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Kynskar

Return to... Humans   The Kynskar peoples live in in the hills and mountains of Frystfell and Kynumbra. The people of Kynskar are renowned warriors and craftsmen, known for their ferocity during raids and stalwart fortresses. A lot of their culture derrives from that of their dwarvish neighbours and their Rusalkan ancenstry. The Kynskar people live in a tribal meritocracy, where the greatest warriors and craftsmen ascend the ranks of clans to jarldom and chieftan.  
 

Appearance

Physically, they are a taller culture of humans that are broader and stronger in build. Typically, the Kynskar folk feature paler skin, all the way from a light pink to nigh on white. Their hair is usually longer and thicker, with a lower chance of balding then many other human ancestries. Green is a common eye colour, alongside ginger and blonde hairs. The people of Kynskar have adapted to the colder climates in which they dwell.  

Society & Culture

 

A Family's Honor

Family matters is the word of the day for those of Kynskar culture. People of Kynskar ancestry value their family and their family's honor with paramount importance. Agreements are bound by respect, your family's reputation is paramount, and to be dishonoured by oneself or another is a fate worse than death itself. A Family's fame and glory is a useful asset in Kynskar society, as it provides leverage when convincing other families of your cause.  

Folk of Tradition

Kynskar society evolves very slowly, for most families and clans adhere to strongly defined traditions.  

Clans

Kynskar society is divided into tribal clans, each with their own ambitions, traditions and practices. Clans are usually led by a provailing family, under which are recruited clanmates. Unlike dwarves, there is less of an emphasis on a clan's honor then a family's; The people of Jotenheim serve their family's heritage first. This isn't to say that there isn't a sense of loyalty among clan mates however, for honoring your brothers and sisters is essential in Jotenheim society. Clans are constructed meriotcratically, where your glory determines where you lie on the social ladder. They are most commonly patriarchle in nature as well.  

Magic Usage

There are two main types of magic in Kynskar Society; Shamanism under the Solus Trinitas, or Witchcraft (Arcane) casting through the Goddess of Witchcraft, Kulvaar (the Kynskar interpretation of Dulene, Goddess of Wizardry). Totem Spirits, or Dyrglånd, are the forces that the Jotenheim shamans and animists commune with and channel in their runic enchantments. The Dyrglånd are said to be the forces of the Solus Trinitas, forming from the three animal forms of Ursidae, Canine and Bovine. To maintain a good rapport with the Totem Spirits, the Jotenheim pays homage to their forces with blood sacrifices of beasts and bounties of crop. A few Jotenheim clans that have had influences from local wood-elf tribes draw their powers from natures court, similarly crafting runic enchantmenets and talismans but instead denoting nature's spirits.   As for the few arcane casters, they are usually female in gender, and are often distrusted by Kynskar folk. Kulvaar is the Goddess of Witchcraft, the most commonly found form of magic in Kynskar society, outside of animism. Kulvaar is among the Callous gods, and is hence seldom trusted by Kynskar folk. Arcane casting is viewed as dangerous, deadly and unpredictable, and hence wielders of such are assumed to exhibit similar traits.  

Worship

Worship to the Kynskar folk is diverse, varying from clan to clan, however it can mostly be boiled down to worship of differently interpreted prime gods, the solus trinitas, and sometimes nature's court. The Kynskar wroship of the prime gods is different to the typical worship found in the dominant Haethelcyne and Eisenwalde cultures, their own pantheon being discussed below. The Solus Trinitas are often worshiped by clans that harness a stronger emphasis on the stars and fate. Meanwhile, more remote forest clans delve into the worship of Nature's Court, especially those that have had historical ties with Wood Elves. Worship of any gods of the three pantheons however is usually accepted and recognised by all clans. The Kynskar Pantheon is as follows:  

