Garmheim
Journal entry, Florianus, imperial scholar, in the 23rd year of the fifth age, on the topic of the country 'Garmheim' at the beginning of the first age.
Structure
The land was ruled by an Aristocracy, a hereditary ruling class composed of pure demigods. These individuals were seen as the most powerful and prestigious members of society, possessing unique abilities and knowledge passed down through their pure bloodlines. One could still see the remnants of their once matriarchal race, the Iormfar Nuliphar - Ocean Daughters, for most settlements where ruled over by direct descendants of Iormfar, God of the Oceans, that where all female. But over time some second-generation male descendants emerged to rule in their own right as heads of their families.
Each town and city was governed by a single head of the family, who was the purest of their line as a demigod. These heads of families held significant power and influence over their respective territories, responsible for matters such as law enforcement, local administration, and public works.
To make decisions on behalf of the country as a whole, the heads of families formed a council, with each territory represented by a council member, usuly a trusted and high-ranking member of the family. This council was responsible for matters such as defense, foreign policy, and trade, while the individual heads of families retained authority over local matters.
The Aristocracy provided a stable and consistent leadership structure, utilizing the unique abilities and knowledge of the pure demigods for the benefit of the country.
Demography and Population
Territories
In the First Age, Garmheim was a country that was defined by its geographic features. The coastal region along the 'Inner Sea' to the north and northeast was home to some of the largest and most prosperous cities in the country. This region benefited from a warm climate and easy access to the sea, which made it a center for trade and commerce.
Moving eastward, the 'Rathaust Larafar' (Eastern Bourdar Forest) and the 'Garmsho Lothsho' (Narrow Coast Hills) dominate the landscape. The forest was dense and sprawling. The hills are rugged and rocky, providing a natural barrier between the coast and the inland areas.
To the south lies the 'Vulcer Garnorrn' (Scorched Desert), a vast expanse of arid and inhospitable terrain. Few people lived there, and those who did were mostly nomadic tribes that had adapted to the harsh conditions. The desert was known for its extreme temperatures and frequent sandstorms.
In the west, the 'Gellfrem Pieth Iormgara' (Foreign Boundary River) marked the country's border with its neighbors. This river is wide and deep, making it difficult to cross. The area around the river is lush and fertile, with many farms and small towns.
Finally, to the northwest, the 'Kobthon Iormgara Lothfar' (Copper-Rivers Mountains) rose up, forming a natural barrier between Garmheim and its neighbors to the north. These mountains were rich in minerals, particularly copper, which has been mined there for centuries. The region was also known for its rugged beauty, with many hiking trails and scenic vistas.
Overall, Garmheim was a diverse and varied country, with a range of climates, terrains, and landscapes. Its people had adapted to those conditions over centuries, and their culture and way of life were shaped by the natural world around them.
Military
4 cities provide Navy
- Longships, one sail and ram
- Tidecallers
- Infantry (spear + shield, axe + shield, bow and arrows)
- Chariots (spear, bow and arrows)
- Animalists - Shamans bestowing powers of animals
- Healers - Shaman healers
- Demigod Veteran Infantery
- Flameweavers
Technological Level
Transportation: Bare horseback; the wheel (and chariots ship-building; sails.
Weapons and Armor: Bronze weapons and armor.
Power: Domesticated Animals
Biotechnology/Medicine: Surgery; animal husbandry; fermentation.
Magic: Shamanistic magic, based on animism, but with the emergence of early forms of ritual magic based on the manipulation of symbols and spirits.
Weapons and Armor: Bronze weapons and armor.
Power: Domesticated Animals
Biotechnology/Medicine: Surgery; animal husbandry; fermentation.
Magic: Shamanistic magic, based on animism, but with the emergence of early forms of ritual magic based on the manipulation of symbols and spirits.
Religion
Strong representation of:
Cult of Iormfar, God of the Oceans
Cult of Lothum - God of Earth and Miners
Cult of Luah - Goddess of Art and Craft
Cult of Iormfar, God of the Oceans
Cult of Lothum - God of Earth and Miners
Cult of Luah - Goddess of Art and Craft
Trade & Transport
4 Port Citys
2 Copper Mining Citys
1 southbound river town
Adaptability or Death
Type
Geopolitical, Country
Capital
Alternative Names
Coastal Home
Demonym
Garmheimer
Ruling Organization
Government System
Oligarchy
Power Structure
Confederation
Gazetteer
Har o'Garmheim
Major Exports
Copper & Tin, Timber
Location
Neighboring Nations
Related Species
Related Ethnicities
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