Out Of Character Information
1. https://shatterfang....larly-innocence ( Hrekkjavaka)
2. http://seanandrewmurray.com/ ( Pakkar Midnaetti Hud Heim)
3. https://www.artstati...all-town_market ( Hellar Höfundaris)
4. https://www.videogam...base-dwelling-0 ( Pakkar Sól Hringur Heim)
5. http://ixora.pro/vik...age-concept-art ( Dyr Gudis)
6. http://imachinarium....viking-village/ ( Heilagur Atrioi)
7. https://www.justpush...mages-released/ ( Stórt Tómleiki)
8. https://www.iamag.co...racter-designs/ ( Stadur Upphafsins)
9. https://www.artstati...m/artwork/n05w1 ( Svartur Uppgjor)
10. https://www.artstati...m/artwork/0Vx5G ( Hjartad Skóginum)
11. https://www.artstati...m/artwork/J9bmD (Tynt Sjalfur)
12. http://pacpicv.pw/Ga...-in-2018-t.html (Example Homes)
13. https://atomhawk.com/concept-art (Example Clothes)
Links: Alvida Osulf | Asher Mossa | Morrigan O'Vyr | Emyr |Lupines | Shadows of the Past Still Haunt Me
*Please find a list of translated keywords attached to the very bottom of this post!*
Planet Name: Skógur Heim
Original Settlers - The Dúsundir - Dúsundi
Immigrated Species - Húdbreytingar
Region: Wild Space
System Name: Unknown
One Sun - Elift Ijós
One Moon - Elift Kvöld
One Planet - Skógur Heim
- Food (Fresh meat, vegetables and preserves for the winter)
- Replacement tech when needed.
- Food (Fruits, vegetables, meat and fish)
- Handmade Trinkets (Woven baskets, carpets, carved wooden furniture, jewellery)
- Hand Made Weapons (Axes, swords, long swords, bows and arrows)
- Ores (Durasteel, iron, rock ivory, quartz crystal)
Unexploited Resources: N/A
Primary Terrain: Varied: Boreal forest, mountain ranges, marshes, oceans.
Each settlement contains the basic necessities such as a marketplace for everyday goods (for example bread, alcohol, preserves, meats and cheeses). With the exception of Dyr Gudis, they also contain a small temple with a statue dedicated to each of the nine gods. These allow the citizens to practice their religion without the needing to travel across all the way across the sea to reach Dyr Gudis. A feasting hall can be found in the centre of every settlement on Skógur Heim for hosting specific celebrations. These also serve as a community dining hall where members of the Pakkar will gather to share the last meal of the day with each other. While the following settlements are the main settlements on Skógur Heim, there are smaller villages dotted around the vast boreal forests between Pakkar Midnaetti Hud and Pakkar Sól Hringur.
When the Húdbreytingar arrived the first to speak out were the four who claimed they were strongest, now known as Pakkar Midnaetti Hud. As such, they got to pick the place they wished to settle first. Being the bravest of the twenty they made their home in and around a dormant volcano known as Reidur Fjall. At the foot of the volcano lies a wide stretch of fertile farmland that Pakkar Midnaetti Hud use to grow a large majority of the fruit, vegetables and herbs used and sold throughout Skógur Heim. Hrekkjavaka is also home to the hunter/gatherers guild, who are the first port of communication when Pakkar Midnaetti Hud trades with either of the other two Pakkar.
2. Pakkar Midnaetti Hud Heim - The home of the warrior Húdbreyingar is nestled neatly in the very centre of the crater left by Reidur Fjall’s last eruption. The towering building is made from a mixture of stone and wood and is the only building in Skógur Heim to have more than two floors. The roof, instead of being simple thatch, is made from masterfully crafted wooden roof tiles. Being the smallest of the three Pakka to split from the original twenty, Pakkar Midnaetti Hud Heim is also the smallest of the three homes. It contains bedrooms enough for six Húdbreyingar and is the only one of the three dwellings to have its feast hall connected to the home itself. Surrounding the home are the various training grounds used to tutor and produce the warriors that protect Skógur Heim and deal it its justice.
Frjósöm Lönd - The fertile farm lands that surround Hrekkjavaka have come to be so from many years of the dormant volcano erupting and spreading ash as far as the eye could see. None alive today remember the volcano exploding, but the evidence is there in the soil surrounding Reidur Fjall. The farmers who work the soil and harvest the produce make their homes at the base of the mountain, as close to the centre of Hrekkjavaka as possible.
Safna Saman - This long wooden building is curved around the rim of Reidur Fjall. It is home to all the heads of the various hunting, gathering, fishing and farming families throughout Hrekkjavaka. Inside contains a single computer capable of receiving trade deals or specific orders from merchants in Hellar Höfundaris. The halls provide a place for them to barter and sell their wares to others around them or through the trade deals constantly being sent by workers at Vioskiptastaour.