Warrior Gods

Bjørrek, Head of the Pantheon & Defender of the Faith (Comparable to Bratris)
Bjørrek is the head of the Kynskar Pantheon, and is the defender of the Kynskar faith. In the prime gods, Bjørrel is most comparable to Bratris, but with a much more important and defined purpose. Bjørrek has no physical form, nor gender nor alignment. Bjørrek is the guiding force of the pantheon and all whom worship it. They are typically represented as a figure of mist, with two human eyes and a runic third eye, long flowing hair, wielding war picks bound together like nun chucks. It is believed that the steely eyes of Bjørrek casts judgement onto their followers, and when observed by his gaze, ones person is reflected upon.   Bjørrek is seldom worshiped directly. Instead, they are refereed to in respect, and their tenets are expected to be upheld righteously. To remain true to Bjørrek's vision, one must uphold the sanctity of Kynskar traditions, standards of honor, and practices. One must provide for their clan to respect the folk gods, and not indulge oneself in the callous gods to frivolously. Upon death, all are judged by Bjørrek. Approval grants access to the hall of your clandom in the Land of Heroes, Isgard. For the sinful, they are bannished to the bleak expanse, a bitter plain of endless ice storms where one is forced to fight vicious ice wraiths.  
Reldir, God of Endurance (Reldir)
Reldir is the God of Endurance, the courageous fighter and survivor of blistering storms. Reldir of the Kynskar pantheon is by in large very similar to Reldir of the Prime Gods.  
Griellar, Goddess of Battle, Honor and Diplomacy (Griella)
Griellar is very similar to Griella of the Prime Gods, but with some differences in Myth. She is the Goddess of Battle, Honor and Diplomacy, the Chief of tacticians and warfare. Depending on the clan, she's also called the Just Chief. Griella is the "daughter" of Bjørrek - "daughter" as their relationship is widely debated due to the abstract nature of Bjørrek. As myth describes, Griella  
Great Helm, God of Protection (Oddar)
Great Helm is the nameless god of Protection, a guardian angel (or more accurately, warrior), that looks over the courageous, honorable and righteous, and defends their lives under the umbrella of their helm. Great Helm is the Kynskar interpretation of the Prime God Oddar, painting him instead as a nameless figure that defends the worthy. Combatants and nations alike strive for his protection, fighting feverently to gain his favor in the way of battle and hardships alike.  

Folk Gods

Hjövthar, God of Craft (Hovthar)
Hjøvthar is the God of Craft, his portfolio extending to that of forge, artisans, woodworking, and all that is encompassed under their umbrellas. In myth, Hjøvthar was commissioned by Bjørrek to construct Isgard, laying it brick by brick, carving wooden beams with illustrious designs. Hjøvthar then created the world, sculpting it with the tools he had; his forge errupted the volcanic islands, he chiseled the mountains, hills and valleys, he carved the wood of the trees, and scattered his works of iron and copper across the world. His parting gift was his hammer and chisel, and ever since, Hjøvthar has slept. Artisans look to Hjøvthar as not a man to worship with prayer, but as a role model, an allegory for the necessity and importance of an industrious work ethic.  
Freja, Goddess of Clanhood and Kinship (Ina)
Freja is the Goddess of Clanhood and Kinship, and joint mother of Griellar with Briella. Ina is the Goddess of the Prime Gods most often compared to Freja. As the legend tells, Griellar grew unsteady in the wake of conflict after her creation by Bjørrek. To ease her strife, Bjørrek gifted her two mothers to keep Griellar safe. One of these mothers is Freja, who introduced the warrior and her legion to the idea of clanhood and kinship, the tight bond that would hold them together through thick and thin. Worship of Freja is done in thanks to her for the gifts of clanship, especially during celebrations of a clan's success.  
Briella, Goddess of Mead and Feasts (Una)
Briella, Goddess of Mead and Feasts, shares an origin with Freja. Derrived from the Prime God Una, Briella introduced Griellar's warriors to mead and feastings, an opportunity of not only celebration, but of hearth and health. Briella is worshiped through the consumption of great feasts, stocked with hunted meats, farmed produce and brewed beverages (especially of the alcoholic variety). Briella brings festivities to clans, for when not battling, a warrior should enjoy the spoils of their success.  
Shyr, Goddess of Love and Fertility (Extension of Ina)
Shyr is the Goddess of Love and Fertility, and the bringer of life to Aleron. She is an extension of Ina, separating the two dominant domains of her control (love and kinship). Shyr is worshipped during times of new beginnings, when spring arrives and when women carry children. Worship of Shyr manifests in fertility dances, where the pregnant women of a clan are showered in health bringing gifts, and the god's blessings are bestowed onto their children to ensure the health of the mothers and their offspring. Subsequently, Kynskar pregnancies are among the safest of all of Aleron's sophonts. Even more fervent Shyr worshipers hold mating celebrations at distinct times of year, or to align the birth cycle of pregnant women for shared support networks.  

