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Othala [29 Jan 2011|12:22am]
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Inguz [29 Jan 2011|12:21am]
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Laguz [29 Jan 2011|12:21am]
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Mannaz [29 Jan 2011|12:20am]
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Ehwaz [29 Jan 2011|12:20am]
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Tiwaz [29 Jan 2011|12:19am]
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Sowilo [29 Jan 2011|12:18am]
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Algiz [29 Jan 2011|12:17am]
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Perthro [29 Jan 2011|12:15am]
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Eihwaz [29 Jan 2011|12:15am]
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Isa [29 Jan 2011|12:14am]
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Hagalaz [29 Jan 2011|12:13am]
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Kenaz [29 Jan 2011|12:11am]
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Raidho [29 Jan 2011|12:10am]
Name: Jóvina Társdóttir
Title/Occupation: NUTHIN
Rune: Raidho represents a journey. It can relate to both taking charge or carrying on. There is an active element to this Rune though - a sense of movement, inspiration. Jovina has prophetic dreams of a sort. They can take a little deciphering.
Personality: Like her father, Jovina can be free spirited and stubborn. She usually has a sense of where she is going - though not always of the path that will take her there. And this may change at any moment. Jovina is a bit immature - something that isn't helped by her father doting on his youngest (and only) daughter since being home. She's happy to have him around though. Jovina is generally a nice person.
Bio:
Jovina was raised mostly by her mother, though her father was around in bursts - when he wasn't off fighting or doing other things required of him by the military. Jovina has an older brother who wasn't too happy to have her around at first. That changed, at least for a little while, when he found he could play with her or involve her in his convoluted childhood plans. As he got older he became a bit indifferent to her, and that hasn't changed too much over the years. Jovina ended up being closer to her cousin - Trygve - who happened to be nearer her own age. He came to live with her family and the two got on well - they may as well have been siblings. Trygve went off to train to become a warrior though, so they saw less of each other as they got older. Jovina was always jealous of him.. getting to go away and train. She had to stay at home and learn about the horses or running the home. She didn't mind the horses but the rest was boring.

Jovina has enjoyed having her father home in recent times and has spent a lot of time with him and the horses. They both seem to have forgotten that she is getting older and that some decisions need to be made about her future. Her mother has not forgotten. Jovina's dreams can have a hint of prophecy about them if she can decipher them. Sometimes she is successful and has foreseen events such as her cousin coming to stay and multiple issues with the horses over the years. She's had a sense through her dreams that something big is coming. She's not clear on what it is yet though.
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Ansuz [29 Jan 2011|12:09am]
Name: Walderik Viðarson
Title/Occupation: High Chieftain
Rune: Ansuz refers to the God Odin. The key aspects of this rune are insight and communication - the power of speech and understanding, control and wisdom. Walderick's special subject is TREES.
Personality: Walderik is cool and calculating. He rarely lets things get the better of him. He prefers to understand things fully before taking any action, but doesn't often have that luxury - he has proven capable of making quick and difficult decisions. Indeed, he wouldn't be in the position he was if he could not. There is a sense of authority about Walderik and this, combined with his ability as an orator, make him an inspiring leader. He enjoys nothing more than a mystery and delights in sorting such things out.
Bio:
Walderik wasn't especially special in his early years. His family lived and worked in Bygomanidalr in service to one of the great warrior clans (Tormodr). He was the second eldest child and was expected to one day take over from his father in handling the everyday running of the Tormodr primary estate. If this hadn't been expected of him it may have taken even longer for Walderik's talents to be realised. As it happened, Walderik was noticed by certain members of the Tormodr clan. His father started taking him to work with him - offering him an understanding of how the estate was run and what his role might one day be. Walderik was also put to work on these occasions. It wasn't long until he was delegating tasks to his siblings at home - much to his mother's chargrin. She was in charge of that house, thank you very much. So Walderik started delegating tasks at work instead. It was this that brought the initial attention upon him. It was obvious that Walderik was a confident boy, but he was also a commanding one. If he'd been kept on at the estate there is no doubt that he would be running it before his father was even set to retire from working life. The way Walderik spoke and the power he had over people - even as a youth - led to some investigation on the part of the Tormodr. With their suspicions confirmed, the Tormodr convinced Walderik's family that their son was destined for much greater things and that with the help of the clan this could be achieved. Walderik's family agreed to their help and the boy was set upon a new path.