Kennari Kappi - The school that teaches warriors how to battle according to the gods has three buildings, each that surround the home of the Húdbreytingar that live there. Each building is specially equipped to train the warriors in combat. The first holds an archery range. This building is the longest of the three and, at the back, has one wall constructed entirely from stone to prevent any miss aimed arrows from causing damage. The second teaches close quarter combat either using blades, axes or short swords. Skjöldur Berjast is commonly taught in this building as well. The final building is entirely dedicated to the use of a long sword. Most Dúsundir who wish to become warriors will often choose this form of weapon over any other and as such this building is usually the busiest.
Nordur Bankar - These docks hold up to five ships which are often permanently found tied up to the wooden peer when not in use. The ships are mostly used for transporting fresh warriors to protect and oversee Dyr Gudis, but occasionally they take the long trip around the land to pick up and drop off fresh goods from Sjómenn Himinn.
Hellar Höfundaris is the corner claimed by the seven who boasted to be the most creative, known now as Pakkar Sól Hringur. This part of Skógur Heim is home to all the craftsmen and miners. The settlement itself got its name because it surrounds the naturally formed cave systems that they now draw precious metals, ores and gems from. The centre of Hellar Höfundaris is a vibrant and active trading community both within Skógur Heim and on a galactic level. Homes are mixed in with the marketplace or sit on top of rustic shops. It is the settlement that most represents a modern day city on Skógur Heim, though the buildings are still made of wood.
4. Pakkar Sól Hringur Heim - This is the home of the seven Húdbreytingar that watch over Hellar Höfundaris. Located on a stone cliff overlooking the Vioskiptastaour on its right and the Markadur Stad on its left, the Húdbreytingar that live there can properly watch over the Dúsundir as they trade, craft and mine. Over two hundred years and four generations of Húdbreytingar many additions have been made to the house. Like the other great houses of the Húdbreytingar it contain numerous bedrooms for the family of Lupines to wonder round in, grand kitchens in which they cook the evening meal served in the feasting hall and a main room where the Húdbreytingar sit and listen to the will of their people.
Vioskiptastaour - One of the two things that make’s Hellar Höfunaris a trader settlement is the planet side docking port that shares the western coast of Skógur Heim with Sjómenn Himinn. With space for ten medium sized trader ships it quickly became the hub for all intergalactic trading and bartering. Vioskiptastaour is the only public place in Skógur Heim that any non-native might be considered ‘modern’ in terms of technology.
Markadur Stad - Within Pakkar Sól Hringur is the main market place on Skógur Heim. Here the members of the other two Pakkar, visiting traders and travelling merchants who come from the stars buy and sell wares to the Dúsundir. Traders within are responsible for selling,trading and buying any products made or gathered throughout Skógur Heim. This includes things like furs, jewellery, meat, vegetables, weapons or just a simple, comforting cooked meal and glass of home brewed alcohol. The marketplace itself is collides with the portion of Vioskiptastaour that faces land in order to give the travelling merchants and visitors easy access to them.
Myrkur Völundarhús - Discovered shortly after Pakkar Sól Hringur began to create the settlement of Hellar Höfundaris, the massive stretch of naturally carved cave systems has become their main source of income. Some speculate a river, like the many others that run through Skógur Heim, worked its way through the rock to create it over many millennia. Others summarise the Gods created them to help Skógur Heim on its path to peace and prosperity. The mines are a few miles away from the centre of Hellar Höfundaris, though the Dúsundir who work there for a living created a smaller residential settlement that just borders the edge of the marketplace.
Sjómenn Himinn - These docks, built for the ships that travel on the sea that stretches between Hellar Höfundaris and Dyr Gudis. Many of the ships in Skógur Heim dock there as it is the main port for all visitors travelling to Dyr Gudis. Pakkar Sól Hringur also owns three private trading ships that are responsible for carrying the necessities to the marketplace on Dyr Gudis.
Samkoman Stadur - The feasting hall of Hellar Höfundaris is much like all the other feasting halls in Skógur Heim. The long rectangular room has high ceilings that ease off into an oblong opening which, when the fires were unlit, is the only source of light in the entire place. Along the very centre of the room is a pit cut into the natural stone floors that, during an evening meal, will be filled to the brim with charcoal and twigs in order to set the room a glow in a soft red hue. Four tables, two on either side of the fire pit, stretch all the way from one end of the room to the other. To sit at, each table has four long carved wooden benches pushed right up against them. At the very end of the room, placed dead centre at the tip of each of the four wooden tables, another table sits. These tables are carved more intricately. Runes depicting the Húdbreytingar’s arrival to Skógur Heim decorate the thick rim all the way round. The Húdbreytingar sit at this table whenever a festival is taking place and occasionally during the evening meal.
