into the willing ears of the greedy and gullible.

Myrkalfar society is brutal on the youths, who compete fiercely for status, glory, and right to sit at the tables of the Jarl, lords of the Alfar. The Alfar are long lived but much of their life is determined in their first century, so many make great efforts to earn a place amongst their peers. This costs many lives, but the Myrkalfar believe only the strong have the right to longevity. Once they reach such a position, the Jarl are somewhat less lethal but remain competitive, often by proxy. They feud over old slights, trade rights, prospective huskarl and over who will become the next of the Hersir; the elected leaders of their cities.

The three great cities hold the bulk of the race, but many Myrkalfar make the homes in enclaves elsewhere in the Underdark, undertaking research, keeping scouts throughout the area, and engaging in various necessary pursuits; mining, farming, raiding, and so on. All Myrkalfar call one of the cities home, and there are strong cultural differences between them. They remain a single nation, despite frequent feuds and occasional cloak-and-dagger skirmishes. Outright warfare, however, is unheard of since the Schism. Customs of guest-right and blood-money provide methods by which feuds can be resolved with honor.

The Myrkalfar do not commonly write down records of their history, but pass on stories and knowledge through oral tradition. Storytelling is considered an art, and a grand story, well-told can earn as much prestige as a successful raid. Stewardship over the lesser beings is seen as more a necessity than a great calling, but the Myrkalfar do respect their fellows who make friendships with the greater beasts and spirits of the world.
[19:14] <Annerose> Aww, mouth not outpacing brain after all?
[19:14] <Candide> My brain caught up

Carthrat

#1
Myth & History

The historians tell it like this; once they were part of a great race of Alfar. They were the heirs of the great gods, Odin, Freyja, and Hel! They were taught the ways of magic by the three Norns, much beloved stewards of fate and time. They were set upon Midgard as stewards of the earth and the shorter-lived races that sprung forth from the dirt.

One of those mortal princesses was not content to be lorded over, however. In a feat of improbable boldness, this human woman seduced an Alfar man, who allowed her passage to Asgard, home of the gods. With a sword of cold iron and a heart that burned for glory beyond her station, this woman slew the Norns in their sleep, and threw their hearts back down to Midgard. The sky rained blood, and from that day, the Vili found that magic was within their grasp, whilst the gates of Asgard slammed shut and even the Alfar could no longer reach it. For her feat, the woman was named 'Skybreaker', her true name lost to history.

The Vili set to mastering their talents with disastrous results; their poor training resulted in calamity after calamity, and the power-hungry started warring throughout the land. Both Alfar and mortalkind suffered, and a great division emerged within the Alfar as a result. Some wished to take the mortals and teach them the arts properly, as the Norns taught them. Others believed that such short-lived races could never be trusted with such power, and they must be fiercely contained lest they ruin the world. There was no small desire to see vengeance for the beloved Norns, despite Skybreaker herself being trapped in Asgard and surely slain by the servants of the Norns.

Debates turned to arguments; those arguments became heated. Someone drew a weapon, and war erupted within the Alfar. They split into two camps; the Lgosalfar, who sought to bring the light of learning to the mortal races. They were opposed by the Myrkalfar, who strove to keep them in darkness for the sake of all Midgard.

The Lgosalfar had the advantage; they taught the surfacers magic and became their allies. Not only that, but Odin the Hangarott, God of Wisdom and Thunder was on their side.

Outnumbered, the Myrkalfar were forced to retreat deep beneath the earth to survive, away from the sky, and the riders that could hunt them across the plains and fields. The iron inhibited much of their original magic, but some learned new arts and adapted to their surroundings. Hel, Goddess of Earth and Death, showed them paths to the grand caverns. The Myrkalfar conquered their inhabitants, bringing them under their rule. The Alfar saw a chance to remake their society, just as it should be. Yet the underground is not as bountiful as the surface, and their society is somewhat greedier than it was in the past. To maintain their standards, wealth had to be extracted from the Dvergarl, through tribute or raids. The world was hard and brutal, and they became the same in turn.

As such, they became hard on one another as well. Competition between youth, once thought of as sheer vanity amongst the Alfar, has become a way of life for the Myrkalfar. There is no place for the weak or useless in their society. Everyone must prove their worth in a zero-sum game, where positions are finite and those who claim great status early on forever stand above their peers. Elders who don't make it often turn bitter and vengeful, but cowardice nips at their heels and prevents them seizing a place for themselves.

Deep beneath the earth, new stories were forged over a timeless eon. Though the Myrkalfar remembered the sun and kept time through use of their arts, their records were few and only the elders know- and, perhaps, care- how long it has been.

Freyja's Stepchildren

The latest generation of Myrkalfar has been unusually fecund. Their birthrate and population seemed stable, but many more Alfar children have recently been born into the Underdark. Seen as a blessing from Freyja, these children bear a great deal of interest from the elder Jarls. Many look forward to an exciting era of competition amongst the young; a few far-sighted Jarl wonder if this deluge of people could not mean great things their nation.

All Karl go through a rite of adulthood; the Threefold Hunt, where they range far from home to show they can handle themselves and enrich the Myrkalfar nation. The time has come for Freyja's stepchildren to go forth into the Underdark, to claim glory, show they are bright amongst their peers, and to claim their birthright!
[19:14] <Annerose> Aww, mouth not outpacing brain after all?
[19:14] <Candide> My brain caught up

Carthrat

#2
Class and Station

Hersir - The princes amongst the Myrkalfar, the Hersir are appointed by a great council of Jarls in a ceremony known as the Feast of Deliberation, where Jarls cast their coins for their chosen candidate. Tenure cannot be stripped save by death, but should this unlikely event occur, a new Feast is held within the year to appoint an entire council once over. Each city has three rulers at any given time and the death of one is enough to hold new elections.

