The Nordur are a tenacious and brave humanoid race, dwelling in the breathtaking surroundings of the north. They place great importance on their mythology, legends, and sagas.
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These tales provide lessons and serve as a moral compass. According to their mythology, they pay homage to Hrulf, the ice giant, whom they believe to be the creator of their kingdom and their forefather. Elgur the Elk acts as the intermediary between man and forefather.
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Additionally, the glorious ancestors are regarded as half-gods due to their noble exploits. This belief inspires the Nordur to strive for the status of half-god by performing great deeds.
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The idea of breaking bread at Hrulfheim Hall with the pantheon after passing from this world fills their hearts with aspiration.
nordur
Lifersland
kingdom of the nordur
Lifarsland is the northernmost country in Lyboria. It borders the Dark woods to the south and the realm of the Tagari to the west. The south of Lifarsland is known for its breathtaking late summer, where the magnificent forest landscapes provide a true natural spectacle. The maple trees are particularly numerous in this area.
On the north coast you can see how the impressive northern lights illuminate the many icebergs. Many large coniferous forests stretch through the north of Lifarsland, which then end shortly before the sea.
In the west of the country is the large mountain range, which offers a breathtaking panorama with its numerous peaks.
The coldest area of Lifarsland is in the center of the country. Icy temperatures and tough living conditions prevail here. The country borders the sea to the north and east.
On the east coast, many beautiful coastal landscapes offer a view of the vast sea. But you should always keep an eye on the weather, because there can be violent storms.
Region
Firnend is located in the breathtaking south of Lifarsland, which is known for its fascinating late summer. Colorful forests that make every Nordur heart beat faster. The many different types of maple in this area not only attract many nature lovers, but also a variety of living things. The most common wild animals are deer, wild boar, pheasants, moose and rabbits. The city lies on a border triangle and borders west on the realm of the Tagari and east on the Dark Woods, the realm of the Arachnids. Due to the location of the city, the weather is rather warm most of the cycle. Only in winter there are colder temperatures and decent snowfall.
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City
A long and large main street leads through the whole city, which in the end becomes the avenue of the city center. The beautiful avenue leads to one of the most impressive buildings and estates in Lifarsland, the Firnend Jarl house. The wonderful stone house of the Jarl is especially known for the long and wide stairs. Many small side streets lead from the main street to the numerous houses and buildings in Firnend. Most of them are made of stone and many of them have beautiful stained glass. As the city borders on the other countries, it became the largest trading city in the country. All three mainland trade routes start in Firnend. The difference to the other cities in Lifarsland can be clearly seen, since the trade sector is much larger and there are also more public buildings.
Well-known and influential families
Dorning family
owns several whorehouses and taverns in the city. There is also a long list of Jarls and Kings in the family history.
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Righthof family
works for the blue chamber and is very well represented in the city administration of Firnends.
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Hammertree family
owns Firnends largest blacksmiths.
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Ashhof family
is a house builder family that are mainly considered for larger buildings.
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Historical events in the region
The construction of Firnend
The battle for Firnend
The Night Prince's first appearance
The first gathering of the Jarls
Historical characters of the city
Ottmar Birchwood
was I Jarl Firnends and is considered a legend because he managed to get Firnend accepted as a city.
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Freya Dorning
was IX Jarl Firnends and XII King Lifarslands and thus the I Queen in the history of the Nordur.
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Detlev Righthof
was XIV Jarl Firnends and XXI King Lifarslands. He is known for the introduction of various trade laws, especially in the area of import and export.
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Robert Righthof
was XV Jarl Firnends and part of the Nordur delegation at the legendary Unionia meeting.
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Ingrid Dorning
was XVI Jarl Firnends and XXVI King Lifarslands and took office as a Jarl at just 19 cycles.
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Ruth Dorning
was XIX Jarl Firnends and XXIX King Lifarslands.
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Kurt Ashhof
was XXI Jarl Firnends and XXXVI King Lifarslands.
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Sieglinde Dorning
was XXIII Jarl Firnends and XLII King Lifarslands. She was suspected of killing Theodor Obermann with arachnid venom.