Walderik was first trained as a warrior. Then he was trained in politics. In some ways he didn't find it too much different to the politics of the estate. Except more was at stake. As with the estate, Walderik had to begin at the bottom. After his battle training, Walderik became his own family's representative at their local Thing. It wasn't long until he was nominated to represent the interests of those assembled at the next level. And so it went.. except that he tended to promote the interests of the Tomodr clan along with the rest. He was not a puppet though. But he knew better than to bite the hand that had fed him up until this point. Walderik knew where he was headed, as did most everyone around him. But there was a process and he would follow it. He would become known and respected before he even set foot in the castle on the lake.

He met and married Sigrún Tumadóttir during his ascent. She was also a powerful individual - coming from old blood and being a Rune herself. She could play the game almost as well as he could. But Sigrún had a heart. Then, anyway, and that may have been what drew him to her. She could be a bit of mystery at times.. and he liked those. She was a healer when they met but gave that up after their second child. Walderik and Sigrún had three children - two boys and a girl. They recently adopted a fourth as a show of good will after the war. Although this child also happened to be a Rune with unique prophetic abilities. Sigrún wasn't particularly pleased about this gesture. Walderik became High Chieftain - ruler of the Runic Kingdom - when their third child was still young. He saw the Kingdom through the war and beyond, and hopes to continue to do so. His job is obviously very demanding and this has taken its toll on his immediate family as well as his extended family. His eldest brother and family have residence in the castle as well. ENOUGHOMG.
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Thurisaz [29 Jan 2011|12:09am]
Name: Torbjörn Grímsson
Title/Occupation: Leech (Ex-military)
Rune: Thurisaz represents might. It is a force to be reckoned with and can be both active and reactive. Torbjörn has been gifted with a unique prophetic ability in battle - receiving glimpses of the fight ahead. If he seems to be one step ahead.. he probably is.
Personality: There's not a lot of good in Torbjörn Grímsson. He's violent, brash, uncaring and self absorbed. He lives for a fight and doesn't mind making a mess of everything, really. That said, Torbjörn is loyal - to his Kingdom, the Gods and those few he deems worthy of his loyalty.
Bio:
Torbjörn was born and raised in Gatatorp - a reasonable sized trading settlement between the east coast and the capital. His family, and clansmen, are involved in various crafts/trades in the area. He never showed much interest in his immediate family's line of work (cloth/tailoring) though. Torbjörn was always picking fights as a kid. He tended to win them, too. Most of the other kids learned to brush him off - though sometimes he wouldn't let them. It was more interesting when they fought though. It was no surprise to anyone when he announced that he would be joining the military. Despite his ability and willingness to fight, Torbjörn was held back in his training because of his attitude. He lacked a certain.. honour that was expected of all warriors. At the very least, he learned to respect his Kingdom and they let Torbjörn loose in the next conflict. It was here that he met Tár Steinsson - a fellow Rune and someone that could almost keep up with him on the battle field. They became best or friends.. or enemies. No matter what they were they could always rely on each other. He brought the worst of Tár out early on - competing with him. But along the way that dynamic changed and Tár took back control - even managing to exert some of it on Torbjörn. After the last war Tár returned home with a mind to stay there for good. Torbjörn followed - quite literally - living with Tár and his sister (who are married). He's bored already though.

Torbjörn married after returning home from his first conflict. He married within his clan and had one child - a boy - before his wife died. She took her own life, presumably due to his treatment of her - Torbjörn tended to take his boredom between wars out on her. Revenge wasn't something the family was willing to take with him being what he was. But the clan agreed that he had brought a certain level of dishonour upon them and requested that he and his son leave. And so they did. By this stage Torbjörn's sister had married Tár and joined his clan. So Torbjörn took his son - Trygve - there and asked if they could look after him. They agreed. Torbjörn took guard work and, of course, involved himself in any sort of military action - which Tár would always join him in. He did see his son from time to time though, and even encouraged him to train to be a warrior. He tried to train him a little himself.. but that was best left to those employed to do that sort of thing. They have a distant sort of relationship. Torbjörn was never sold on being a father. So he wasn't really much of one.
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Uruz [29 Jan 2011|12:08am]
Name: Tár Steinsson
Title/Occupation: Horse breeder (Ex-military)
Rune: Uruz represents strength, stamina and independence. Powerful and headstrong, this rune is about enduring. THETHINGINEEDTOWORKOUT
Personality: As his rune suggests, Tár is strong and independent. He has mellowed as he's gotten older though. Tár cares for his family and has enjoyed being back amongst them - and the horses - since taking his leave of the military. But he has seen and done a lot in his time and certain level of disconnection is necessary - making him distant at times. It's all still there though, under the surface; he'll never be completely tamed.
Bio:
Tár grew up amongst horses - his family bred, trained and traded them. Much of his youth was spent learning the ropes of how to care for, ride, train, breed and buy and sell the animals. There was always work to be done, and while Tár liked the horses, he felt penned in. He sought something more and wound up joining the military, as many 'seeking more' are want to do. Most Runes in the military are recruited - Tár was one of the few that sought it out first.