5. Dyr Gudis
Dyr Gudis is the corner claimed by the nine who were wisest. Though not technically a corner of the land that mostly makes up Skógur Heim it is still considered a place of vast importance. No produce is made here. The Dúsúndir treat the island and those who reside permanently on it deserving of the utmost respect. Doctors and scholars alike strive to provide the best chance for Skógur Heim to grow, though research into the ancient tomes safely secured in Dekkingarsveitendur. The hospital there has been a source of great comfort to the Dúsúndir as their previous grasp on medical procedures was almost archaic. Simple problems like cut with minor infections are no longer fatal. The thing that most commands the Dúsúndir’s respect is the Heilagur Atrioi. This sacred circle of houses represents their gods and were some of the first buildings to be constructed when Skógur Heim began to rebuild itself. Dúsúndir also view the circle as a great tribute to the respect and value that the Húdbreytingar put into their religion.
6. Heilagur Atrioi - These are the collection of houses dedicated to the gods that are spread out evenly over the large island of Dyr Gudis. Eight are placed in an even circle surrounding a large one in the very centre. In the central circle the home home for the seers and Húdbreytingar that live in Dyr Gudis sits proudly beside the house of the head god Fadirin. The house itself is split into two levels, the top portion serving as a private residence for the Húdbreytingar while the bottom serves as quarters for the seers who look after the sacred grounds. The sacred house of Fadirin also serves as Dyr Gudis’ feasting hall. Each sacred house within the circle have never once closed their doors since the arrival of the Húdbreytingar two hundred years ago. They all contain a large carved statue of their dedicated god.
Hjúkrunarheimili - This small camp of buildings is encased in a wooden wall ten foot high. Inside contain the most precious pieces of technology the three corners own. While not enough to consider Hjúkrunarheimili a proper hospital by any means the group of buildings is definitely a step up from the crude medical practices the Dúsúndir had been using before the arrival of the Húdbreytingar. Within the gated community there is also a school for the purpose of training and educating new doctors. Dissections and autopsies of humans, Lupines and any other fauna on the planet are conducted here. There is also a small science lab for the study of the local flora. Bringing new or replacement tech to Hjúkrunarheimili is a pilgrimage for the Dúsúndir who are given the task.
Dekkingarsveitendur - The main residence and school of all the scholars in Skógur Heim. The building itself is one story though it takes up at least forty percent of the gated community and curves around Heilagur Atrioi. It contains various rooms for the scholars to live and work in. One of the main rooms is a large circular library with bookshelves that reach up toward the ceiling. When the Húdbreytingar first arrived their ships contained a wide variety of old tomes that were salvaged along with the rest of the tech. With careful preservation the tomes have remained in good condition and are regularly used by the scholars to further the Dúsúndir’s knowledge. Within the school is also a small building dedicated to four members of the Dúsúndir who are hand picked to train as engineers and are responsible for taking care of all the tech spread throughout Skógur Heim.
Lifeyrir - The small port is the only entrance and exit to the island of Dyr Gudis. The Dúsúndir gave it the nickname of ‘The Life Line’ because of the vital role it plays on the island. It is the only connection the Pakkar Sól Hringur have to the others and the regularly used sea route often comes with important cargo such as daily food stuffs and fresh supplies of clothes. Passengers are also permitted to travel to Dyr Gudis, but the only ships that take them there dock in Sjómenn Himinn.
Other Major Locations
As the thousand year war raged on sides naturally split off from each other, one on each side of a great grassy plain. When the Húdbreytingar arrived on Skógur Heim they took over the no-man's land the Dúsundir had created for themselves and instead turned it into a place of peace and good will. In the dead centre of the clearing the Húdbreytingar erected a collection of buildings, now named Fundarstadurinn, in which the first peace talks were held. After nine days and nine nights of talking the three corners joined together in an alliance. The Dúsundir hold this place in high regard and consider it the beginning of Nytt Aldur.
The first, and most important, of the buildings is a long, highly decorated hall with a single long table inside. The table is heavily adorned in various runes and pictures depicting the thousand year war and the consequences that followed. The head of the table itself is wide enough for three chairs, where each of the three heads sit during talks. The rest of the table is ordinarily filled out with people of importance from all three corners, anyone from doctors to wood carvers. The second main buildings is home to a grizzled old carpenter with no fingerprints from countless years of woodworking, carving and polishing. His home consists of various rooms he needs throughout his daily tasks such as a kitchen, a resting room, a small garden for growing food produce, a workshop and a library. This building is directly attached to Fundarstadurinn, and as become affectionately known as Heimilid Verdugt. Scattered around the other buildings are also various bedrooms, resting rooms, kitchens, and a small temple dedicated to all the Gods.