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Franz Hammertree
was XXVIII Jarl Firnends and XLIX King Lifarslands.
Mythology
In the beginning, masses of snow collapsed, covering the foot of the mountains as far as the valley. The snow brought a chill with it. The iciness had such an effect that it turned falling snowflakes into ice particles, which thanks to the strong north wind formed bigger entities in the air. That was also how the legendary Hrulfnott (night of the Hrulf) came to pass.
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It began with small, barely visible particles but as time passed the ice swirling in the wind grew stronger and mightier. The ice that formed this object shined and appeared to drive away the darkness. Legs as large as towers began to emerge. A torso akin to a massive wall. Long, powerful arms with destructive fists and a colossal head with two recognisable glittering icy eyes capable of transforming everything in its path to ice.
It was Hrulf the ice giant. He became ruler and keeper of the north. As the day drew to a close and darkness crept in, he began his nightly patrol. From the valleys to the mountains and back again, no stone was left unturned in his mission to uphold morality. At the beginning, he patrolled the land alone, but as he wished to dedicate his time to other important matters, he created a creature that was perfect for the task. Elgur the Elk, an animal equipped with an impressive ability to withstand long journeys, eyes that could even see in the dark and a thick coat capable of resisting the low temperatures of the north. Now Hrulf could relax. The giant placed himself at the centre of the north's vast winter landscape, blending in with the rocks. He put himself into a trance and his mind travelled to his own world known as Hrulfheim. He was calm and lay motionless until ...
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It was a dark, starlit winter's night as six travellers entered the kingdom of the ice giant. Hrulf couldn't believe his ears, it was the first noise that could not be attributed to the north’s natural environment. With a new lease of life, the keeper of the north made his way towards the unknown intruders.
Magnus, Edgar, Erik, Kjell, Siegbrand and Storberg were the names of the six travellers who had discovered the kingdom of the north for themselves. As they searched for a possible site on which to settle, they discovered this place where ice cold was a daily given and nature reigned mercilessly over everything. Exhausted and hungry from the weariness of travelling for several weeks, the travellers pitched camp. They lit a huge camp fire, ate the remainder of their supplies and prepared for the cold night ahead. Shortly before they fell asleep, the adventurers heard a noise that seemed to get louder and louder.
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Erik raised himself from where he was sleeping and saw in the sheer, unending darkness, a flashing light that continued to grow. It wasn't long before the others spotted it. It appeared mammoth size and with each step this unknown figure became more recognisable. It was Hrulf the ice giant who was now standing only a couple of metres away from them. They were completely paralysed with sheer terror as they awaited the giant's arrival. They gaped at the giant in awe as darkness gave way and an unpleasant feeling washed over them as they took in the giant's glittering icy eyes. It was as though he could look right through them. The group remained speechless and uncertain as to what would happen next and they stayed put as Hrulf scrutinised each of them with his glittering icy eyes. After some time, the ice giant stood forward to speak and said to the group:
“I am Hrulf the ice giant, keeper and protector of the north and creator of Elgur. You are now in the kingdom of the north where my rules prevail. I have waited a long time to meet such mortal creatures as yourselves. I know what you want here, I can practically read your deepest wishes before the words have touched your lips. I am also able to satisfy them, your wishes, but first you must show me that you are worthy. I will bring you one-by-one to different locations in the north. There you will face situations where you will be subjected to the risks and conditions of the north. Those of you capable of using and honouring your surroundings can call the north their kingdom and may preside over that area of the north. Now sleep. You will find out what lies ahead when you awake.”
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They really were in for a rude awakening the next morning as not one of the six woke up in the same place as they had fallen asleep. Each one found themselves alone in an unfamiliar place. They all had one thing in common: Elgur the Elk appeared before all of them in distress.