Tár excelled in his training, though tapping into the basic parts of himself - the strengh and endurance - seemed to bring even more of the independence out. His superiors had to reign him in, keep him in line and keep an eye on him constantly. Meeting Torbjörn Grímsson one war did two things for Tár - at first it brought out the very worst in him. Then it introduced him to a level of control he never realised he had. Tár found himself having to keep Torbjörn in line - no one else was capable of it. Their relationship was ever changing. Were they friends or enemies? Who was in control? Either way, when it came to battle, they weren't easily seperated - they were both amazing fighters and the only competition each other really had. Tár wound up marrying Torbjörn's sister with whom he has two children - a son and daughter. He missed some important milestones in his children's life due to the war - his daughter, Jovina, especially seemed so different to him when it was over. He decided that he had served enough and seen enough and returned home to his family and the horses.
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Fehu [29 Jan 2011|12:07am]
Name: Audo Lófason
Title/Occupation: Ambassador to the Arcane Kingdoms
Rune: Fehu represents wealth - won or earned. There is a sense of success about this rune. Indeed, Audo has been blessed with the luck of the Gods - in some parts of his life, at least.
Personality: Audo is quite personable - it's his job to be, after all. He is a bit of a charmer and tends to get away with more than he probably should. Whether that's down to personality or luck is up for debate. He has been known to push things a little too far at times - mostly out of boredom. He does long for a little more meaning in his life but probably won't admit that.
Bio:
Audo was born into wealth and had a relatively trouble-free childhood considering the boundaries he pushed. He wound up squandering a lot of that wealth in early adulthood - finding that he could just as easily win it back again. But as with all the Runes, Audo embodies the reverse, and balance wasn't something he had been going for. He burned out quite spectacularly - losing some relationships and pride along with the material side of things. He was lucky enough to have this happen at a point in his life where other options were still open to him and he could learn from his mistakes and move on. Audo managed to do that quite successfully.

Through his friendship with Sigrún Tumadóttir and her husband, now the High Chieftain, Audo found himself in a diplomatic role. He rather enjoyed the travel and it was nice to be around people who had little knowledge of him. He found that the position fit him quite well. His demeanor, way of talking and ability to read people came in quite handy. The administrative side of things took some getting used to though, and he had to adapt quickly to the customs and expectations of the places he was stationed. He hadn't been especially knowledgeable about the rest of the world prior to this work. Audo is presently an 'Ambassador at Large' looking after the Runic Kingdom's affairs and ties across the Arcane Kingdoms. He spends a lot of time between the Kingdoms, but is always happy to return to his homeland and catch up on affairs there. He always makes time to see Sigrún - she's usually the only person he can gamble with where it is a gamble. Audo is married - it was more of an expectation than a desire. His wife has traveled with him on occasion but tends to prefer to stay in the Runic Kingdom. He is unfaithful.. but then so is his wife. Their relationship wasn't built upon anything particularly meaningful and they're both aware of that. They have discussed divorce but see no reason for it until something changes.
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The Runes [29 Jan 2011|12:00am]
The Runes

At any given point in time there are 24 individuals of the Runic Kingdom that embody each of the runes of the Elder Futhark. Each individual takes on both the standard and ‘merkstave’ (negative) aspects of their rune, and it is often a struggle to keep these dispositions in check. Obviously what a person’s rune represents will dictate much of their life, but the decisions they make are just as important as those of anyone else.

