Dagmarskiir Settlement in Ayndrinor | World Anvil
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Dagmarskiir (dag-mahrz-keer)

One of two Demesne settlements located on the coast of the Icehome Ocean, Dagmarskiir has been around since the First Age, unaffected by the events of The Smiting. It was settled by the roving Frost Giants that crossed the great tundra in the northern part of Dalkaria, who over time became less aggressive and more benevolent toward the non-Giant subjects in their various towns and villages. The Dagmar clan has ruled this particular village for almost 1500 years, taking power just before the beginning of the Second Age.   In such a remote and inhospitable location, there are not many industries available to the people of Dagmarskiir. The predominate ones are hunting and ice fishing, both of which require immense familiarity with the icy ocean and frozen tundra surrounding the village. Bigger game like seals, walruses, and even the occasional orca or polar bear are the prized targets that bring resources to the community. Penguins can be found in abundance near the village, though most are too small to be considered valuable game animals.   In the summer months, when the Icehome slightly thaws and allows minimal ship traffic, the icebreaker ships clear paths for trading vessels to move along the coast and bring goods to and from other nearby towns. Most of the exported goods are skins and other byproducts of the animals hunted and trapped near Dagmarskiir, and one of the more sought-after products is the scrimshaw that local artists spend the coldest months crafting meticulously.


Demographics

Like many other towns in the Demesne, Dagmarskiir has been historically ruled by Frost Giants and thus contains a large portion of Giant-kin (goliaths and firbolgs, namely). Over the centuries - and especially after The Smiting, when displaced settlers began exploring the northern tundra - humans, dwarves, and other peoples have made their way to this remote village and settled down with their families.   The village is relatively poor, since the main industries are hunting and fishing, though there is a community spirit that makes sure everyone is fed and stays as warm as possible. Like most of the Demesne, the central taverns and lodges are open to everyone, with large fire pits that heat the whole building. The only elites or nobles in any sense are the Giant families, and even they do not hoard too much wealth, preferring to spread it around to their "subjects" in times of need and hardship.


Government

Dagmarskiir is run similar to the other towns and villages of the Demesne: there is a hereditary Jarl that presides over the town and seeks council from a small group of advisors appointed at will by each Jarl. The title is not male-only, and there have been many female Jarls in Dagmarskiir's past. The council positions are sometimes nepotistic, going to family members or other Giants, but sometimes the Jarl rewards hard-working or popular townsfolk with council positions - which come with little extra pay but a decent amount of respect.

Each Jarl serves for life and specifically dictates which of their children is to be the heir; it does not automatically go to the eldest. In cases where a jarl dies suddenly or without naming an heir, the village calls a Moot to decide the next ruler. Each family in the village - not just the Giants - selects one member to represent them at the Moot. Usually, the representatives are the families' eldest members, but this does not always have to be the case.   The Jarl of Dagmarskiir is called once per season to the Thing in Lakewatch, where all the jarls meet to discuss policy and laws for the nation. The other external-facing responsibilities of the jarl are purely social and focused around maintaining close ties between all the Giant families.


Defences

To call Dagmarskiir's perimeter defenses a "wall" would be an insult to proper walls elsewhere in the world. It may not even fit the description of a pallisade. For centuries, a semi-circle ring of tall rocks has served as the barrier between Dagmarskiir and the unpatrolled wilderness of the tundra. These rocks stand ten to fifteen feet tall at different points of the perimeter, and some occasionally fall over due to erosion of the ground under them. Small towers have been constructed next to - or, in some cases, actually drilled into - these rocks, to keep an eye out for threats coming from the tundra expanse.


Infrastructure

There is no real infrastructure to speak of here in Dagmarskiir. The harsh tundra makes roads impossible, and people tend to travel in the straightest line across town to wherever they are headed. Sleds and snowshoes are extremely common, and all but the poorest citizens have these accessories and heavy furs to match.   Fresh water can be accessed in much of the village by melting blocks of ice over a fire. The taverns of the town provide this freshwater as a service and employ ice cutters to keep a steady supply coming.


History

No one remembers the first name that the village once had, but its history has been recorded since its founding in 2074 1A. The Dagmar clan took control of the village around 203 2A, and the old name was erased from all history texts and monuments. Like most of the Demesne, the early days of this village were as a hold for one Frost Giant clan, where they would concentrate forces and launch raids on the other Frost Giants. Over time, as non-Giants began to proliferate, the leaders became more benevolent and stopped warring with each other, opting instead to cooperate and found a new nation.   The ruling families of the Demesne's towns and villages have intermarried several times over the centuries between themselves and the other prominent Giant families who eschewed the traditional raiding lifestyle. There are many social connections and some semblance of a traditional court amongst the Giants of the Demesne. There are, however, still roving and raiding Giants on the island of Dalkaria, though they primarily live in and around the Forbidden Forest and other remote locations in northwestern Dalkaria.   The current leader, Snorri, has been in charge for 43 years, since his mother died of old age in 1442 2A. Snorri was the fourth child out of five for Kenna, and he showed promise with leadership abilities from a young age. Few were surprised when Kenna chose Snorri to be her successor, though some of the older siblings took it personally. There are still some hurt feelings and frayed family ties four decades later.


Architecture

Like much of the Demesne, the buildings of Dagmarskiir closely resemble old Norse buildings, with mostly wood or stone exteriors and thatch roofs with chimney holes for the smoke to escape. Rock and wood has to be transported quite a long way to make it to Dagmarskiir, so materials tend to get reused or patched up as much as possible before expensive replacement materials are brought in. It is not uncommon to see a wooden house with a hole patched up with weathered seal or walrus skin.   The large taverns and the Giant homes resemble the great halls of old Norse culture, with long benches and tables surrounding roaring fires that welcome visitors and friends. They tend to have wood roofs and are enormous in scale.


Founding Date
2074 1A
Type
Village
Population
1,082
Inhabitant Demonym
Dagmarii
Location under
Owner/Ruler
Owning Organization

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