Jarldom of Värmod Organization in Nainoxia | World Anvil

Jarldom of Värmod

The Jarldom of Värmod is a political oddity within the Empire, with it, and its inhabitants, the Värds, being afforded many exceptions to the usual rules of other Duchies. The political structure of the Jarldom is much more decentralised, forgoing the system of Counts and Barons, in favour of just one "Duke", who goes by the title of Jarl, and is in charge of ruling the entirety of the Jarldom, and reporting directly to the The Emperor, very rarely interacting with the High Lord of the Belrose Province, in which the Jarldom is located. The Jarldom was incorporated into the Empire in 308 P.F., after their defeat in the War of the Shattered Teeth. In many ways, its structure is similar to Ahridia's, with a sole representative being in charge of every settlement, and reporting directly to the Empire. The difference however is that Ahridia is an extremely rich and influential province, with a seat on the The High Council, while the Jarldom's only contribution is raiding. Still, in the eyes of the Emperor, keeping the Jarldom pacified and subservient is of very high importance, lest the events of the War be repeated.

Internally, the Jarldom is split into the southern and northern territories, with the southern being more civilised and agrarian, though still warriors and raiders at heart, and the northerners being more tribal and traditional, focused on battle and honour in the eyes of their gods. In these times, the Värds do not pose as big a threat to the rest of the Empire as they used to, and they are mostly just a passing threat to traders. The days of longships burning down towns on the River Lionel are long past, but those in the north still cling to their ideals, and see their surrender in the War of Shattered Teeth as a great betrayal. The chiefs that lead those settlements hold many raids against the neighbouring Roslin Duchy, and into the Darkwood.

History

The Jarldom has always been a cold and inhospitable land, especially in the north, where the cold barely lets any crops grow. It is said by some, that the lands of the Jarldom during the times of the Age of Divinity were a land contested by Gruumsh, Zaberon, The Beheaded Betrayer, and minor aspects of Yiortis, Empire God of Justice and Vindicta, Empire Goddess of Vengeance, such as Berserkers, Rage, Glory, Raiding, and others, which slowly grew into separate entities.

The Värds grew harder and more battle-ready during the The Schism, and learned to live in independent tribes, and fend for themselves. This came in handy during AngelDeath, the Calamity War, where they managed to hold off the demonic invaders, though they were not the central targets of them. For the centuries after, their culture remained focused on war and battle, with might making right. Personal challenges to chiefs were an important way of ensuring that only the strong rise to the top, and they are still honoured to this day, with the exception of the title of Jarl. During those days they also grew into their traditions as sailors, in pursuit of first food, and later riches.

It is only natural then, that when the newly formed Empire was created across the Lionel, the Värds took the opportunity to raid and pillage as they saw fit, preferring rich and undefended settlements rather than clashing with the Legions of the Legio Imperallis. This continued, but as the Empire became more focused on trade and less on war, the Värds were more and more of a nuisance. Many times the Emperor led armies to burn down their settlements and kill them, but they were only a temporary solution. This would come to an end however, with the emergence of the first Jarl, Ivar the Bloody, who united all the tribes of Värds under his banner, with the promise of a raid so grand that their gods would come down and bring them to Jaralund (see Värd religion later).

Image Credit: bakarov

During the height of the raids under Ivar, the Jarldom brought imperial naval trade to a standstill. Things came to a head when a massive armed caravan from the Dwarven Clans, filled with Adamantine and Mithral weapons and armours was attacked and overtaken by the raiders. After the diplomats send by empress Isabella IV Lionel were sent back flayed and tortured, the only option left was war.

The War of the Shattered Teeth begun, and was the first large naval offensive of the Legio Imperallis. Large armoured warships carrying multiple Imperial Legions landed on the shores of the Jarldom, and fierce battle ensued. Isabella IV was a great general and strategist, and though the Värds were vicious and deadly, the imperial forces managed to surround Helgasfell. Many assumed they would burn it down, and that would be the end of it. The wise Isabella however, decided that the only way to pacify the Värds would be to introduce them to the Empire. At the center of Helgasfell, Ivar the Bloody knelt before Isabella, pledged himself to the Empire, and asked for her forgiveness. He was then executed by beheading, and his second son was installed as the first imperial Jarl, at 4 years of age. A number of councillors were appointed to advise the young Jarl, and the process of integration begun.

