Antarok

Welcome to the Antarok Forum Roleplaying Game!

If you would like to play, please register an account and notify us through Discord. Please check out our wiki for additional resources. https://wiki.antarok.net/ You can find our Discord below: https://discord.gg/JQJ7QfkDVV Understand that we are currently in a playtest through the end of 2024, meaning you are welcome to play and earn experience, but there might be sweeping changes before the full site launch in 2025.

OOC Important Ælheim Codex

Vicissitude

Administrator
Approved Character
Messages
485
Race
Æld'Norai
Location
AElheim
Character Sheet
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Æ L H E I M


Founders: Ældrassil and a wayward conclave of Sidhe Fae
Demonym: Ælheimar
Population: Roughly 10 million
Territory: The Myrkvior Mountain Range & Forested Outskirts within Ældrassil's Influence; ~3.8 million mi²
Government Type: Socialist Commonwealth
Official Religion: N/A
Racial Distribution: 4% Æld'Norai, 1% Dragon, 84% Human, 11% Other
Official Language: Ælvish
Additional languages: Common

Overview

Ælheim is a nation born from Ældrassil, and Ældrassil is no ordinary tree– nestled within it lies the body of an ancient dragon. Now a hybrid between flora and fauna, He remains alive in a state of suspended animation, and ultimately, the tree and the dragon are one and the same. Ældrassil maintains His vibrant vitality from what became of His Arcana, and in turn, the flora of the region will always remain lush and full of life. It is said that the dragon influences the land around it, though in what ways and to what extent it is uncertain; the part that is certain, however, is that all of Ælheim's territory is part of His Grove. The Ælves who call the tree home struggle to tell where exactly their influence ends and the dragon's begins, for they consider their relationship to Him to be wholly symbiotic.

In the modern era, Ældrassil's influence has claimed a vast swathes of land including dark, primeval forests, treacherously cold mountains, chilly bogs, and more. The Ælven populace which calls Ælheim home have free reign of the land, though the majority of them call the Myrkvior mountains, where they have built their capital around Ældrassil, home. It is exceedingly rare for any aside from the Æld'Norai and Ældrassil's descendants, the Ævergreen Flight, to ever enter the basin. The settlements outside of the Myrkvior mountains were all built on the backs of their human vassals, the Fælnir, whose resources the Ælves siphon away to fuel their endless prosperity.

Worldly Perception

Modern Æld'Norai are secretive people who are, to most of the world, enigmas; their ancestral home of Ælheim is regarded in much the same manner. Despite their longevity, not much is known about them simply because they are so tight-lipped about their past and are often wont to weave tall tales, further obfuscating the truth. Yet within their own territory, their history has been meticulously tracked and stored in vast libraries ever since they were capable of recording it. Even so, few of their own have access to the full breadth of their records. The main takeaway outsiders have, generally, is that the Ælheimar are an ancient population of potent magi and certainly not to be trifled with. That, and the one thing they value above all else is the great dragon-tree, Ældrassil.

In the modern era, the people of Ælheim have become more reclusive than ever before after having weathered the Ælfblood Cleansing which birthed the Fælnir, the schism which created the Jin'Norai, and the conflict from which came the Cor'Norai.
 
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Territories

Maps

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Click to see larger
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Click to see larger; capital cities are indicated w/ colored dots.
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Ældrassil

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For detailed information about Ældrassil, see the tree's wiki page, located here: Ældrassil

Myrkvior Basin - ~167,000 mi²

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Ælfiríki - 458 mi²

The Æld'Norai capital. The city is built encircling the trunk of Ældrassil and expanding outward. In the present, most of the surrounding forests are part of the city, though much care is taken in integrating civilization into nature. Built from materials harvested from both the surrounding mountains and the forests, the city's architecture is graceful, complex, grandiose and lit with arcane magic. Some structures are built into larger trees, while others stand alone.
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The city is divided into three ring-shaped districts:

Forgylt District: Forgylt is the smallest, innermost circle and contains medical facilities along with many non-commercial businesses and education centers. Housing here is limited.

Hekseved District: The middle circle, Hekseved serves as the main commercial district of Ælfiríki. It is composed of a metropolitan mix of shops and other buildings, most of which are in the vein of arts and entertainment. Those who live here tend to live alongside their place of work. It is chaotic, vibrant and brightly lit with the most outlandish and varied architecture overall, though it does still maintain the dark color scheme of the city as a whole.

Koren District: The largest circle but the least populated, the buildings here are almost clandestine, blending seamlessly into the environment around them. The Koren district is mostly residential, but it is also home to many spiritual sites and parks designated for quiet meditation.

Notable Locations

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Nýjungskogen is the heart of Ældrassil, or so the Æld'Norai call it. Really, it's the closest they can get to where the dragon's body was buried into the roots at the tree's inception. Though it is fully enclosed within the trunk of the great tree, there is a magical illusion giving the appearance of a skylight window-- no matter what time of day it is, however, one will always be bathed in the light of the moon.

It is the site wherein which citizens of Ælheim who are not Æld'Norai may become naturalized as well as where myriad other sacred ceremonies take place. The walls, floors and space itself are oft redecorated with the relevant necessities and accoutrements per whatever ceremony is being held within. As such, if nothing is currently being hosted, it is usually left immaculately clean but empty.

Myrkvior Mountains & Cave Systems - ~630,000 mi²

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As the Æld'Norai population slowly increased, they expanded outward into the surrounding Myrkvior mountains. Cave systems already existed as they expanded, though most of these were flooded and spread deep into the earth. Utilizing Galdr, the Ælves cut new caverns into the earth as well as creating pathways meant to connect those that already exist. In the present, these cave networks play host to a smattering of outposts and settlements. One in particular is much larger than the others, slowly becoming a city in its own right.

Sværlys - ~236 mi²

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While the bulk of the Æld'Norai population still take up residence in the forests of Ælfiríki, those who do call the caves home tend to congregate in one place. Sværlys is a small city located in a large, yawning chasm found within the southern Myrkvior mountains. Shrouded in shadows, the city is composed of elegant stone structures that are both standalone and built into the cavern walls. The city maintains a focus on the cultivation of the unique mycology found within the caves as well as a penchant for the arts, particularly stone carving.