Two hundred years and many generations ago the Húdbreytingar, during their search for others of their kind, landed on Skógur Heim. The people flocked to see the strangers disembark from the great metal ships that flew through the sky. They landed in between two mountains and disembarked to bring peace to the thousand year war and create a harmonious life for the Dúsundir.
The valley is now home to the empty shells of the ships the Húdbreytingar dismantled for its technology. Over the years the forest has claimed back the shells of the ships that once rested there. Now the Dúsundir and the Húdbreytingar consider Stadur Upphafsins a sacred place. Once a year they gather there for Fedradagur to celebrate the Father’s day and to thank all the gods for the arrival of the Húdbreytingar. Spreading out over the massive plain that is nestled between two mountains, the shells of the ships are big enough to hold many Dúsundir. During the festival the ships are decorated with bright orange flames, flowers and gifts to the gods.
This village lies twenty miles out from Hrekkjavaka in the middle of the only marshes in the entirety of Skógur Heim. This small village with enough homes to hold fifty to seventy Dúsundir. When the last eruption of Reidur Fjall took place, giving birth to the fertile lands at the base of Hrekkjavaka, Svartur Uppgjor was also hit by a wave of ash and lava. Unlike their brothers at the foot of the mountain Svartur Uppgjor was not blessed with fertile lands. Instead their homes were destroyed, their trees and fauna were charred to a crisp and their means of living were wiped out in an instant. When the Dúsundir who lived there returned to their homes they found themselves with no means of production and the rest of Skógur Heim looked on them as if they were cursed.
Over time the Dúsundir who live there rebuilt their homes from the ruins of the volcano using clay-ash and charred wood. They became known as the Bölvadir. The Cursed Ones. The Dúsundir believe that because they lack the fertility received by many others the Gods had forsaken them and their children for their sins. While they do not produce much in terms of fine goods or produce they do make the large majority of Skógur Heim’s charcoal, wood and clay. For this reason alone the Dúsundir have an uneasy truce with the cursed ones, trading food, clothing and other necessities for their materials.
10. Hjartad Skóginum
Millenia ago, before any of the Dúsundir can remember, the great God Fadirin fell after crying for nine days and nine nights at the loss of his wife, Knúsa. When he fell he no longer had the strength to stand again and lay there for so long a great tree grew over his fallen frame. The Dúsundir believe that all life and power come from this tree and it is considered sacred by all who live in Skógur Heim.
The tree, located on the island of Dyr Gudis a few miles away from the settlement, can be seen from almost every part of Skógur Heim. At it's base grows a fungi that the seer's of Skógur Heim use to connect to the Gods and enhance their vision. The forest area around it lies completely untouched by human hands and all scientists, doctors and scholars are refused permission to enter for fear of angering the Gods.
11. Tynt Sjalfur
Tucked away in a relatively untouched area of Skógur Heim lies a village of Warrior Dúsundir who refused to accept the Húdbreytingar rule over the planet. When they arrived on Skógur Heim the people of Tynt Sjalfur fought back against their rule. They set up their village on the furthers corner of the land, the furthest away from the reach of the Lupine Clans. While they do not produce anything like food, wood or crafts they hold the responsibility of protecting and defending Skógur Heim in the event of an attack from outside forces.
Though this agreement between the Lupines and the people who live in Tynt Sjalfur was reached on uneasy circumstances the two try their best to get along as the relationship is mutually beneficial for all. The village contains various residential houses, a main house for the leader of the settlement, a feasting hall so that they might partake in the festivities of Skógur Heim and a small hospital with a doctor, provided by the Lupines as a gesture of good-will. Not much is known about these people, including whether or not they believe in the teachings of the Father. There are no technologies in this corner of the world as the people of Tynt Sjalfur are entirely secluded from the rest of Skógur Heim. Despite their being access to a space port they are unaware that space travel exists entirely and are further behind in their knowledge of the Galaxy than the rest of the people. There are rarely any sightings of anyone from this illusive village except when they are raiding nearby settlements for resources.
- Three main settlements.
- Mountain ranges.
- Cave System containing minerals, ores and precious gemstones.
- A single volcano.
Native Species: Humans
Immigrated Species: Lupines
Native - Humans - Moderate
Immigrated - Lupines - Sparse
Demographics: The majority of the population of Skógur Heim is human. The immigrated species of Lupine do their best to keep their numbers to a minimum while at the same time attempting to prevent too much inbreeding within the packs. While all are welcome on the planet there are no more species that are permitted to live there.