Edgar experienced a hunger he had not known before. He knew he would have to quell this hunger if he were to survive. Instead he grew hungrier but there was no food to be found far and wide. As he had begun to accept his fate and give up hope of finding nourishment, he discovered traces of blood in the snow. He followed the droplets until he found Elgur the Elk lying on the ground with terrible injuries. Edgar took his knife and released the elk from his pain. Then he cut him open and feasted on his flesh. He ate and ate until he quelled his hunger. Full of awe and gratitude, he stood above the animal's carcass.
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Everything was dark as Magnus awoke and opened his eyes. No light or brightness to fight off the darkness. Time passes with change, but where nothing changes, a state such as time doesn't exist. The only change was the traveller's state of mind. He appeared to be lost in the vast, unending darkness. Suddenly he felt warm air breathing on his neck. Next, a large head tapped him on the shoulder. He turned to the side and scanned the head. As his gaze settled on the animal's eyes they fell into his hands in the most astonishing way. He took the eyes and held them in front of his own. The elk’s eyes caused the darkness to ebb away and he could see clearly once more. What Magnus didn’t expect to see was Elgur the Elk lying dead on the ground. He had given up his eyes and his life to save the lost traveller. He paused for a while in thanks.
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Siegbrand's entire body trembled. He felt colder than he'd ever been before. Everything appeared to be frozen, from his toes to his fingertips. Pain spread throughout his entire body from the cold and it became increasingly difficult to breath. He searched far and wide, but nothing could warm him. It seemed nothing would stop this bitter cold and Siegbrand couldn’t go on any longer. Feeling only despair, he sunk to the ground. As he lay there, he took once last glance at the white landscape as his eyelids were already becoming too heavy to keep open. In the distance, he could just about make out Elgur the Elk coming towards him. He threw himself onto the ground in sacrifice. With a new burst of energy, Siegbrand ripped the animal’s fur off. He wrapped his whole body in the coat and was able to warm himself. He knelt over the dead elk in appreciation and bade him farewell.
Kjell lay on his back and opened his eyes. He took in his surroundings, looking left and then right. Nothing to see but the north’s typical landscape. As he got to his feet and looked ahead, a surprising spectacle awaited him. A huge polar bear lay sleeping in the snow, about 30 metres away from him. Feeling terrified, he slowly backed away, his gaze continuously fixed on the bear. His efforts were in vain, however, as the bear opened his eyes and discovered the traveller as soon as he had taken his first step. Kjell wasn't sure how to react and ran away from the bear. All that was in front of him far and wide was a tree. A snow-covered tree standing alone in the polar desert. With the bear breathing down his neck and the tree only a couple of more steps away, he spotted an elk skeleton leaning against it. He grabbed the skeleton from the tree, used the rib bones as a shield and those of the spine as a weapon. He stood eye-to-eye with the bear, warded off a few blows with his shield of bones and struck the beast on the head with a heavy thud. Intimidated by the traveller's courage, the bear retreated. Still feeling flustered from the battle, he gazed at the bones and paid his respects to the dead animal.
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Erik was roused by a strong wind. The weather surprised him, and he stood up and looked around. The snow storm meant he could barely see a metre ahead. He knew, however, that the storm would take his life if he couldn't find shelter. That's because it was no ordinary storm; it was a blizzard. Ice cold combined with a strong northerly wind can be fatal for almost any living creature. He used the last of his strength to make his way through the storm, but it seemed hopeless. Exhausted, he tripped over an object buried in the snow. Erik couldn't believe his eyes – it was a pair of elk antlers. Euphoric and ready for action, he grabbed the shovel-like antlers and began to dig a hole. He could hide in the hole to escape the rough storm. Shaken by the blizzard but glad to still be alive, he heard the roar of an animal coming from outside. As Erik clambered out of the hole, he saw the proud elk Elgur standing on a hill, but he had thrown something away – his antlers. He felt the greatest respect come over him as he paid homage to the elk.