To further isolate them, the 24 Runefolk are touched by the Gods. The ways in which they are blessed are entirely dependent on the God that blessed them. There are four Gods tasked with maintaining the Runes. Freyr and Freyja are in charge of the first eight, whilst Heimdall is in charge of the following eight. The final eight belong to Tyr. Each of the Gods is associated with particular attributes and it is usually these traits that they bestow strongly upon their Runefolk.

Information on the meanings of the runes can be found here and here.

Freyr/Freyja's Ætt

Freyr and Freyja are siblings of the Vanir - a group of Gods associated with fertility, wisdom and precognition. Freyr is the God of the sun and the rain. He is associated with weather, farming and fertility. He stands for both peace and bravery in battle. Freyja is the Goddess of beauty and love. She is associated with fertility, wealth, magic and prophecy. She also has connections to war and death - taking half the slain warriors to her hall, whilst Odin takes the rest.

Heimdall's Ætt

Heimdall is the God of light. He is the guardian of the Gods and watches the bridge between Asgard and Midgard. He has heightened senses - able to see to the end of the world in any light, hear a single leaf fall, and is otherwise so alert that he does not require sleep.

Tyr's Ætt

Tyr is the old God of war and the new God of justice. He represents bravery and sacrifice - losing a hand so that the wolf Fenrir could be shackled. He inspires great heroism amongst warriors, and favours boldness and strength in battle.
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The Runic Kingdom [28 Jan 2011|11:57pm]
Location: East - across the channel from the Arcane Empire.


Geography:
The topography of the Runic Kingdom ranges from wetlands and rolling meadows to woodlands and craggy peaks. A large mountain range runs the length of the kingdom just east of its centre. A number of streams run down from these mountains and feed into the various river systems. These systems eventually flow out into oceans that surround the kingdom.

The western lowlands are home to the farming clans. There are a few larger towns in the region where produce and livestock can be sold/traded, and items less commonly available to the area can be bartered for. These settlements are also the locations of the regional ‘Things’ (see: government.) Some families graze livestock into the lower mountains, though the mountains are generally the domain of hunters and miners. There are a number of clans scattered throughout the range. Here, valleys are often the sites of larger settlements - again, these facilitate trade and provide a common place for the people of nearby clans to meet. You’ll also find a number of craftsmen in such villages. The capital of the Runic Kingdom - Bygomanidalr - is located in one of the deepest valleys, surrounding a great lake. A castle was first built on Lake Mani for one of the High Chieftains, and slowly but surely a city expanded out amongst the surrounding hills, forming the nation’s capital. Lake Mani has a rather central location within the kingdom.

The eastern part of the continent is less populated than the west - the land is not as low and is generally more densely wooded. These factors don’t stop a number of clans from occupying areas to the east though. Again, you see mining, hunting and small amount of farming down the mountains. Timber generally isn’t in short supply on either side of the range - but some finer woods and wood crafted items do come out of the east.

Water is very important to the Runic Kingdom - they rely on it heavily for trade, fishing and exploring, and it is fair to say that they have a good deal of it. Streams, rivers, lakes.. not to mention the ocean. Coastal villages are in no short supply in the Runic Kingdom. Again, there are less in the east, as the terrain is rougher - the seas too. There are a smattering of port and fishing villages though. There are major ports located quite centrally on both the south and north coasts. And, again, multiple to the west. Many of the coastal settlements to the west were decimated during the recent war though, as were a number of villages on the trade routes inland.

People: 87% Native, 5% Empire, 8% Other.

Despite its involvement in seafaring and international trade, the Runic Kingdom has a relatively low rate of immigration. This is likely due to the clan lifestyle adopted by most members of the kingdom. It is not easy to get into, given that clans are usually made up of families of related individuals. Still, persons with no relation to the leader of a clan may be accepted into it, and in the larger cities, clan lifestyle is often confined to those with higher social standing (e.g. - the warrior clans).

The percentage of individuals of the Arcane Kingdoms residing in the Runic Kingdom has decreased in response the recent war. The climate has not been particularly welcoming since the hostilities - a fact that is unlikely to change in the near future. Despite this, a number of citizens have chosen to remain. In contrast, the percentage of individuals from distant lands dwelling in the Runic Kingdom has increased slightly since the war. There are opportunities to be found in those towns that were wracked by fighting in the war, and the Runic Kingdom is happy to accept any willing to aid in the rebuilding process.