Primary Languages: Fadir Talar
A day in the life of a Skògur Heim citizen is often much the same as anywhere else in the galaxy, just without a fair amount of modern age tech most people are accustomed to using. They prefer to build their (12.)homes by hand, cook their food over an open flame, raise their animals and farm their land by hand and generally make ends meet through the traditional means of their ancestors. Despite their access to technology and knowledge of the Galaxy the people of Skógur Heim have always believed in the gods. Paganism is wide spread through the entire planet and dedicated temples, both well kept and derelict, can be found dotted all over the vast forests that cover it's surface. The planet has been peaceful for the past 200 years, the people preferring to make their means through the old ways of crafts and food stuffs. When the Húdbreytingar descended on the planet a decision was quickly made between the leaders of the clans to keep only the necessary technology for survival in order to preserve the rich culture prominent on Skògur Heim. Some of the kept technology includes basic sterilisation for the hospital, commlinks for cross-clan communication and various computers in Trader's point which transmit the details of any trade agreements signed by travelling merchants to the other clans. While a peaceful race the people of Skògur Heim are not shy about battle. Regular tournaments and arenas are held at Warrior's peak, providing the chance for entertainment and, for the winners, to gain respect across the three clans.
One planet wide religion naned Sa Eini believed by all and taught to children as factual rather than opinion. They believe there are three planes of existence: bottom (hell), middle (planet) and top (heaven). Overall there are nine main Gods, but many more subgods, three to rule each plane of existence and watch over the people that are sent their and various Gods to provide blessings for every aspect of life.
Bottom - Eldland
- Dauda Faerir.
God of Death. Though he lives in hell his job is to take people of Skógur Heim to Sidasta Saeti or Eldland.
- Hinn Ogúdlega.
God of Crime. Protector of all those unworthy to enter Eldland, believed to convince people to commit heinous crimes.
God of Misfortune. Believed to be responsible for all misfortune that falls upon Skógur Heim.
Middle - Midjan
God of Life. All life. Aka animals, plants, birth, ect.
God of Joy. All celebrations, happy emotions, religious festivals, weddings. Worshipped often at festivals along with other Gods.
God of Seasons and changes. Turns autumn into winter and winter into spring.
Top - Sidasta Saeti
- Fadirin. The Father.
Head God of all other gods, protector of all who live on Skógur Heim. God of warriors, scholars and crafters.
- Ahorfandinn. The Watcher.
God of all seeing and all knowing. Religion, knowledge, discovery, ect.
- Frelsari. The Deliverer.
God of good fortune. Myth and legend also states this God is the voice of The Father. Said to deliver good news from Fadirin.
Other gods include God of battle, God of justice, God of farm animals, God of fish, God of thunder and lightning and the God of fertility.
The people of Skògur Heim prefer the simple life. Their (13.)clothes are often made of home spun wool, embroidered intricately by the master tailors that reside in Hellar Höfundaris. Women are often seen wearing long tunic dresses with full body aprons to protect the layer of clothing underneath. Men generally stick to long rough pants, cotton tunics and jackets adorned with their clan's symbol. Armour usually comes in the form of chain mail and plates of the same material to protect their shins, forearms and heads. In Skògur Heim culture both men and women are permitted to go into battle, wear armour and don their clan symbol with pride.
Births - When the Húdbreytingar first arrived numbers on Skógur Heim had dwindled massively. After the great war only a thousand people remained from each corner of the planet (hence their collective name being Dùsundir which means the thousands). The Húdbreytingar were able to celebrate each individual birth by travelling to the door of the gods with the family of the newborn and performing a ritual in which the child is blessed with the blood of the clan it was born into. During this time it is common practice to simply name the child Stofnun (Family Name). An official first name for the child was normally chosen after the ritual. Now that the population is rising again the people of Skògur Heim use the temple in their settlement for such rituals. Anyone living outside the settlement travels to the door of the gods for a blessing or to their preferred clan for a more official ceremony.
Weddings - When a wedding takes place it is a joyous celebration across the entire clan. Nine days (for the nine gods) are spent feasting and celebrating. On the last day, which is dedicated to the god of marriage Hjörtu, the father of the bride and the groom battle it out for the hand of the bride. In the old days, before the arrival of the Húdbreytingar, loss of the battle for the groom meant the wedding would be cancelled and the groom would be sacrificed to the Hjòrtu in penance for his failure. The Dùsundir believe that a sacrifice on a wedding day appeases Fadirin who, according to legend, had fallen deeply in love with Hjörtu and taken her as his wife before she had met the tragic and untimely end that led to her becoming a Goddess. Now a days the people have done away with the sacrificial portion of the wedding but the tradition of the battle still continues mainly to keep the culture of Skógur Heim fresh. The union is blessed by the clan leaders and the couple are ordinarily gifted with houses, farm land, crafting tools, tomes on all subjects and/or hunting equipment.