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Stoberg was speechless. As he opened his eyes he found himself lying on the ground in a cavern. Daylight entered through the tiny holes dotted all around the ceiling. He began to look around the cave in search for an exit. After searching for many hours, he had completely lost his way. It was as though he was being held captive in a labyrinth. Panic rose within him and he felt as though the walls were closing in and the air was starting to thin. He was on the verge of despair as he spotted a little light in the darkness. He was unsure as to whether his mind was playing tricks on him as he headed towards the light. The light was none other than Elgur the Elk in the form of a blue and white shimmering spirit. The elk indicated that the traveller should follow him. Storberg did as he was told, still uncertain as to whether he had lost his mind. After taking many diverging paths through the cave, he could finally see daylight and the exit. As he emerged, he found himself back at the centre of the mountains. The elk had disappeared, however. Storberg, for his part, knew that he hadn't imagined the experience. His trust and openness to his own spirituality and the supernatural were what allowed him to actually recognise the elk's spirit.
After each of them had experienced their own trials, they still faced the problem of being in an unfamiliar place and not knowing how the others were. The uncertainty greatly troubled all of them. Nobody knew what would happen. Hrulf purposefully left the six travellers to wait a while, giving them time to process their experiences, mull them over and draw lessons from them.
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When he decided the time was right, he spoke to them all at once:
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“Here me now, all of you! Each of you had to undergo different situations and you have all taken something from them. With these experiences, I wished to teach you several lessons. Firstly respect, gratitude and value for our natural environment and the creatures of the north and, secondly, perseverance, resilience and courage to take onwards with you in life. The land of the north is special and only those who know how to handle it will survive here. As you've probably noticed, my loyal friend Elgur was always on hand to assist you. He will watch over you while I retire to my world. Treat him with respect and value him as your equal just as you did when you were in jeopardy. Now the most difficult task of all awaits you. Settle in the place where you faced your trials because that is where your skills are best used. Create a people based on my virtues and reign over the north together. Elgur will send each of you the woman of your dreams so that you are also able to procreate. But treat the women with respect as Elgur shall henceforth also be keeper and protector of women. Now I’ll leave you, but I’ll always have the north in sight."
Religion
The Nordur live in close touch with nature. They observe nature, perceive changes in it and draw their conclusions from it. If problems arise, solutions are immediately sought. Based on their mythology, they greatly appreciate the natural conditions and the living beings native to Lifarsland.
In general, the Nordur attach great importance to their mythology, their legends and their traditions. Their moral ideas and social values are closely linked to their myths.
So to speak, the prevailing belief in Lifarsland is the belief in the ice giant Hrulf, which they call their all-father and creator of Lifarsland. They also pay homage to the Elk Elgur, who acts as an intermediary between them and the all-father. Then there are their glorious ancestors, who they regard as demigods for their heroic deeds.
In the case of heroic deeds, one should be honored to take a seat in Hrulfheim and be allowed to dine at a table together with the all-father Hrulf. These ideas make the Nordur dream that they could one day be viewed as a demigod. A thought that is firmly anchored in their minds because it allows them to see something “divine” in everyone.
So that they can express their faith, many monuments, statues and altars have been built over the cycles. They were built in honor of the all-father and their idols. Visiting and appreciating these places regularly is a well-known tradition in Lifarsland. It is up to each Nordur how to express their faith.
Some appreciate the magnificent buildings with floral decorations, others train there for the demigods' favor and few make offerings. It should be mentioned that they are not conventional offerings, like animals or even humans. No, this ancient tradition has largely been abolished. There are very few who practice such offerings. However, these outlaws have been banished from society and are no longer tolerated in Lifarsland.
The offerings that are often seen in the circles of the Nordur are of a very different nature. For example, exhibition fights are held before the eyes of the gods and you honor them by symbolically sacrificing your sweat at the foot of the statues. This is just one of several modern ways to make sacrifices.
Economy & Trade
Since Lifarsland became a kingdom, the king's role has grown. Many new laws were introduced that were surely necessary due to Lyboria's constant change. A king should always keep an eye on current events. He should know where the world and the economy are going and should react accordingly to changes.
So did one of Lifarsland's pioneers. We are talking about Konrad Dorning III, XVII King Lifarslands and X Jarl of Redsnow. During his tenure, he introduced the royal tax law, which states that all cities and towns in Lifarsland are subject to the Kingdom's tax liability.