Settlements: Dotted throughout the myriad caverns of Myrkvior are many smaller settlements, most of which serve as dwellings and whose residents travel to Sværlys frequently for both business and leisure. For the settlements that are farther away, in-ground teleportation sites are used to facilitate quicker travel. These settlements also serve as research outposts, artist retreats, spiritual sites and so on.

Myrkvior Outer Forests - ~3,000,000 mi²

Around three million miles of forests surrounding the mountain range are influenced by Ældrassil, though such influence is weaker once one leaves the mountains. There are three small settlements, one north, one southwest and one southeast, each populated by the modern day descendents of what many believe were the first humans. They are, presently, subjugated by the Æld'Norai and live as vassals serving them. Their lives are, comparably, bleak. The forests are dark and dense, with outsiders describing them as dangerous places that ought to be feared and given a wide berth by travelers.

Græntún

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Large, densely forested, contains many rivers and lakes, ~540,000 mi²
Græntún is the largest and eldest of the Fælniri settlements, housing both their primary capital and the majority of its citizenry.

Capital: Rømskog ~513 mi²
Rømskog, erected slightly north of the Myrkvior range and along the banks of the largest lake in the region, serves as something of a capital for the Fælnir humans. And though it houses many more people than Ælfiríki, it is not anywhere so grand. Built primarily out of wood, much of the architecture is adorned with traditional carvings depicting flowers alongside charming woodland creatures, and most are painted lively colors in direct juxtaposition to the dark forests around them.

With its residential areas primarily on the outskirts, the heart of the city is a lively market district along the docks; most of the city's essential buildings lie between there and the largely residential outskirts. Rømskog's primary products exported to Ælfiríki are fish from the lake and wood harvested from the miraculously fast growing trees.

Frostlund


Medium, alpine settlement, ~174,000 mi²
From the edges of the southeastern Myrkvior outer forests up into the mountains themselves.

Capital: Iskrona ~328 mi²
Not all too much smaller than Rømskog, Iskrona is built up a ways into the southeastern part of the Myrkvior mountains. The boreal mountain climes may be harsh, but Iskrona's people believe that such conditions have made them strong. To express their perceived strength, the town's architecture is sturdy, composed of stone and often brutal in aesthetic. Further, the mages of the village have carved intricate runes into everything, utilizing them for a variety of enchantments as well as simple aesthetics.

Iskrona's population spends most of their time in the nearby quarry or hunting and are often lauded for the quality of their leather and stonework.

Rauðrviðr

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Large, red aspen forest settlement, ~ 403230 mi²
Though quite spacious, Rauðrviðr's population is on the low end, almost entirely concentrated in the capital and nigh deserted near the Arcanis border aside from military encampments.

Capital: Rauðrót ~415 mi²
Surrounded on three sides by lake Vínvatna, Rauðrót is a fairly secluded city whose Fælnir populace has grown reliant upon the lake's bounty. Rauðrót is a layered city; it houses the second highest Æld'Norai population outside of the basin itself, and they live up within the boughs of a massive, pale tree with crimson leaves. The Ælves of Rauðrót live in similar luxury to their basin-dwelling counterparts, though there is a much higher military presence within due to its location being closer to the border and the fact that it lacks the protections provided by the Myrkvior mountains. Notably, however, the Æld'Norai of Rauðrót grow elaborate vineyards within the confines of the city's boughs, and the wine they produce is considered the finest within Ælheim.

The Fælnir live beneath them along the lake's shore, and their portion of city's overall design was influenced by the Fælnir capital of Rømskog. For this reason, it possesses a similar layout and they produce similar products, though the fish who live within Vínvatna are unique. Each possessing scales red in hue, they are particularly delicious and seen as delicacies to both the Fælnir and the Æld'Norai above.

Hespæria


Medium, cold wetland settlement, ~ 310,000 mi²
100,000 mi² stemming from the capital are Hesperide's Grove

The smallest of the major Fælniri settlements, Hesperia lies to the southwest, built deep into a cold, tenebrous bog. While one may not think this would be a good place to settle, it was founded by notorious witch and Æcturnis, Hesperide fyn'Seiðr Maebh. She absolutely adored these dark wetlands and claimed them as her Grove. In order to craft the Grove of her dreams, she also required quite a bit of manpower-- as such, she collected many human slaves, recruited other Æcturnis to her cause, and over the course of a few thousand years, that population grew to what it is today.

Capital: Thokkmyrr ~266 mi²
Taking advantage of the many Marshlog trees in the area, Hespæride and fellow Æcturnis of her conclave grew or carved all of Hespæria's buildings out of them, thus granting the towns within stable, livable architecture. Thokmyrr is the largest of such settlements. Being the oldest city, it is also the most gorgeous, with each of the structures lovingly carved or grown and adorned with plantlife or intricate runework. Many of the other towns in Hesperia take after Thokmyrr's architectural design.

The denizens of Hespæria at large and Thokkmyrr in particular are the most academic of the Fælniri settlements and, coveting the arcane, Hespæride herself will often convince, or send others in her stead to do so, those with arcane promise to come live there. For this reason, the town is a treasure trove of knowledge, and even has two major libraries, one public and one private, that rival those in Ælheim's capital. One will also find many consummate practitioners of every Practice within Hesperia.

Veiðrbrand

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An old warfield, scorched forests, ~160,000 mi²

The site of a historical battle, Veiðrbrand is now a scorched badlands. While it would be theoretically possible to regrow the dense forests that once grew here, the Æld'Norai have deemed it not worth the effort in part due to the fiery Luxium elementals and other warped monsters that took over the territory in the aftermath. Rather, this part of Ælheim is, in the present, used by many to practice more destructive magics, host all manner of magical experiments, host mock battles, and by adventurers of all stripes set out to test their mettle.

Grove Politics

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Among Draoidh, Ældrassil is a unique. The entirety of Ælheim is His Grove, but all of those tethered to Him and blessed with His gift of Æcturnis may form their own Groves within His territory. As such, the people of Ælheim have devised rules with regards to who has access to what territory. In all circumstances except the basin, the maximum territory any individual Æcturnis may possess is 100,000 mi².

Myrkvior Basin

The basin is a special case, with 120,000 mi² of it belonging to the Dommær and known as Ældrahlíð; it includes almost all of Ælfiríki and the immediate territory around Ældrassil, though He Himself may never belong to the Grove of another. Only those of the Odoln'i caste may apply to join the Dommær's Grove.