Deaths - Deaths are a sombre occasion for the people of Skógur Heim as it is for any culture. Ordinarily when someone dies their body is kept in specifically designed building's that keep them cool while necessary preparations are made. The funeral normally takes places three days after death and the body is always cremated as it is a requirement for reaching the highest plane of existence, Sidasta Saeti. Family and friends are the only ones allowed to attend the funeral, but the pyre can be seen for miles around. When death occurs and the pillars of black smoke pour into the sky all are made aware of the loss, and on the ninth hour of the ninth minute the whole of Skógur Heim comes to a stop to pay respects to the departed. But death isn't always such a dismal process. After the official funeral the family hold a festival in their clan's feasting hall and all are invited to celebrate the life and achievements of the dearly departed. Their ashes are placed in a ceremonial jar hand carved from wood by the family and placed at the head of the feasting table.
Fedradagur (The Father's Day) - A planet wide party held in honour of the head god Fadirin. During this festival they celebrate how he brought together his great hands in a clap of blinding, deafening thunder and lightning to summoned the lands and mountains from the depths of the sea. They celebrate the breath of wind he blew over the land which created the thick forests of boreal wood that take up 80% of the land on Skógur Heim. They celebrate the tears he cried for his lost wife which sprouted the great rivers and sea they draw fish from and use as transport. Many of the people of Skógur Heim make a pilgrimage to Hjartad Skóginum to celebrate this festival. During this time families often give and receive small trinkets, music, dancing and performances can be seen throughout the three clans. Common practice for Pakkar Sól Hringur is to send travelling seers to the different villages, settlements and each of the clans in turn to offer their religious services to the people who remained behind.
Ad Breytast (Summer and Winter Solstice also known as Skiptiboad's day) - Every year when the spring turns to summer and the winter turns to spring the people of Skógur Heim celebrate the changing of the seasons and the lengthening/shortening of the working day. Each clan holds their own celebrations in their feasting halls and offers open invitations to the other settlers dotted around Skógur Heim. Ad Breytast is usually celebrated with a series of dances around a pyre that burns for 4 days and 4 nights, being extinguished on the ninth day. Offerings of food, precious metals and trinkets along with animal and human sacrifice are placed at the foot of the statues in the clan's personal temples. While the human sacrifices used to be forced upon unsuspecting members of the community the arrival of the Húdbreytingar meant the rules changed to those who willingly volunteered themselves as gifts to the gods. The day, and the gifts, are primarily about Skiptiboad (the god of change) but dedications are also made to the other gods in thanks for the previous seasons' good fortune and as offering for prosperous months to come. Towns, clans and villages all over Skògur Heim decorate themselves accordingly. In winter, seasonal fruits and vegetables are hung on from the boreal trees that cover the planet. Lanterns are also hung from the trees in winter to guide Skiptiboad on his great journey of change. Summer solstice brings a rainbow of colour with flowers adorning every door and window far and wide.
Segja Fólk ( The People's Say) - While not a festival or celebration of any kind, Segja Fólk is an important cultural day for the people of Skógur Heim. Not only does it represent the anniversary of the Húdbreytingar bringing peace to the planet but it also allows them to have their say in the way their goods are being traded and the way their credits are being earned. It also gives the Húdbreytingar the chance to listen to their people and the people gave their chance to speak and interact with the Húdbreytingar, which is not a daily occurrence for most of the settlement's residents. While peace has blanketed the planet for 200 years, thus far the people of Skògur Heim use it as an opportunity to remember the terrible thousand year civil war and to honour all the warriors that died in the pursuit of peace on all sides. As such, the people also bring intricate and expensive gifts that are native to their settlement. The people of Clan Midnight Skin gift rare meats, expensive preserved fish, soft furs and crafted axe handles and bows. The people of Clan Sun Mane gift expensive minerals, long swords with intricate patterns, hand woven wicker baskets and loom blankets. Finally, the people of Clan Crystal Eye give herbs with medicinal properties, tomes depicting the history of the Húdbreytingar and the arrival on Skògur Heim and have the pleasure of providing sustenance and care to the Húdbreytingar during discussions.
Government And Economy
While there is no official government on Skógur Heim, the planet and its people work well together through a series of trade agreements. Four times a year all three clans gather together to discuss the goings on around the world and to make or change the trade agreements to fit their needs.
One person who is of vast importance to this particular time, and most considered a 'government official', is a simple carpenter who lives within the area of their meeting grounds. This simple old man is held in high regard throughout Skógur Heim. Legend says that the spirit of cooperation lives in the very soul of the wood of the modest chairs. The carpenter, who on a daily basis is simply that: a carpenter, holds the job of ensuring that the proper rituals are completed before anyone steps foot Fundarstadurinn. Before the quarterly talks begin the carpenter ceremoniously checks and regards all the chairs around the table are safe to sit on. When the Húdbreytingar and any other sits on the chair they are no longer themselves, instead being considered as an entity of the civilisation and corner they are speaking for. The carpenter also acts as the speaker of the house, ready to evict any who sit with evil intentions in their heart. He is also responsible for carving magics that see away evil spirits and maleficent minds from entering and for recording the events of history directly onto the hallowed walls of Fundarstadurinn.