Every city has to pay a certain amount to the kingdom for every registered citizen. This is always due at the beginning of each cycle.
The law of the same name also stipulated that every citizen who is registered with the record section of a city is also subject to tax. The citizen pays taxes to the city and the city in turn passes some of it on to the kingdom. With this law, it was important to handle it equally in all cities.
So that everything could be implemented in this way, one also had to find someone who was responsible for the safekeeping of the royal assets. The Knopfer family was commissioned to do this and has been responsible for it ever since. They founded the royal bank, which is mainly known in Lifarsland under the name "the blue chamber". This name alludes to the mystical blue gold, which can only be found in Lifarsland. The blue chamber has a wide range of tasks. In addition to safekeeping and securing the money, the bank is also responsible for the logistical distribution, the administration of the different accounts and the imposition of sanctions. The blue chamber reports directly to the king, although some citizens claim the opposite.
All imports and exports are also managed by the blue chamber and financed with the funds provided. This handling was proposed and implemented in the 6502nd cycle of the III era by XXI King Lifarslands, Detlev Righthof. It is a system that regulates both cities and individual trading companies. It puts Lifarsland's wellbeing first and guarantees that cities and companies don't get bigger than the common kingdom. The system was established by law and states that trading companies within their own region can do business at will. All other businesses that go beyond the region must be managed through the city administration. This means that the city buys the goods from the trading company and then resells them to other cities. If the trade goes beyond Lifarsland's borders, the city council sells the goods to the kingdom. They in turn sell it to the business partner outside of Lifarsland.
This law ensures that domestic businesses cannot grow larger than their own city or, in the worst case, even the whole kingdom. Since the kingdom can be ruled by kings of all cities and the law serves the common good, it is well received by the citizens of Lifarsland. Throughout the cycles, it was continually amended and improved when one noticed grievances.
For example, every city in the blue chamber now has a trading account, which is used to credit amounts when exporting goods and to deduct amounts when goods are imported. To ensure that all cities are treated fairly equally, each also has a trade framework that has both a minimum and a maximum value. If the city falls below the minimum value, the kingdom has to intervene and distribute orders to the respective city in order to boost the local economy. If the maximum value is exceeded, the kingdom must also intervene and distribute fewer orders to the respective city in order to slow down the local economy. However, with good management of the blue chamber, neither of the two values should be reached.
After a short time, the same trade framework for companies was created at the city administration. This guarantees every self-employed person some export orders and not only benefits the largest and strongest companies.
Current economic situation
Since the beginning of the IV age, trade with other races has grown exponentially. Former enemies became business partners and a faltering economy became a thriving one, which was beneficial for all races of Lyboria. It opened up many new professions for the Nordur, enabling them to acquire large quantities of goods that were previously only in short supply, if at all. Conversely, the rest of Lyboria was able to benefit from the economy of Lifarsland, which is well positioned in many different professional sectors. Blacksmiths, stonemasons, farmers, mountain farmers, fishermen, butchers and shipbuilders are some of the strongest branches in their economy.
Initially, there were language barriers to trade with other races in Lyboria. However, these were overcome with the agreement that was worked out at the Unionia gathering. It has been agreed that the language of the humans will be used as the main language for official matters. This happened because of two facts. First of all, all human races speak the same language except for a few differences and secondly, all races should have the opportunity to learn the language. The languages of the non-human races usually have physical and species-related requirements to be able to speak them.
The Iron Court & Legal System
In general, one can say that Lifarsland has developed in a positive direction over the past 500 cycles. The structure has been improved, the standard of living has been increased and the criminal schemes have also decreased significantly due to a better legal system.
In the past, the respective Jarl decided the fate of a criminal. Nowadays, the law provides clear guidelines on how to deal with the various criminal offenses. Criminal offenses are dealt with in the region in which they were committed. Only if there are major and national offenses does the person concerned have to face the iron court. As you know, the fun ends there. As the saying goes:
"There is no way around the iron gavel sound!"
