Aldland

Aldland is a kingdom located in the north of Midrealm, and is the setting for The Outlander Saga. It an island located in the Serpent Sea, off of the coast of Istra. It is famous for its warrior culture and fearless seafarers.

Politically, Aldland is ruled by a High King, elected from the Jarls of Aldland in the Kingsmoot. Typically, the High King is elected through the use or threat of force, and keeps the Jarls united in the same way. At the time the Outlander arrives, Aldland is ruled by High King Wulfric.

Alignment
Little is known about Aldland prior to the Alignment, as its inhabitants left little historical record. After the Alignment, it was home to a large population of Giants, until the Andlangr arrived around 250 A.E., and founded the Kingdom of Eard Taelam.

Settlement by the Hoddfolk
Around 400 A.E., Hoddfolk originating from Hoddmimir's Holt began founding settlements to the North, eventually discovering the Kingdom of Eard Taelam. The raids on Eard Taelam escalated into the War of Aldland, which ended around 500 A.E. in the Siege of Carraig Daon, during which in a desperate move, a large amount of Andlangr escaped to the Realm of Fire through a Bygate.

Regions
Aldland is separated into 6 regions, each ruled by a Jarl, with one Jarl being chosen as the High King. The 6 regions with their capitals are listed below.


 * The Meadowlands: Anstad
 * The Highlands: Volundreach
 * Eastershore: Ostrgard
 * The Moor: Ellirioth
 * The Crags: Valkstead
 * The Pale: Hjarnheim

Additionally, the Skraeling Isle is located to the east of Aldland, but has no formal ruler and is home to a the Skraeling clans, a savage people who claim to "live by the old ways," meaning they conduct raids on Aldic villages and take Aldlings as slaves.

People and Culture
While Aldlings are generally regarded by outsiders as savage and warlike, they come from a long line of tradition and honor. Disputes are commonly settled through duels (Holmgang and Envigi), and oaths are held in high regard. There is a strong warrior culture, as all free men and some women are expected to train as warriors. Most magic is relegated to Vala and priestesses, although there are some mages and scholars existing in Aldland. There is a lack of a strong written tradition, as most stories are passed on through Skalds, a class of poets and bards.

Though raiding used to be a common practice, peace treaties have limited its usage. Despite this, Aldlings still have a strong culture of seafaring, and their Drakkar longships are legendary.

Aldlings are separated into a rigid caste system, which determined the legal rights an individual had.


 * Thralls: Slaves, as well as Bondsmen, slaves that were able to free themselves by working off debt
 * Karl: Farmers, laborers, and artisans, as well as minor spirituals such as priestesses and Vala.
 * Gothar: Religious leaders, including the Gothi (male) and Gydhja
 * Jarl: Rulers of Aldland's 6 regions, as well as Thulurs (advisors), and warriors such as the Hird, Huskarl, and Thane.
 * King: The High King of Aldland.

Additionally, there are Skogarmen, outlaws (usually oathbreakers/nithings or runaway thralls) that have no rights or legal protections.

Religion
The most common deities in Aldland are the Haliar, ancient heroes of the Alignment. Aldlings also pay homage to the Norns through the Thrirnut symbol. Sailors also pay tribute to the sea-giant Njord.

Religious ceremonies are led by the Gothar, most commonly through the practice of Blot, or sacrifice. Gothar are also commonly used to mediate legal issues.