Jarls - These noble Myrkalfar rule the cities, gaining their positions through patronage, blood, or pure ability. Jarls must be recognized by their peers to hold the rank. An ungenerous Jarl is not a Jarl for long; they are expected to show their wealth through patronage and extravagance, and each is assigned some responsibility for the upkeep of their city. Jarls typically hold the allegiance of many karls- the 'hiromaor'- and award them various ranks and privileges within their own households. They are responsible for forming raiding parties and armies, should the need arise.

Karls - The great bulk of Myrkalfar occupy this rank, and are able to pursue whatever studies they desire; martial, scholarly, artisanal or clerical. They vary wildly in ability; many are no more than elevated farmers and craftsmen, but within every Myrkalfar lies the potential to rise above such a mundane station. You can hold great prestige whilst remaining a Karl, if you are talented at your work and enjoy success.

Degan - Landless outcasts and unacknowledged bastards are collectively referred to as the Degan, a catch-all title that does a disservice to those who manage to seize a shred of power. Myrkalfar women rarely end up in this position, as they are often quickly adopted by Karl heads looking to expand their families. Men have few prospects; without a chance for a strong education, and physically outdone by the larger brutes that wander the Underdark, they tend to become criminals, hired thugs, or destitute wanderers.

Dvergarl - Occupying no caste of their own and with no right to participate in the leadership, many Dvergarl nonetheless make their home in the cities. Some grow quite powerful, commanding the loyalty of many of their peers. Wise Myrkalfar know which Dvergarl they can push, which can push back, and which are so valued by other Alfar that they are fundamentally untouchable. Unless they become thralls or slaves, Dvergarl are more-or-less freemen who can start a business or join the Myrkalfar raiding parties for loot and glory.

Thralls - There are two sources of thralls; indentured Myrkalfar forced to work for their creditors, or prisoners and surrendered foes, captured in raids. Thralls are not considered property like slaves are in a legal sense, and even have the opportunity to earn money and property in their own right- but woe betide the thrall who disobeys his liege. Summary execution for disobedience is generally frowned upon (particularly in public), but there are few consequences unless an influential Myrkalfar takes issue with the murder.

Slaves - Slaves have no rights. Dvergar criminals may become slaves if they are not killed outright; cowards who flee battle from the Myrkalfar without managing to perish may also become slaves. Myrkalfar are never slaves; even the lowest is given a quick death rather than the ultimate humiliation.
[19:14] <Annerose> Aww, mouth not outpacing brain after all?
[19:14] <Candide> My brain caught up

Carthrat

#3
Races of Midgard

Myrkalfar; the dark elves, banished from their homelands and conquerors of the Underdark. They are warriors, ancient mystics and skilled craftsmen who exist in a cutthroat society that raids the surface and their neighbours whilst fighting an unending battle against the Ilvattir beneath.

Lgosalfar; the light elves, winners of an ancient schism within the Alfar. They taught magic to the surface races after the Blood Rain, and supposedly control the surface despite their low numbers. Hated enemies of the Myrkalfar.

Landvattir & Svartvattir; Nature spirits and strange beings; the dryads, pixies, witch-creatures, wisdom-spirits, night-folk and other supernatural denizens of Midgard. Landvattir refers to the surface spirits, and many Landvattir fought with the Myrkalfar during the schism. Those that survived traveled underground along with their allies, where they transformed to fit their new surroundings and become known as the Svartvattir. Few in number compared to the Alfar, these spirits tend to be bound to small pockets of the earth or land and embody natural concepts. Many Svartvattir have gone somewhat mad in their time underground. With the Norns dead, they often educate young Myrkalfar in sorcery.

Husvattir; housewights, minor spirits & familiars loyal to the Myrkalfar that perform useful tasks. Imps and gnomes skilled at house-cleaning, noise-making, cooking and other forms of drudge work. A Myrkalfar without a Husvattir hand servant is considered quite poor indeed.

Dvergarl; intelligent natives of the Underdark. There are many different kinds, ranging from the dwarven smiths so common in Svartalfheim to the hulking cave Jotun that can tear apart an unwary Alfar with their bear hands. They possess little magic; the bloody rain did not grant them the same benefits the Vili enjoy. They often possess great raw physical abilities, however. They tend to feud amongst themselves, though some bold Dvergarl even stand up to their Myrkalfar lords (with typically disastrous results.) The Dvergarl are easily corrupted by the Ilvattir, who grant them the magic they lack in return for a harsher form of servitude.

Ilvattir; Dark creatures thrown up by the Tartarians beneath the earth. Dangerously unpredictable, they often seek to corrupt the unwary in hopes of one day re-awakening their progenitors. Ilvattir often raise armies of corrupted Dvergarl and throw them against the Myrkalfar invaders.

The Vili; Collective name for the mortal races that arose upon the earth. They come in many forms; Skybreaker was a Human, who possess bodies eerily similar to those of the Alfar. Vili learn magic through hermetic study and are an extremely diverse bunch.
[19:14] <Annerose> Aww, mouth not outpacing brain after all?
[19:14] <Candide> My brain caught up