The remaining 47,000 mi² belongs to a communal Æld'Norai Grove, where all of the youth and any who do not wish to leave the basin may align themselves; this smaller Grove includes a sub-section of eastern Koren district and beyond into the forests; it is surrounded and protected by Ældrahlíð.

Myrkvior Mountains

The mountains themselves are given entirely away to the Ævergreen flight, who distribute the slopes as they see fit for their Groves. In some cases, these Groves overlap with Frostlund's Fælnir settlements.

The cave networks being much vaster than the basin affords oft unregulated freedom for those Æcturnis that desire to make their Groves within. Since the majority of them prefer the forests, this territory is not yet full, with ample space free for claiming.

Myrkvior Outer Forests

Even more so than the mountains themselves, the outer forests are generally free for Æcturnis to claim as they see fit, provided they aren't stepping on the toes of their fellows.

Grove Disputes

Should one Æcturnis desire to join the Grove of another, this is typically sorted out between individuals on their own terms. If they fail to come to an amicable agreement and the party wishing to join decides that they instead wish to take, or they were declined, there is a formal process through which they may apply to duel the other Æcturnis for the space. The winner takes what they please.
 
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Climate

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Within the Myrkvior basin and around Ældrassil itself are lush, conifer forests consisting mostly of ancient fir and hemlock trees. To those without Æld'Norai Lifesight, the woods are eerie, dense and dark, barely lit by what minor modicum of sunlight is able to penetrate the trees and a few different types of dimly glowing flora. The outskirts of Ælfiríki blend nigh seamlessly into the forests and an outsider would struggle to identify civilization until wandering into the city's Hekseved district, though no outsider would ever make it that far without a guide. Various forest-dwelling fauna, twisted by the tree's magic, can be found at all parts of the basin, though their populations dwindle as one nears Ældrassil.
While caverns of the Myrkvior mountains are devoid of the sun's light, they are not without light entirely. The water which floods much of the lower tunnels has a cyan luminescence to it due to Ældrassil's influence and much of the flora and fungi glow in varying fluorescent colors. The fish, for the most part, are harmless, though they are visually varied and exceptionally bizarre. Otherwise, the caverns are populated by bats and a selection of terrestrial fauna fond of the omnipresent darkness.

Seasonal Weather

Spring: Largely overcast and rainy. Daytime temperatures range from 50 to 70 F, while night temperatures range from 30 to 40 F.

Summer: Despite the fact that this is the sunniest season by far, there is still ample rain. Daytime temperatures range from 65 to 85 F, while night time temperatures range from 50 to 60 F.

Fall: The nearly omnipresent clouds return in this season, though it is not quite as rainy as the Spring. Daytime temperatures range from 40 to 60 F, while night temperatures range from 30 to 40 F.

Winter: Outside of the alpine climes of the mountains themselves, it never gets consistently cold enough to freeze the ground as Ældrassil ensures that the land is always capable of growth, though at the height of winter much of the rain turns to sleet. Daytime temperatures range from 35 to 50 F, while night temperatures range from 20 to 40 F.

Geography

Myrkvior Mountain Range

The Myrkvior mountains are composed of exceptionally hard rock deep in color– blacks and greys marbled in opalescent color. Steeped in magic, the stone is easier to manipulate by magical means than average but sturdy to a degree that it is nigh impossible to carve into utilizing methods more mundane. For most who come across it, it is a mysterious, ethereal sight from afar.

Myriad cave systems wind themselves through the rock at all elevations. Those that are higher in elevation are dry while those that wind deep into the earth are oft flooded with water. The fauna and flora found within have adapted accordingly, and depending on depth, one can come across anything from glowing corals to winged horrors. All elevations, however, host plentiful variations of fungi.

Myrkvior Basin

All of the caverns will, eventually, lead to the mountain's most notorious feature: its central basin. Carved out by Fæ an uncountable number of years in the past, this large basin is filled with lush, dark old-growth forestry all derived from the great tree at its heart.

The basin itself plays hosts to a verdant, arboreal paradise-- at least, to the Æld'Norai within. Lit with their Lifesight, it is bright and easy to navigate, but when seen through the eyes of others, it is a beautiful but ultimately very dark place. The trees are tall and dense enough so as to let very little light in even on the brightest of days, and further, there is a seemingly omnipresent fog drifting through the foliage further obscuring vision.

Myrkvior Outskirts/Forests

Though the dragon will never again wield true consciousness, its essence within the tree influences the land and people around it, extending outward from Ældrassil, through the mountains and outward into the surrounding forests. The border where its influence ends is stark, with the density of the foliage drastically dropping as soon as one steps out of it. However, the forests outside of the mountain are not quite as vibrant as those that surround Ældrassil itself.

These outer also forests play host to the human vassals of the Ælheimar; for more informarion, see Factions at the bottom of the page.
 
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History

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Summary

One of the oldest races, the tale of the Ælves is a vast tapestry that began far before the dawn of recorded history. However, they, as a people, are secretive and insular– from an outside perspective, it's hard to parse fact from fiction, legend from reality.

In reality, Æld'Norai were once a conclave of Sidhe Fae exiled from their homeland, stripped of their Glamour by the Fae Courts. Without a home and their connection to Ælphyne sundered, they fled to the Myrkvior mountain range within which they sought to find an old friend. That friend, now the massive tree of Ældrassil, formed a covenant with these wayward former Fae, binding all of their souls together and restoring their immortality.

In time, the Æld'Norai leaders, the Ældar'i, warred with the progressive, rebel factions of their own kin; those they captured, they flesh-wove into the first humans, known today still as the Fælnir, or fallen ones. Later down the line, two more major rebellions occurred, resulting in the birth of both the Jin'Norai and Cor'Norai.