Governance
Until the 6200th cycle of the III era, the Nordur were divided into the six primeval tribes, which were spread all over Lifarsland.
The tribes lived independently in their individual regions, but were nevertheless in constant contact with one another, even if this was unfortunately not always of a peaceful nature.
The cities of the six original tribes are
Redsnow
Shieldtree
Coldguard
Portheim
Stormpit and
Wintersleep.
The natural conditions of these regions correspond exactly to the description in their mythology. Another reason why their belief in it is so strong.
In the 6200th cycle of the III era, Lifarsland's first Jarl gathering took place. That day Lifarsland became a kingdom. Important issues were discussed and laws for the future were established. One of the issues was the admission of the city of Firnend as part of the Kingdom of Lifarslands. With this admission Firnend was officially allowed to have its own Jarl. Firnend was now one of the cities in Lifarsland, but none of the six founding cities. This was accepted without any objection by the residents of Firnend, as the historical background confirms this fact.
Thus, there have been seven cities in Lifarsland for a little more than 800 cycles. One Jarl is in power in each city. This rules both over the city and the associated region. A Jarl can be male or female. Of the seven Jarls in total, the one who has held the office for the longest time is inevitably chosen as the King of Lifarsland. The king not only decides on matters that affect all of Lifarsland, but also goes beyond the kingdom. He must have no influence on the other cities and the related decisions. In the unlikely event that two or more Jarls are in office for the same length of time, the oldest will become king. If they are the same age, there will be a test of strength in several disciplines. The winner is then honored as the rightful king.
If you want to become Jarl, you have to challenge the incumbent to show your strength. Again, you compete against each other in various disciplines. This usually happens when someone is not satisfied with the decisions of the current Jarls or when new candidates think they can do better. Due to several abuse cases of this regulation, it was decided that only worthy Nordur may challenge an incumbent Jarl. It was therefore determined that in the future one will take an aptitude test in the individual disciplines, which will provide information about the worthiness of the person concerned. Should a Jarl die, a tournament will be held in his honor, in which every resident has the right to participate. In this tournament, the one who scores best in the five disciplines becomes the new Jarl.
In all cases, they are the same disciplines:
Duel
Skilled craftsmanship
Trade & economy
Historical knowledge of Lifarsland and its cities
Response of the people
Many Nordur underestimate the responsible position of a Jarl and do not know what pressure you are exposed to due to this title. The tasks of a Jarl are diverse and involve many difficult decisions. You should have a good understanding of the current market situation, be able to make a courageous decision regarding the legal system and keep a good eye on the region and your own city. If you bring these requirements with you, you only have to listen to the countless problems of the citizens every day and also try to solve them. That may sound simple, but it is not at all. Because the wise man knows that with every decision he makes, he makes some citizens happy and thus annoys others. You can never please everyone.
While responsible for regional affairs, the Jarl is still subject to the King's judgment on matters across Lifarsland. Since a king is always a Jarl at the same time, he should normally be able to understand the positions of both offices very well.
Birth
"If a new person is born among us, show him the way."
So said a respected seer a long time ago. For many people, the day of birth is the most important and above all the day that could determine their lives forever. It begins in the house where the woman is brought to, as soon as there are signs of an imminent birth. When the moment arrives and the newborn sees the light of day, the city's seer will look to the child's future. After he has interpreted the pictures of the future of the child, he tells the parents in which cradle the child will be placed. There are usually three cradles in which a newborn can be placed. The wooden cradle, the iron cradle and the antler cradle. Each one of them stands symbolically with its own meaning for the future of the newborn.
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The wooden cradle stands for stability, growth and durability. Many Nordur believe that wood-born will be good and simple workers or craftsmen who will bring stability to the city and its inhabitants. The consistency and hard work that they associate with such a person means that they also see economic growth for their city.
The iron cradle symbolizes resistance, strength and courage. Children who are placed in the iron cradle are said to become great warriors. With their courage, they will face the most difficult decision with determination.