Callous Gods

Vulna, Goddess of Ice (Vulna)
Vulna is the Goddess of Ice, Frostbite and sometimes Winter. She shares many similarities with the Prime God of the same name, but under Kynskar worship she is seen as considerably more vicious. Vulna was cursed to have a hunger for life, and aims at consuming the lives of those that fall victim to her bitter cold. She is often refereed to as the Ice Queen, or Queen of Ice Wraiths. In myth, Ice Wraiths are seen as her pets, and death to an ice wraith is a sure way of being dragged into the Bleak Expanse.  
Rjulka and Abjölbi, the Twins of Runes and Misfortune (Lados & Obium)
Rjulka and Abjölbi are the Twins of Runes and Misfortune, often represented as conjoined twins wound together by twisted ivy. The ivy grows bountifully on the side of Rjulka, but wilts on the side of Abjölbi. Together, they are the Kynskar interpretation of the gods Lados and Obium. The twins are at the helm of the divination domains, dictating luck and misfortune hand in hand. Each clan has its own interpretation of the two, some seeing them as unaligned forces, some as cruel gamblers, and others disregarding them entirely; worshipers of the Solus Trinitas instead turn to their totem gods for guidance on matters of fate, destiny and divination. Rjulka and Abjölbi have an important role of fate and destiny that is strong in Kynskar culture.  
Kulvaar, Goddess of Witches (Dulene)
Kulvaar, Goddess of Witches, is the goddess of Arcane magic in Kynskar society. She is an interpretation of the Prime Goddess Dulene of Wizardry, sharing some major qualities but with key differences. Kulvaar is known to be cruel and wicked, and enjoys tempting magical casters to indulge deeper into her magical gifts. The powers of Kulvaar is preached to twist minds, warp perceptions, and drive casters into insanity.  
Skelmir, God of Temptation (A mix of Ogius and Zetarr)
Skelmir is a merge of Ogius and Zetarr of the Prime Gods, Gods of Temptation and insidious thoughts. They are believed to be the gateway to the Felling gods, infiltrators into Isgard that tempt its worshipers against Bjørrek towards the demonic powers of the Abyss.  
Jarl of Ravens, God of Death (Solenzara)
The Jarl of Ravens is the God of Death, and is the Kynskar interpretation of the Prime God Solenzara. The Jarl of Ravens comands the portfolio of death, undeath, aging, alongside necromantic activities of undeath and imortality.  

Disposition

When interacting with outsiders, Kynskar clans can be notoriously stand offish and aggressive. The people of Kynskar seldom declare formal peace with other factions and nations, for when food and material supply is slow they rely on raiding foreign villages. Legends sweep the lands of the Eisenwalde and Haethelcyne peoples of the battle fury and prowess a Jotenheim raiding party posesses; The people of Jotenheim are often deemed warmongers for their frequent raids. This isn't to say that there are no peaceful Jotenheim clans, for there are many that engage with neighbouring clans and kingdoms with renowned diplomacy. A more astute observer of the Jotenheim folks would see them as masters of war, both on the battlefield and in friendly diplomacy.

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