Origin

While the exact time this happened has been long lost to history, at some point a mischievous band of Galdr-wielding Sidhe Fae came across the Myrkvior mountain range during their search for a suitable 'grave' location. An ancient draconic Meridian, a rare friend to these Fae folk, sought a place to finally establish his Draoidh Grove and then to, finally, slumber. The Dragon struggled with wanting to attain final rest and the concept of letting go of himself, so in a bizarre sort of compromise, he decided that he'd become one with the land. These mountains, the group eventually decided, were perfect. With a suitable locale found, that strange menagerie began the process of reshaping the rock before them. They tunneled until they found the mountain's center point and then began to clear out a basin from within. Once completed, they found themselves surrounded by staggeringly tall walls of rock and collapsed the tunnels they used on their way in. Thus, the basin was now only accessible via an incredibly arduous flight in or teleportation.

The Fae and the Dragon worked together to warp the Dragon's body, thus combining it forevermore with a sapling they brought with them from Ælphyne. The Dragon, somewhere between plant and animal, drifted off into a dreamy slumber, blissfully achieving his goal. Bidding Him farewell, the Fae then departed, thinking only that those with attachments to him would visit from time to time– or those that were simply curious. The Grove of this ancient Fiadhaich, further cultivated by His Meridian status, would become a truly wondrous sight once it took root.

However, the next time this once merry band returned was under not-so-merry circumstances none of them would have foreseen. Banished from Ælphyne and stripped of their Glamour, these now former Fae fled to the grave site of the old Dragon in a desperate bid to commune with their old friend. They prayed that their Ældrassil would, in some way, somehow, offer them succor, despite how deeply his soul had been buried.

It took ample expenditure of the magic they still possessed to reach him, but they did, eventually, succeed. Confused by this awakening, the Dragon, once informed of their circumstances, agreed to form a pact with those wayward souls. Of their number, one was a Lich, an Ascendant of Nekros, a true patron of souls; it was he who forged their pact, tethering all of their souls together using Ældrassil as a nexus point. Even in death, they and their descendants would be bound to the Dragon-tree, their souls thus becoming Wisps.

In turn, the wayward former-fae gained immortality anew and a new flavor of magical potency– their Sidhe Glamour, however, was lost for good. And once this rite was completed, the Dragon returned to its dreams. Going forward, they– now dubbing themselves Æld'Norai– would have to forge their own fate, the slumbering Dragon being a font of power, not a guide.

Early Incubation

For the first several hundred years, the newly minted Æld'Norai did not dare leave the boughs or immediate vicinity of Ældrassil. With an alarmingly low birthrate and a lack of familiarity with Antarok as a whole, they were notably overcautious. Aided in this were they by the very nature of the Myrkvior Basin; for not only was it encircled entirely by treacherous mountain slopes, but the stone thereof and land within were all part of Ældrassil's Grove.

Despite their low numbers and sequestered status, these early years were remarkably productive. They used this time to adapt and grow used to their newfound natural Draoidh, with each of the original Ælves binding together into a communal Grove. The first wave of children then formed their own, though as time went on, more Groves cropped up and it became fairly commonplace for people to periodically switch between which they were bound.

Further, the groundwork for a system of governance that is still used today was laid. Consisting of eleven members, the very first Ældar'i council was established– composed of consummate mages and brilliant, pioneering minds, these elected individuals desired nothing more than to forge a path forward following which their kin would thrive. The phantom of their exile still haunted them, and they never wished to be subject to anything similar ever again.

By the end of this early period, they'd finished constructing what would become the Forgylt and Hekseved districts of their eventual capital, Ælfiríki, on top of numerous, smaller settlements on the outskirts and curious outposts near the mountains. And with their prowess with both Galdr and Draoidh, they had nigh endless resources, keeping them free of famine and all the conflicts of scarcity. By all accounts, these wary basin-dwellers were finally starting to thrive.

The Bloom

The period of time dubbed as 'the bloom' is referred to as such because Ældrassil bloomed brilliantly, all at once, and seemingly without cause. None could say precisely why, but many theorize that He'd done so after having a particularly pleasant dream– maybe brought on by His people's starting to truly flourish. Vibrant flowers of every color imaginable and unimaginable bloomed in dizzying droves within his boughs, and, simultaneously, His Grove started to expand beyond the confines of both the basin and Myrkvior's mountains.

With vim and vigor, the Æld'Norai embraced their newly expanded territory once their capital had been completed and sought to go out and scout all of the land Ældrassil had claimed. As such, the bloom became known as a period of great exploration, one wherein these former recluses shed those tendencies, though their primary settlements all still remained within the basin. Low in number, their progress was slow– but they didn't care. Ældrassil had restored their immortality, and so they were perfectly content to take their time.

During the bloom, they finally opened themselves up to interacting with Antarok's other denizens, having previously shirked all attempts at contact. This was rocky at first, as they found most of the shorter lived mortal races to be vile and violent. Wandering Fae were regarded with due caution, though they only held tangible animosity towards the particular court of Sidhe from whence they'd been banished.

A welcome surprise, however, were the arriving children of Ældrassil, the Ævergreen flight. During his long life, Ældrassil had sired numerous children of his own, and like him, they'd been content to spend their time wandering the realms as opposed to settling down anywhere. Yet when they'd arrived, they communicated to the Æld'Norai that they had heard a call, felt an inexplicable pull around the time Ældrassil had first bloomed. It compelled them to return to Him– to home. Perhaps this was why those innumerable flowers had sprouted? And with His Grove having massively expanded, they had plenty of space to soar and settle.

Ælfblood Cleansing

Though the first six thousand-odd years of Ælheim's existence could largely be characterized by slowly expanding growth, the end of the bloom is marked in blood. Whilst many of the eldest Æld'Norai had no love whatsoever for the shorter lived mortals native to Antarok and were quick to treat them poorly, some of them balked at the cruelty displayed by their kin. Slowly, dissent to this treatment began percolating amongst many of the middle aged and younger Ælves, and, as time passed, this dissent bled into numerous other facets of society at the time. Eventually, a coup was devised to attempt to overthrow the elders who refused to let go of their leadership roles.

Up until that point, reasonable tenure for leadership roles had not been established; many of the Ældar'i seats had only ever been thus far occupied by one individual, and those who had stubbornly clung to these roles were generally perceived as arrogant, obstinate, and oftentimes unduly cruel. Their more reasonable colleagues, however, had allowed for new blood to be elected in over time, but with this being a voluntary decision, there was nothing aside from death that could force somebody out of a seat.