Culture:
Traditional Runic society is based on a clan system in which there are multiple levels of organisation. The most basic unit is the clan - a group of individuals of common descent united under one member (usually a patriarch) who acts as its chief. Generally members of the same clan live and work in the same area. The chief of a clan does not own the territory occupied by its members - that belongs to the individuals. It is not uncommon, therefore, for multiple clans to occupy land within the same region. Indeed, all of the clans present in defined area are required to meet a number of times a year to discuss various regional issues - representing the next tier of government. The final tier is national - where nominated members from each of the regions meet with the chieftains of the warrior clans and the High Chieftain (king) to deliberate over issues of national importance.

Marriage is common within clans. Though individuals not related to a clan may be accepted into it - usually via marriage. (Women usually become members of their husband’s clan if they are not already.) Ultimately, the decision to accept a person into the clan falls to its chief though. Arranged marriages are relatively common, and while less common, polygamy is also an acceptable practice in the Runic Kingdom. Divorce is allowed, though if both individuals are not in agreement, the person wanting the divorce must show grounds (e.g. domestic violence, being forced to move, etc.) Children are often expected to follow in their parents footsteps - especially in the more rural communities where the clan is the community and everybody works together to keep the unit functioning. Family is very important to the runic people.

While the culture of the Runic Kingdom is largely male-centric, women are still respected. A strong woman makes a strong man, as they say. The domain of the woman is the home, but her role is not viewed as being servant-like. It is more a complement to the man’s role. While the woman keeps everything running in the home, the man works to supply the family and maintain their honour within the community. In the event of a man’s death, his wife can take over any number of his roles - she is seen as second in command and very capable. Still, there are a number of jobs that are viewed as ‘women’s’ jobs, presumably having less respect than ‘men’s’ jobs. Priestesses and healers are the main jobs women have outside of the home, though this may be starting to change - with women recently being allowed to join the ranks of the military as fighters if they show aptitude. One of the more curious roles a woman can take is that of a Volva though. These are women blessed with magic by the Gods. They usually do not marry - taking themselves out of the traditional ‘family’ role and travelling the kingdom to offer their services. They are gifted with divination and manipulative magics. Volva are both respected and feared, and they often find themselves in the employ of individuals in high places. Of the volva, only a few are considered prophets - having the ability to see the future in dreams, rather than simply divining it through tools. Prophets are seen as being more reliable, though obviously they are at the mercy of what they see - their visions cannot be forced.

There tends to be a breakdown of the traditional runic lifestyle in the big cities. This is largely due to the fluid nature of the larger settlements. Things are developing and changing all the time - with different cultures and individuals always passing through. Still, the clan structure tends to hold on in the upper classes, and it is these groups that are represented nationally. The interests of the lower classes in cities like these often go unrecognised - meaning that the old ways are always being reinforced, even when things may be changing below.

FAMILY, JUSTICE and HONOUR are the fundamental virtues of the Runic Kingdom.

Religion:
Most individuals in the Runic Kingdom worship the Gods of the Norse Pantheon. Worship is often a private thing, with individuals turning their attentions to particular Gods depending on their needs. Clans and families may make offerings to the Gods when certain events such as marriages or births are set to occur. There are a number of important dates throughout the year where the Gods are nationally recognised - the solstices, times of harvest, times of war. They are recognised by a sacrificial feast (a blot). Animals are sacrificed to the Gods, then cooked and eaten by the people. The best bits, of course, are left for the Gods. These feasts are held in specially prepared halls (called hofs). The hofs are the closest thing the Runic Kingdom has to temples. In addition to the hofs, more personal worship can occur at natural holy sites around the country or even in ones own home. Human sacrifices occur once every nine years during a special blot aimed at the veneration of all the Gods.

There are priests (gothi) and priestesses (gydja). It is usually only the men that officiate public ceremonies (such as the feasts) though. Gydja are generally more private in their Godly concerns, but they also work to maintain the hofs and consult the Gods, as do their male counterparts.

A number of other religions are present in the Runic Kingdom. They are permitted as long as no laws are broken in the following of them. Not surprisingly, these religions see most of their worship occurring in the major cities and port towns.