If the newborn is placed in the antler cradle, the child should have a gift for hermetics and spirituality. Unimaginable powers are said to be hidden in such a child.
However, there is still a fourth cradle - the gold cradle. Such a case is quite unusual and only occurs every few hundred cycles. If a child is placed in the gold cradle, it is said that this person will bring great changes. This can be seen as both a good and a bad sign.
If the child is placed in a cradle by a seer and shown to the public, the horn is blown. Depending on the cradle, the horn is blown once, twice or three times. This will inform all residents about the event. The child's parents then choose a name and announce it to the people gathered. As a sign of recognition and respect, the child is honored by the people gathered there. If the child is placed in the gold cradle, the horn is blown six times. Once for each of the six founding cities, since a child who is placed in the gold cradle is important for all of Lifarsland.
Marriage
Marriage is also a very important tradition for the Nordur. Marriage is only entered into when the husband and wife believe they are ready for it. They have to prove that they are ready for the marriage covenant. According to this tradition, the two must first survive in the wild for a few days before being allowed to marry. They are sent into nature and have to face the conditions there. Helping the future bride and groom is strictly prohibited and will also be punished accordingly. This tradition is intended to bring the couple even closer together and ensure that they are well prepared for future challenges.
After the bridal couple has overcome the wilderness, they have to go back to their city. Once there, a place to sleep in the so-called marriage cottages is already prepared for the coming night. Marriage cottages are usually built in the center of a city. This is to symbolize that they receive the blessing and protection of the city and its inhabitants. The couple will spend the night in the comfortably furnished cottage, but must not leave until they are asked to do so.
The next morning, they are dressed with jewelry and clothing by a priest. This is followed by the marriage walk. This walk leads from the cottage to their house, which was decorated for them by the citizens during their absence. Along the way people gather and accompany the couple on their steps to happiness. As soon as they arrive at the beautifully decorated house, the priest speaks the consecrating words. To complete the ceremonial act, the newlywed couple gives each other an object to be hung around the neck. A wide variety of things are used for this. Such as rings, bones and amulets. The object is supposed to bring happiness to the partner for the coming life time and to remind him of the spouse.
Death & Burial
Should ever thy flesh live no more,
thou mightst awake at Hrulfheim’s door,
where gods are famed for feasts galore.
O! The thought of it makes the spirit soar.
Carry our greeting to each god
as we consign thee to the sod.
We’ll sup today a smaller squad
as to thee, and thy life, we give a nod.
In time we'll let thee take thy leave
for early rising trims the eve.
Wherefore our parting words we weave:
to thee, forever, our hearts will cleave.
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One of the most famous burial poems in Lifarland. It is often sung by the family of the deceased. This helps them to face their loss and the associated uncertainty with a smile. If a Nordur dies, he is bid farewell with dignity.
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Customs vary in the event of a death. Most of the Nordur choose to be buried, however. This is on account of the tribe’s affinity with nature. As the ancient Nordur saying goes:
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If his body sleeps in earth, the apple's seed will have his worth.
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This is their way of showing their appreciation and respect for nature.
Naming
The naming is very simple in Lifarsland. The name is made up of a forename and surname. The forename of a child is chosen and announced by the parents at birth. The child's surname name is automatically the parents' family name. If the parents have different surnames, the child bears the name with the longer family tradition. The name that has been entered in the city's directory of names for a long time is used. This can be checked in the archive of the local town hall.
There are three ways to change your family name:
1) You make the covenant of marriage and take on the name of the partner.
2) You are adopted by the head of an existing family.
3) You create your own family name and have it registered at the office. But you need a bit of money and your own family crest.
Funken
The funken is an old fire tradition that is practiced and celebrated throughout Lifarsland. The fuenken is a stacked wooden tower that is lit under the eyes of the residents after dusk. This event always takes place on the 99th day after the appearance of the green star. The fire is supposed to finally drive away the winter and herald the beginning of summer. The fire should show whether it will be a fertile summer or not. The longer the funken burns, the more profitable summer should be. In Lifarsland, a funken is built and lit in every town and village.