The organizers of this coup succeeded in killing only two of their six desired targets, with the elders overpowering them– as the Æld'Norai do not age naturally, the breadth of their experience gave them an undeniable edge. The elders, however, did not desire to kill their would-be usurpers. No, they sought to punish them for their transgressions. Those that lived and any that could be proven as sympathizers were the very first to have their Tethers to Ældrassil severed. To add insult to this already devastating injury, each and every one of them had any lingering magic from the dragon-tree Syphoned out of them. The result of this punishment were the Fælnir, or the very first humans.

In the years that followed, Ælheim's system of government received numerous revisions (including static tenures for all elected positions of power) and the scope of the nation began to expand rapidly, now built upon the backs of the newly minted Fælnir who lived and died in quick, bright flashes when compared to the eternal splendor of an Æld'Norai's life. Cruelly, the Ælves took full advantage of their short lives– and consequently short memories– systematically rewriting their perceived history, manipulating the Fælnir to believe that it was they who came first, and that the Æld'Norai were an apex of existence achievable by any of their number should they work hard enough.

As a result of these historical rewrites, the Fælnir eventually came to believe that the Æld'Norai were admirable, worthy of worship, even. To them, each Ælf was once Fælnir, each having earned their place in the beautiful utopia built into the basin, each having earned their dominion over the young and unworthy– why would they not lavish such meritorious individuals with praise so fervent and zealous it passed idolatry? Only the greatest warriors, hunters, mages and minds ever became Æld'Norai, after all.

Splintering Factions: The Jin'Norai

The treatment of the Fælnir did not sit well with everyone. For many, it was an eerily similar punishment to that which they'd been handed when they were once Sidhe– only way worse, as rather than simply being banished to carve their own fates, the Fælnir were not only enslaved, but further, they had their lifespans permanently limited to an abysmally small fraction of an Æld'Norai life.

However, voicing any criticisms of this course of action– or the treatment of their vassals– was swiftly shut down by those in favor of it. Pragmatically, the Fælnir vassals had introduced unfathomable prosperity for the Æld'Norai. Though they did not previously face any form of resource scarcity due to their own magics, being able to siphon resources away from such a vast amount of sveinn (slaves) allowed them to have even more freedom to do as they pleased. No longer did so many of their mages have to spend their time meticulously cultivating and harvesting resources, no longer did any of them have to do any form of menial labor whatsoever; all of this could be accomplished by an array of thoroughly brainwashed Fælnir instead.

Still, a group of dissenters eventually got loud enough to start gaining traction. This was, however, unacceptable to the current Ældar'i council– none of which shared their sympathies for the Fælnir. They were then given a choice; face Bannrit and accept the transition to Wisp, or lose their Tether to Ældrassil altogether and start over somewhere else. Evidently, the Æld'Norai had softened enough to not subject any more of their kin to living as Fælnir (perhaps because such vassals were an endlessly replenishable resource?).

Whilst a small few of this group did choose to accept Bannrit, the bulk of their number stood confidently upon their ideals and accepted the loss of their ties to Ældrassil. They wanted nothing to do with the unspeakable cruelty that was the state of the Fælnir, and many among them firmly believed that they could, and would, do better. Calling themselves Jin'Norai, they traveled north, eventually settling in the deserts above Ælheim's current northern border.

Splintering Factions: The Cor'Norai

WIP

More TBA

 
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Society

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Technology

Ælves shirk technology in the traditional sense, instead taking a much more organic approach to progress by embracing their connection to magic. The advancements their mages have wrought over the years rival, and even surpass in some regards, the technology of Dullahan. Due to their long lives and extensive records, they have also skirted the consequences of losing libraries or knowledge dying with individuals, thus granting them a cutting edge above the rest of the world.

Education

An Ælven child is an incredible rarity, and thus they are given every opportunity to pursue anything their heart desires. Ælves are a free spirited people and prefer to allow their children to define their own futures rather than heavily guide them, so many youths are encouraged to explore a variety of fields before settling for anything in particular. They are also encouraged to take their time.

Education is considered a communal affair. Literacy is achieved very young and from there, the child is encouraged to experiment with whatever interests them through a robust apprenticeship system. For most, there is no shortage of potential teachers as many older Ælves are eager to impart what knowledge they've fostered over the years onto the novelty that is an Ælven youth.

Employment

Due to the apprenticeships everyone ends up going through in their youth, Ælves find a way to support both themselves and their society one way or another, whether these careers be practical, artistic, academic, social or what have you– all eventually find their place. And if one is struggling to find a career, many elders take it upon themselves to help guide those who feel lost.

Economy

For the most part, the Ælven economy is facilitated through a barter system. While coins and banknotes exist, most prefer to trade directly with objects or services when applicable. Since Ældrassil's unique environs ensure that resources are always plentiful, everyone's basic needs are provided for at no cost to them. Therefore, the 'value' of an object or service when trading is entirely subjective and at the whimsy of those involved with whatever deal is being struck.

Castes

With the exception of the Ældar'i and the Odoln'i, the Ælven caste system is loose and largely used to organize people by role rather than assigning value to individuals. People who switch careers also switch castes, with the system being built around facilitating change when necessary. For the most part, the castes are utilized to facilitate necessary networking between individuals.

Ældar'i: The council of 11 Ælven leaders in charge of ruling over Ælheim.

Odoln'i: The resilient. This caste is reserved for consummate mages, diplomats and military personnel. They are given special consideration because they're the few who are tasked with venturing outside of Ældrassil's influence, something most are loath to do. Being part of this caste is seen as an honor.

Members of the Odoln'i may have their caste used as their title or be addressed by one of three additional titles.
  • Æsir - Military personnel, diplomats
  • Vænir - Consummate magicians
  • Drækr - Dragons of the Ævergreen Flight
Leder'i: The 'politician' caste. Those within the Leder'i class are those whose professions include lawmakers, judges, arbiters of law, all law enforcement and other, similar careers.

Hjarter'i: The 'social' caste. Those within this caste include counselors, spiritual guides, faith leaders and the like.

Sindar'i: The 'mind' caste. Those within this caste include doctors, academics, researchers, inventors, and similar.

Skæper'i: The 'artist' caste, encompassing all life paths meant to create art or entertain others.

Byggær'i: The 'builder' caste. Likely the most populated class, those within Byggær'i include everything from architects to those who actually do the building as well as merchants and businessmen.