Interestingly enough, there are many that believe that the real Ivar died in battle, and a double was used in purposes of Imperial propaganda. Additionally, Ivars eldest son, who was aged 14 at the time, was initially thought captured, but later revealed that he snuck out of the longhouse, into an armour, and fought in the battle undercover, and was killed there.

In the century that followed, priests and scholars from the Empire travelled to the Jarldom to integrate them religiously and linguistically. The ancient tongue of the Värds was slowly turned to common, and their religion was integrated in the Empire Gods. This integration is less apparent the more north one travels, and in the far north, bloodthirsty tribes of berserkers rule in the icy cold. The integration is still ongoing and is by no means complete. There are still raids done, and the culture of warriors is still strong, but the worship of the land and ancient spirits has given way to worshipping the Empire Gods by other names.

Image Credit: Teemu Husso

Religion in the Jarldom

In the Jarldom, religious leaders are often Druids and Shamans, who guide and advise others in religious matters. Sacrifices and offerings of gold and food are common, and in the north, human sacrifices and even cannibalism are said to be done in religious rituals. Värds worship aspects of the Empire gods, and wish to die in battle with honor, so that they can enter the Jaralund, their version of the Beastlands in their cosmology. To be taken there, they need three things, spoils, honour, and glory. Below are found key aspects of the Värd religion, and their Imperial counterparts.

  • The Ursine Lord, patron of warriors and berserkers. He is the most majorly worshipped entity in the Jarldom, and is considered to be a more violent and brutal aspect of Yiortis, Empire God of Justice.
  • The Raven Lady, spirit of death, and psychopomp who takes those worthy into the Jaralnd, where they can feast and battle. Few actually worship her, but her name is held in fear and reverence by all. She is thought to be a more peaceful and subtle aspect of Vindicta, Empire Goddess of Vengeance.
  • The Spirit of Spring, is the embodiment of the melting of snow, and revival of the land. It holds great important to many, and is referred to as "The Spirit", which holds properties of healing and growth. It is thought to be an aspect of Vitaria, Empire Goddess of Life.
  • Spirit of Water, is the personification of the River Lionel, and represents the naval traditions of the Värds. This is thought to be an aspect of Artis, Empire God of Trade, that focuses on his domain over water and sailing.
  • The Owl, is the spirit of wisdom and intelligence. As there are no written sources for knowledge, oral tradition is very important in the Jarldom, and this spirit is called upon when big decisions are made, and guidance is needed. It is thought to be a more direct aspect of Cognitiosis, Empire God of Knowledge.
  • Jaralund, is the afterlife for the Värds, thought to represent the Beastlands in the nainoxian cosmology. It consists of the Mead Hall, where the warriors feast with the Ursine Lord and other spirits, and the Raids, where they can go on legendary raids with their spirits and ancestors, and claim glory everlasting. Surprisingly, this is not far from the known events in the The Beastlands, where warriors will travel through the divine river Oceanus, and be taken to a battle where they are needed most.
  • The Fighting Pit, is a ritual conducted in all large population centers in the Jarldom, and versions of it are conducted in smaller settlements or tribes. Once every year, or on special occasions, ten warriors and four beasts enter the pit. They must battle, and only those who have scored a kill may leave at any point, optionally. The last person to remain in the pit is the Champion and receives praise and lodgings at the Longhouse until the next Pit. In Helgasfell, the Pit has been used by the Jarl to deal with many upstarts and challengers, as the current champion is thought to be immortal.














Header Image Credit: Ubisoft
Founding Date
308 P.F.
Type
Geopolitical, Duchy
Predecessor Organization
Demonym
Värd
Leader Title
Government System
Tribalism
Power Structure
Feudal state
Parent Organization
Location
Neighboring Nations


















































In the eyes of the Gods, the integration of the Jarldom into the Empire was a massive success. The Värds are very religious, and thus bolster the gods strength with their worship. Additionally, as honorable and great warriors, the Värds make for excellent warriors in the The Beastlands, and the angellic armies of the Gods. It is theorized, that the Gods wish for the Värds to keep an aspect of their warrior culture, so as to better serve in the many battles that and power strugles of the Outer Planes.

Adendum on the impact of the Värd intergration in the Empire, on a cosmic level