Government:
The most basic level of government in the Runic Kingdom is the clan. Clans are ruled by a chief, who is typically an older male member of the clan to whom most members have some familial relation. The members of the clan meet as necessary for issues of importance to be discussed. These can range from births, deaths and marriages, to disputes between individuals, to trade and warfare. When the chief of a clan dies, a new chief is decided upon by its members.

The next level of government is regional. Where a number of clans occupy a given area, meetings must occur between them. These assemblies are referred to as Things and they convene every few months. The Thing is presided over by the chiefs of the clans, though every individual technically has a say in the matters that are discussed. Men usually represent their families at the Thing, but in the event of a man’s death, his wife may take his place. Issues relevant to the region are discussed and any disputes between clans are settled. Matters of justice are also dealt with at the Thing. Those involved present their cases to the assembly and their guilt is determined, along with their punishment. In most cases, individuals found guilty of a crime are fined at a level deemed appropriate for the crime. However, in extreme cases - such as murder - the individuals affected are allowed to exact revenge upon the perpetrator of the crime. Each year, an individual is chosen by the people to represent the interests of the area at the National Thing.

The National Thing is comprised of those members nominated at their Regional Things, along with the chieftains of the ancient Warrior Clans. It is presided over by the High Chieftain (i.e. - the king) and his advisors. Issues of political interest to the nation are discussed and voted upon by its members, and the representatives of the different regions may bring any of their various concerns to the table for discussion. While each member of the assembly has a vote, the High Chieftain usually finds himself backed by the leaders of the warrior clans - helping things fall in his favour. Most recently, the assembly met to discuss the rebuilding efforts following the war, as well as the impact of the war on international trade.

Military:
The Runic Kingdom has a history steeped in bloodshed. Its earliest inhabitants were always feuding, and it wasn’t until people started appearing from outside the country that these clans banded together to defend what would become known as the Runic Kingdom. Descendants of these ancient clans exist today, often making up part of the aristocracy in the larger settlements, where their families likely originated. There have, of course, been splits over the years - and old wounds are often passed down from generation to generation so that disputes are rekindled. The descendants of these clans are usually respected, however, and most still have heavy involvement in the military.

Good fighters and tacticians are obviously not just confined to these clans - anyone can find a place in the military. In recent times - thanks to the Gods making the Tiwaz Rune some generations ago a woman - women have been allowed into the ranks as fighters. Though it is still a rare sight, and most women stick to the more traditional roles of healers and - in the case of volvas - advisors.

There is a strong sense of pride when it comes to battle - whether it be on the offensive or defensive. Many of the Gods delight in war - with their strength and spirit being emulated by the people. It is no surprise to find that the Runic Kingdom normally has quite a decent army. Numbers are bolstered during wartime with individuals seeking honour and excitement - you’ll find most men can handle a weapon. Presently numbers are down though. There were many losses during the recent hostilities, and currently military efforts are concentrated on rebuilding and protecting those places that were hit hardest.

History:
As mentioned in the previous section, the Runic Kingdom had its beginnings with a number of warring clans. These obviously grew over time and splits occurred - with groups moving to settle new areas. Each of the clans had their own rules and regulations, but with their beliefs stemming from the same set of Gods, these often weren’t too far removed from one another. As the population of the country continued to grow and expand, threats from outside became apparent and the clans had to band together to protect their land and their way of life. With this newfound sense of unity, the people of the Runic Kingdom were able to peruse new opportunities. It was during this time that the Runic Kingdom really began to develop as a nation. A new tier of governance came into existence with the chiefs of the clans meeting to make the big decisions. Seafaring became incredibly important - with new opportunities arising for trade ..and war. The country experienced both immigration and emigration - and even with both - the population continued to rise steadily. The settlements of the old clans became towns and cities with a new life and purpose - forming the basis of the kingdom we see today.

In recent times, the Runic Kingdom has seen war with the Arcane. There’s always been tension between the neighbours. Both sides experienced heavy losses though - with towns inland, as well as those along the coast, seeing a lot of fighting and destruction. The Runic Kingdom managed to hold its ports, but no side really ‘won’ the war. There is a great deal of rebuilding to be done - not only of towns, but of lives. A lot of trade has been interrupted and the army needs to boost its ranks one more. The great nation has certainly been dealt a blow, but they hope to rebuild and be stronger than ever. Revenge is certainly in the sights for some.
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