Søger'i: Those who do not have employment or otherwise don't fit into any of the other castes are designated Søger'i, a caste meant to be a transitional stage until they find a place in one of the others. There are members of the Hjarter'i whose job it is to specifically guide Søger'i into finding purpose.

In theory, all castes are valued equally, but this can vary subjectively from person to person. Even the Søger'i are not to be frowned upon, as they are viewed to be 'searching' for purpose, not without it.

Politics

Government

The main governing body of the Æld'Norai is known as the Ældar Assemblage, with its members as a collective or individuals being referred to as Ældar'i. Each Ældar'i holds office over a particular facet of society, and they as a collective make decisions that affect more than one office or society overall as well. In addition, they hold each other accountable when one is suspected of going against the tenets of their seat. Ældar'i seats are chosen by the previous tenant some time before they retire, though the other members of the Assemblage may veto any prospective successor if necessary.

Dommær: Adjudicator of both the Assemblage and the High Court, conservator of law and order.

Fresbævar: Voice of the people, enactor of public will and investigator of wrongdoing.

Forskær: Collator of records and research, historian and rhetorician.

Kouzælnir: High magician, master of arcane advancement.

Vyslanær: Emissary, traveler, and lead of diplomatic affairs.

Reznikær: Martial leader, consummate warrior, brilliant strategist.

Helbredær: Overseer of medicinal and therapeutic practices.

Arkætir: Scion of innovation and architecture.

Jegær: Master huntsman, presides over maintaining Ælven balance with the fauna of the Myrkvior mountains.

Rostlær: Cataloger of flora and fungi, conservator of nature.

Umælir: Aesthete, curator of arts and entertainment.
 
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Culture

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The Ælves are an insular people with a fierce territorial imperative. Almost deifying both themselves and Ældrassil, they are a culture focused around elevating themselves above all others in a sort of twisted rebellion against the Fae who once spurned them. Though it is perhaps an impossible task, the nebulous goal of 'surpassing' them is what motivates many within Ælven culture.

Language

The primary language spoken is Ælvish. Some actively refuse to learn any other tongue, believing theirs to be superior, while others take advantage of their long lifespans to pick up numerous languages either for fun or practical purposes. Regardless, no specific additional language is particularly common.

Magic

Magic is ubiquitous– with their innate gifts and the influence of Ældrassil's Grist, the Ælves do not know life without it. Most bias towards magic that is centered around nature, but one could likely find traces of any arcane art if they knew where to look. Though they do have robust safety measures, Ælvenkind readily accepts what unavoidable risks come with their magical endeavors. The pursuit of magic is culturally considered mandatory. While not officially enforced, to abstain, or be unable to, practice magic entirely would result in being socially outcast.

Æld'Norai Magic

The Ælheimar also boast having two unique variants of magic courtesy of their bond with Ældrassil.

The first is Æcturnis, a nocturnal form of Draoidh. For details, see Draoidh.
The second is Vitæ, a flora-based variant of Nekros. For details, see Vitæ.

Death & the Wisp

Given their immortality, the death of an Ælf is either a beautiful, melancholic moment or a tragedy– but it is never natural. Some of the oldest Æld'Norai describe a feeling of 'readiness' or 'completeness' overcome them before they make the decision to pass on. Some describe it as having 'fulfilled their purpose.' Nonetheless, the deliberate choice to die is done through a ritual called Skogsavsked. More details about that may be found in the 'rituals' section.

Unlike most other races, however, when an Æld'Norai passes on, their soul does not leave Ældrassil's Grove. Instead, they linger as a Wisp their minds reduced to a dreamy, restful state; a pseudo-slumber not unlike what Ældrassil himself experiences. For additional details on Wisps and their properties, see Wisp.

Religion

The Ælves respect divine entities for their innate power but do not worship any in particular. Some may admire the divine on an individual level, but there aren't any churches or the like devoted to them. The Ælves do not seek divine attention, but they will not ignore it should it be given to them, if only for the possibility of personal gain. They are, however, a spiritual people and have great reverence to the dead of their kind.

Love & Intimacy

With long lives, low fertility, and enough magic to keep disease at bay, the Ælves are an epicurean, hedonistic people. While both monogamy and polyamory are socially accepted, the latter is more common. Their ideas around sex and gender are loose and free-flowing, leaving consenting adults with little stigmatization when it comes to choosing partners that are other consenting adults. There are some that might encourage heterosexual relations in a bid to raise the overall birth rate, but very few would pass judgment upon those who do otherwise.

Food

Ælves are omnivores and while they don't prioritize consuming flora over fauna, they don't believe in farming animals for food– all of their meat is hunted, and therefore there is less of it available than vegetation. Most who consume meat hunt it themselves, and those who do this are respected. Overall, most Ælves have extremely varied diets due to the flexible and fertile nature of the land they live on and within. In current culture, people are enjoying fairly elaborate, decadent meals more often than not.

Art

Art is celebrated and encouraged. Many Ælves dedicate their entire lives to the pursuit of particular artistic crafts of all types, from luthiers to painters to poets to performers. In current culture, maximalist designs prioritizing a graceful, organic decadence are popular, though some of the more common motifs might be considered macabre by outsiders. There are numerous museums throughout Ælven territories, with the most notable being the Antikkens Museum in the Forgylt district and the Luminans and Rødt museums in the Hekseved district of Ælfiríki. There is also the Stein Museum in the cavernous city of Sværlys among many others of lesser notoriety.

Sport

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Athletic endeavors of all stripes are popular forms of entertainment and competition, and while there are many varieties from swimming to team sports to mountaineering, the most popular sport by far is hunting. Ælves engage plenty in the hunting of animals, but they are far more fond of hunting sentient races, for they provide much more of an engaging experience, and, sometimes, the individuals slain carry valuables on their persons. This is not always the case, however, as the most popular subject of such sport hunts are wayward humans of their very own vassal territories, most of which are destitute and lacking in anything of use– they are killed solely to hone one's skill or for personal pleasure. There are also organized hunts, where individuals are gathered and released in cordoned off areas for hunters to take down one by one as onlookers place bets and enjoy the competition. Several hunters will partake, and the winner is decided based upon kill count though there are additional honors given for creativity and brutality.