Law and the breaking of them are handled differently between each pack of Lupines, they all have different punishments for the different crimes committed throughout Skógur Heim.
Wealth: High - Due to a vast wealth of rock ivory found in the depths of the caverns.
Stability: Medium - The only source of unrest on the entire planet is the relationship between the Lupine clans and the people of Tynt Sjalfur.
Freedom & Oppression:
When the Húdbreytingar arrived they swore they would take care of Dúsúndir till the end of time. While they hold no prejudices against anyone who isn’t Dúsúndir they do not welcome strangers to live on Skógur Heim. People are free to visit and explore the planet to their heart's content but the houses, land and produce belong to the Dúsúndir and the Húdbreytingar alone.
Military & Technology
While there is no official military within the entirety of Skógur Heim there is an uneasy truce between the Lupine clans and the people of Tynt Sjalfur. In return for basic necessities unable to be pillaged by the the people residing there the Lupines only ask that they jump to the defence of the planet in the event of an attack from outsiders.
The law throughout Skógur Heim is enforced by the warriors produced in Hrekkjavaka.
- Facilities which feature only the most basic of sterilisation and recovery technologies. Minor ailments and basic injuries can be treated, but major surgical or advanced diagnoses are an impossibility to address.
- Basic commlinks to provide communication access between the three corners of Skógur Heim.
- A few basic computers set up to provide quick, accessible contracts for trade deals in Hellar Höfundaris and basic access to the holonet.
The history of Skógur Heim has long since been forgotten by its citizens, but all remember when the Húdbreytingar first arrived. A war had been raging on the planet surface for centuries. Brother fought brother, Mother slaughtered daughter, nobody was safe. The chaos and corruption it brought had devastating effects on the population of Skógur Heim and its time in the Galaxy was quickly approaching its end. When all hope was lost the Húdbreytingar made their appearance. The story was passed down from generation to generation, and the Djru Höfud were living proof of it.
They came down with vast metal ships, not on the sea, but through the sky. The tale often begins on a winter morn, with the great creaking hulls breaking through a pure white cloud. Many thought they were gods, others simply thought they had lost their minds, but none could deny the twenty physical beings that stepped out from the belly of the ship. The called themselves the Húdbreytingar, or skin changers in basic tongue. The otherworldly beings split off into groups the Dúsúndir came to know as Pakkar and took a corner of the land each. Four of the twenty declared themselves to be the greatest warriors, the strongest of them all, so they took the first corner. Seven of the twenty claimed they were the most creative and took the second corner of land. The remaining nine boldly spoke of their superior intelligence and took the final corner of Skógur Heim under their wing. With them they brought inexplicable magics and incredible technology. Things that could create something out of nothing, things that could mend broken bones in the blink of an eye, tools that were way beyond anything they had ever seen before.
In the first few months the Húdbreytingar worked non-stop to bring peace to planet. Their success finally came by giving each corner of Skógur Heim and its people a role in the slowly rebuilding society. They negotiated a planet wide barter system and beneficial trade routes between the corners, which eventually lead to the acquisition of credits when trade with the rest of the Galaxy kicked off properly. This was the first currency ever in the history of Skógur Heim. Though the Dúsúndir were suspicious of outsiders to begin with once the Húdbreytingar had convinced them to trust they could finally open up their skies to the rest of the Galaxy. In the first thirty years or so of their existence the Húdbreytingar stripped their ships of any metal, parts and electronics to create the planet side spaceport their trading hub relies on. Once through with constructing the necessary parts in order to make a working spaceport and ensuring that the medical facilities on Skógur Heim were as decent as they could make it, the Húdbreytingar sold the remaining parts of the ships for scrap. All that remained were the empty shells.
Despite all their wondrous technological advances the Húdbreytingar brought with them, they had no desire to change the core of the culture surrounding Skógur Heim. Though now the people had access to the wider Galaxy they were able to trade their animal skins, food produce and hand made weapons on a vaster scale. It was during this time the Húdgreytingar also discovered the wealth of rocky ivory spread throughout the planet, a valuable resource for creating anti-gravity generators, which is their main source of income to this day. As time went by the Húdbreytingar became known as the warriors of Skógur Heim, the leaders, the doctors, the scientists, the gift from the gods. They protected the planet from sickness, hunger, pain and war.
Peace and prosperity were widespread. As the Húdbreytingar settled leaders of the Pakkar naturally began to form. Thus the Djru Höfud were created. The Húdbreytingar themselves remained loyal to Skógur Heim, refusing to leave them behind even as peace settled, their empty shells of their once grand ships long since forgotten on the crest of the hill they had first landed on. Over time the metal lost its shine, mother nature began to claim back what was rightfully hers. The ship itself, known now as Stadur Upphafsins became holy ground to the people of Skógur Heim. Once a year every clan, under every leader spread throughout Skógur Heim gathers in the ships for a week of celebration and thanks to the Gods for the Húdgreytingar's arrival.