Clothing

Though they live in a climate that is largely temperate but often cold, the Ælves themselves tend to dress scantily, yet with a graceful sort of elegance– icier temperatures bother them little. What they do choose to adorn themselves in, however, is lovingly crafted and spun out of finer fabrics, a common favorite being silk. Metal adornments and jewelry are also common with resources spelunked from the mountains, but one thing you won't ever see an Æld'Norai without are accessories– or sometimes entire outfits– crafted out of flora of all types, with many opting for fungi, too.

Rituals, Traditions & Holidays

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Rituals

To be expanded over time.

Förengsrit: In lieu of a tradition like marriages, the closest thing Ælves have is Förengsrit, and it is more than simply a social and legal contract. For more details, see Förengsrit.

Skogsavsked: Ælven funery rite, death ritual.

Holidays

To be expanded over time.

Jul: Jul is a 12 day festival beginning on December 15th and ending on the 27th, wherein participants engage in copious drinking, feasting, songs, games, banquets, and acceptance of sacrifices from their Fælniri vassals.

Sacrifices are usually animals, though Fælniri criminals sentenced to death will meet their fate during Jul.

Naming Convention & Titles

Æld'Norai names are listed as follows:
Title, Forename fyn'Surname Epithet

If an Æld'Norai lacks any special title, then their social caste will be used within Ælheim instead.
The forename is a standard given name.
Surname is one's family name.
Lastly, the epithet is more of a tradition than anything, and is meant to pay homage to the Æld'Norai's roots as faefolk.

Examples:
Dommær, Æstrid fyn'Åström Isolt
Jegær, Nyyrikki fyn'Bergvist Amyas
Odoln'i, Vrítræ fyn'Byrne Eunæ
Vænir, Velho fyn'Seiðr Hespæros
Sindar'i, Volund fyn'Kjær Valan


{It is common to use the 'æ' symbol in place of other vowels.
The forename is typically going to be of old Norse origin, though names of Scandinavian origin in general work. Slavic or Bavarian nomenclature, as well as Latin and Greek, would not be unwelcome as an 'ælvish' name.
The surname ought to be old Norse, Celtic, Scandinavian, Slavic, Bavarian, Latin or Greek or any combination thereof. In-universe location names are also acceptable.
The epithet should be of Celtic or Greek origin.}
 
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Security

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National Security

The Ælheimar are hypervigilant defenders of Ældrassil. The majority of their most powerful mages and warriors are members of the Trnova Legie and have pledged their lives to His defense. Further, the Wisps of Ælheim are also duty-bound even in death, serving as eternal vigils and warning the living if ought is awry.

Natural Defenses

On top of manpower, the wildlife and geography of Ælheim is utilized to its fullest extent in order to stave off, confuse, and kill would-be invaders.

Groves of the Æcturnis: While all of Ælheim is Ældrassil's Grove, the many Æcturnis who reside within will also wend His plantlife in His defense. Some may opt to outright kill invaders themselves, utilizing their empowered Saol reserves, bound plants, other magics and weapons to get the job done. Others may shift the paths to confuse intruders and/or lead them into the dens of monsters.

Ferine Wildlife: Ælheim is home to many a monster not to be trifled with. From forest to fjord, intrepid invaders may find any manner of deadly creature ranging from insect to dragon. And while many of these threats are simply wild, many more of them are the Familiars of Ælheimar Animists.

Cave Horrors: On top of wildlife, those who decide to enter Ælheim through subterranean methods must contend with the many practitioners of magics such as Terra, Sloan, and things far, far darker who make their homes within Myrkvior's vast cavern networks. Those who reside in these places know the paths well and are capable of changing them at a whim, causing cave-ins, growing pernicious fungi, and much more.

Okulærium

The Okulærium, also called the House of Observers, is a cylindrical spire built into the upper boughs of Ældrassil. Members of the Okulærium are Vitæ with special training tasked with observing Ælheim through the perception of the Wisps via their Tethers. There are at least a handful of Observatører within the facility at any given time, keeping careful tabs on anything their discerning eyes deem noteworthy. And even if a Wisp's assigned Observatør is not directly peering through them at any particular moment, the Wisp itself is fully capable of alerting them of anything they ought to know.

Military

The Æld'Norai military has three branches, each with their own head and hierarchy that report directly to the Reznikær.

Trnova Legie: The bulk of the Æld'Norai military forces, the Trnova Legie (Thorn Legion) is largely a defensive force designed to protect Ældrassil and the land He influences.

Fjælle Kniver: Marginally smaller than the Trnova Legie, the Fjælle Kniver (Mountain Blades) are an offensive force utilizing ruthless and clandestine measures to further the goals of the Æld'Norai.

Grønn Vakænatt: The Grønn Vakænatt (Emerald Vigil) are reconnaissance agents who work with both the Trnova Legie and Fjælle Kniver; they are non-combatants and also serve to facilitate communication between the two martial forces.

 
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Law & Order

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Crime

When a crime is committed, it is first reported to an investigative office known as Ældar Office of Investigation (AOI), presided over by the Fredsbævar. Once the investigation is complete, all relevant information and suspects are handed over to the court system for consequences to be decided upon and subsequently doled out.

Justice & Punishment

The Æld'Norai criminal justice system is a court system run by the Dommær and composed of three court circuits. High Court: Reserved for only the most serious of crimes, the High Court is presided over by the Dommær themselves. Here, they are the final arbiter.

Criminal Court: This court consists of several judges who, along with a jury of Ælven citizens, decide on and dole out the punishments to those who have committed criminal offenses of a higher nature.

Civil Court: Reserved for minor infractions, this court consists of judges who weigh the outcomes of cases filed with the small claims division of the AOI.

Imprisonment

Most crimes in Ælheim result in temporary imprisonment that focuses primarily on rehabilitation, the duration of which is scaled for the crime and sometimes extended if the criminal in question is deemed unfit to return to society at the end of their initially assigned timeframe.

Bannrit

Bannrit is a form of banishment, though it is a bit more extreme than what the word might naturally allude to. In essence, it is death. The criminal is killed and their soul is released to rest and recuperate as a Wisp before they may begin anew once they are reincarnated.

Syndfallstraff

Synfallstraff is an extreme measure reserved only for the most heinous of criminals, as it is a step beyond simply killing somebody. Those who are damned to this fate are converted into Soul Stars to fuel the arcane arts of those who practice the Æld'Norai variant of Nekros, Vitæ.
 
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Factions

Ævergreen Flight

Those who belong to the flight of Ævergreen are in turn reverent of Ældrassil and the structured Æld'Norai people. They are custodians of His grove. Those born to the Flight are left to the forest to come up as one of the beasts before consulting one of the three Elder Dragons that administer the Flight. Dragons who survive and thrive in the wilds of Ælheim are chosen for the Flight and are thus allowed to stay beneath His boughs, Awakening to Draoidh as an Æld'Norai would, becoming Æcturnis.

Within Ælheim, members of Ældrassil's Flight are universally considered of the Odoln'i caste and assume all relevant privileges thereof, alongside their own title of Drækr. They are treated with the same respect that the Æld'Norai grant to one another.

Elders

Working with the Ældar Assemblage, the Ævergreen Elders are charged with maintaining order within their Flight.

Spiretta Elding Ævergreen:
Governs Ardor, Seeks Dawn, Embodies Trees

Náttstjarna Þoka Ævergreen:
Governs Imber, Seeks Starry Nights, Embodies Ljuspære

Slátra Draumr Ævergreen:
Governs Somnium, Seeks Slaughter, Embodies Stags

Humans of Myrkvior, the Fælnir

Though they are only a fraction of modern humanity, the Fælnir are the original model. Those that live today are descendants of the first humans who were vengefully stripped of everything that made them Æld'Norai. This was a spiteful callback to Ælven origin and performed by their kin in retaliation to what was seen as betrayal. They were then swiftly subjugated, and exist now to serve their former kin and present masters. Unable to leave their home in the forests surrounding the Myrkvior mountains, they have developed a unique and insular culture which serves and almost deifies the Æld'Norai who rule over them.

Despite their subjugation, the Fælniri humans are, by blood, the closest humans to the Æld'Norai. As such, they retain a few benefits that other humans don't. Their bodies are more resilient to basic diseases and viruses, their lifespans are about 50 years longer than average, and they weather magical initiations a touch better than more dilute humans.​

Society

The humans are, ultimately, subject to Ælven rule, with their society sharing some similarities and some stark differences. Economically, they are barter-based like their masters, though they do have copper, silver and gold coins as a form of tender, but bartering is always preferred. In many cases, Alkahest is used as tender, as the substance is highly coveted by Fælniri shamans, medicine men, craftsmen, and so on. The Fælnir would not survive without it, as Ensorcelling is one of the main reasons they are able to keep the threats of the forest at bay.

Each city has an Æld'Norai leader known as an oddviti to keep an eye on them, though everyone below that governor is Fælnir. There are some exceptions, such as Groves like Hesperia, but most settlements are run that way. This is to grant the human subjects the illusion that they, too, have some modicum of power as well as allowing them to self-govern on a leash. Do note that Fælnir 'positions of power' are illusions in all cases; they always have an Æld'Norai or draconic puppetmaster.

Basic education to ensure everyone is literate is provided through public schooling, and once completed, apprenticeships and trade schools exist to funnel everyone into one role or another. Life as a Fælniri adult is one, typically, of arduous labor. Though magic is freely utilized to ease the burden, the human populace are much weaker mages than their Ælven counterparts, making much more of their work manual. While of course there are merchants, artisans, healers, teachers and so on, the glut of Myrkvior's humans end up as gatherers of some kind, from logging to mining to agriculture, and most of those resources are freely conceded to their masters.

Law & Order

The Fælnir are largely left to their own devices when it comes to regulating crime within their territories, as the Æld'Norai only rarely intervene and generally only do so if the crime is committed against an Ælf or an Ælf's possessions. And while managing crime is difficult in these vast, dark forests, that does not mean the Fælnir do not try.

With so many threats lurking in Ælheim's forests, the Fælnir have made laws to try and mitigate harm from within. As such, they have their own guardhouses and gaols. Most citizens understand that things like theft, assault, murder and the like are illegal and will result in punishments ranging from fines to jail time to death. Stalking, harassment, and other abusive behaviors are also not generally tolerated, though some of these are relegated to civil courts depending severity and volume of evidence.

Most disputes between citizens are settled within civil courts located in the capital cities of each territory. Smaller villages often settle disputes themselves, usually with the village elders acting as mediators or even through duels.

Culture

Steeped in folklore and centuries of enforced, cult-like tradition, the modern Fælnir have been taught that the utopian lives of the Æld'Norai are attainable by all, provided one proves their mettle in battle, in hunting, in magic, or with the mind. Blissfully unaware of precisely how grim the nature of their origin truly is, most celebrate and happily serve their masters, believing that the world outside the woods is hostile and desolate.

Naming Convention & Titles

Fælnir names are listed as follows:
Title, Forename von'Surname

The forename is a standard given name.
Surname is one's family name.

Examples:
Jarl, Hælga von'Lundqvist
Sten von'Næss
Brynhild von'Øster
Æhti von'Sverreson

{It is common to use the 'æ' symbol in place of other vowels.
The forename is typically going to be of old Norse origin, though names of Scandinavian origin in general work. Slavic or Bavarian nomenclature would also not be unwelcome as a 'Fælniri' name.
The surname ought to be old Norse, Scandinavian, Slavic, Bavarian or any combination thereof. In-universe location names are also acceptable.}

Holidays by Season

Each season is filled with varying holidays, celebrations of the resources provided by Ældrassil and the perceived safety graciously granted to them by their masters. The spring hosts flower-laden fertility rituals while the summer hosts fiery and blooming sacrificial holidays meant to bolster their harvests. Then, in the fall, they host festivals in celebration of such bounties and winter is the season to properly show their gratitude.

Spring:

Summer:

Fall:

Winter:
Jul: The Fælnir engage in Jul as the Æld'Norai do, though theirs is slightly different. It is a 12 day festival beginning on December 15th and ending on the 27th, wherein participants engage in copious drinking, feasting, songs, games, banquets, and sacrifices to the Æld'Norai.

Sacrifices are usually animals, though criminals sentenced to death will meet their fate during Jul.
 

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Antarok is a living forum roleplaying game with experience-based progression where time flows in the game as it does in the real world.
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