Skógur Heim - Forest Home - The name given by the Húdbreytingar to the planet they had seen from the stars.
Húdbreytingar - Skin Changers - What the Lupines called themselves when they first met the Dúsundir.
The Dúsundir - The Thousands - The Húdbreytingar’s name for the people who lived on Skógur Heim during the
Elift Ijós - Eternal Light - The Dúsundir name for their sun.
Elift Kvöld - Eternal Night - The Dúsundir name for their moon.
Timi Daudans Og Eydingu - The Time of Death and Destruction - The given name of the thousand year war that raged on the planet before the Húdbreytingar’s arrival.
Stadur Upphafsins- The Place of Beginnings - The name for the place where the Húdbreytingar’s ships originally landed.
Djru Höfud - The Three Heads - The collective name given to the leaders of each Lupine pack that settled on Skógur Heim.
Pakkar - Packs - A collective name for the groups of settlers residing in each of the three corners of Skógur Heim.
Pakkar Midnaetti Hud - The Pack of Midnight Skin - The name of the warrior/hunter/gatherer clan under the four Húdbreytingar that claimed they were the strongest.
Hrekkjavaka - Warriors Peak - The name of the settlement Pakkar Midnaetti Hud created.
Reidur Fjall - Angry Mountain - The name of the mountain Pakkar Midnaetti Hud created their settlement on.
Frjósöm Lönd - The Fertile Lands - The name of the fertile patches of land at the base of Reidur Fjall.
Safna Saman - Gather’s Guild - The name the Dúsundir gave to the trading guild in Hrekkjavaka.
Kannari Vegur Leid - Warrior’s Way Path - The name of the school that guides and teaches all warriors how to fight with honour in Skógur Heim.
Skjöldur Berjast - Sheild Battles - The practice of using a shield to defend and attack during battle.
Nordur Bankar - Northern Banks - The Dúsundir name for the northern docks that ships use to travel too and from Dyr Gudis.
Pakkar Sól Hringur - The Pack of Sun Circles - The name of the crafter/miner/trader clan under the seven Húdbreytingar that claimed they were the most creative.
Hellar Höfundaris - Creator’s Caves - The name of the settlement Pakkar Sól Hringur created.
Vioskiptastaour - The Trading Place - The Dúsundir name for the docking port and trader hub in Hellar Höfundaris.
Markadur Stad - The Marketplace - The Dúsundir name for the main marketplace used by citizens and visitors alike.
Myrkur Völundarhús - The Dark Maze - The Dúsundir name for the mines they gather their resources from.
Sjómenn Himinn - Sailor’s Heaven - The Dúsundir name for the southern docks that ships use to travel too and from Dyr Gudis.
Samkoman Stadur - The Gathering Place - The Dúsundir name for the feasting hall they use to have their evening meal in and to celebrate religious holidays, funerals and weddings.
Pakkar Hvitur Augu - The Pack of White Eyes - The name of the scholar/seer/doctor/scientist clan under the nine Húdbreytingar that claimed they were the wisest.
Dyr Gudis - The Door of the Gods - The name of the settlement Pakkar Hvirtur Augu created.
Heilagur Atrioi - The Sacred Points - The name of the group of temples in Dyr Gudis dedicated to each main god.
Hjúkrunarheimili - Healer’s Home - The name of the building where medical professionals work in Skógur Heim.
Dekkingarsveitendur - The Knowledge Seekers - The name of the only educational school within Skógur Heim.
Lifeyrir - The Life Line - The name of the only dock that allows all the trading and visiting ships to unload cargo and switch out passengers in Dyr Gudis.
Stórt Tómleiki - The Big Emptiness - The Dúsundir name for the quarterly meeting place of the Djru Höfud.
Fundarstadurinn - The Meeting Place - The given name of the building where the Húdbreytingar meet each quarter to discuss the goings on in Skógur Heim.
Nytt Aldur - The New Age - The name for the period of time during and after the Húdbretingar arrived and created peace throughout the three corners.
Heimilid verdugt - The Home of the Worthy - The name given to the home of the speaker who watches over the quarterly meetings of the three heads.
Svartur Uppgjor - The Black Village - The name of the village that was covered in ash by Reidur Fjall.
Hjartad Skóginum - The Heart of the Forest - The Dúsundir name for the collosal tree that grows on Dyr Gudis, believed to hold a god trapped in its roots.
Bölvadir - The Cursed Ones - The Dúsundir name for the residents of Svartur Uppgjor.
Tynt Sjalfur - The Lost Ones - The Dúsundir name for the people who are believed to have fallen out of the Húdbreytingar’s good will.
Edited by Alvida Osulf, 12 April 2019 - 02:40 PM.