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=== Native Races === |
=== Native Races === |
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* [[Kjir]] |
* [[Kjir]] |
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* [[ |
* [[Beastfolk]] |
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* [[Wildkin]] |
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* [[Merfolk|Merfolk]], specifically, Jotunkin. |
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* [[Pseudo Elekin]] |
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* [[Psylikin|Psylikin]], specifically, Jotunkin. |
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* [[Merfolk]] |
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* [[Naga|Naga]], specifically, Okrazular, Jaxotern, Krysthendara, Horartern, and Laemorndi. |
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* [[Psylikin]] |
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* [[Elf|Elves]], specifically, High Tava'ron and Vaya'ron. |
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* [[Naga]] |
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* [[Goblinoid|Goblinoids]], specifically, Jotunkin. |
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* [[Elf]] |
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* [[Primordial|Primordials]] specifically, Jotunkin Elekin, Elementals, Phoenixes, Slimes, and Ancients. |
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* [[Goblinoid]] |
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* [[Dwarf|Dwarves]], specifically, Dalazul. |
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* [[Primordial]] |
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* [[Fae|Fae]], specifically High Fae. |
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* [[Dwarf]] |
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* [[Draconian|Draconians]], specifically, Jotunkin Lesser Draconians and all Greater Draconian variants. |
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* [[ |
* [[Fae]] |
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* [[Draconian]] |
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* [[Protean]] |
* [[Protean]] |
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* [[Regulus |
* [[Regulus]] |
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* [[Giant |
* [[Giant]] |
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* [[Mimic]] |
* [[Mimic]] |
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Revision as of 19:29, 14 July 2024
History
Founding
When Asla'nir was first produced, Fyjra was involved in the creation of the first life on Asla'nir— she settled to working on a single continent by the name of Dyrentiera at first and planted the first World Tree: Verkrone. From Verkrone came the first Fae and the first mortal to walk Asla'nir sprouted from its roots, the eventual Faerie Queen of Asla'nir.
Recent History
Cultural Summary
Societal Structure
Within Aloernarch, culture is split into three major categories— Adel, Jarl, and Karl. Despite these structures being put into place, most Aloernarchians see each other as decently equal, although higher ranking caste members are generally given a great deal of respect for their governance and power.
Adel
The Adel are the ruling class of Aloernarch, however, their positions are not simply set in stone by hereditary means— members of the Adel are intended to be physically and mystically competent enough to lead and must prove themselves consistently within their court. There are ten courts (Hoff) within Aloernarch, each of which have their own individual set of Adel, which are composed of various families. The Høyhoff (High Court), however, takes presidence over all others and a member of the other courts are on par with one of a higher ranking member (Riksråd) of the High Court— for example, the Kaiju Konge would be on par with the Draconian Hertugs. Unlike many other systems, all of the children of a given Adel receive their title, however, most attempt to secure their title by fighting amongst themselves to see who is most fit to keep it. These are further split by Højadel, which are a title reserved for the highest ranking nobility; Brevadel, which are commoners who obtained their nobility later; Lavadel, who are nobility of lower standing; and Sværdadel, which are a particular type of Brevadel who garnered their ranking through military accomplishment. Uradel are those who are 'old nobility' and have maintained their power for thousands upon thousands of years, however. The 'Konge' (masculine or gender neutral) or the 'Dronning' (feminine) are the definitive leaders of the court and directly underneath them are their cousins, siblings, or those who have proven themselves suitably, which are known as Hertug (masculine or gender neutral) / Hertuginde (feminine). Serving them are Markis (masculine or gender neutral) / Markise (feminine), who in turn have Greve (masculine or gender neutral) / Grevinde (feminine) serving underneath them. Greve and Grevinde have Friherre (masculine or gender neutral) / frifrue (feminine) who serve underneath them, as well. There are, additionally, Lendmann who serve underneath their Konge or Dronning directly and are of Adel birth, however, they have Årmann who assist them who are not of Adel blood. Huskarl or Hird, or members of the elite or royal guard who serve the various nobility, of course, may be Adel, however, it is generally only higher ranking Adel who have lower ranking nobles as Adel, whereas most lower ranking nobility have Huskarl who come from Jarl or Karl stock.
Jarl
Underneath the Adel are the Jarl caste— the Jarl caste, of course, is composed of the traditional Jarl, which are often derived from lesser nobility amongst the Adel and are often classified as Adel themselves, however, the term Jarl is applied quite loosely within Aloernarch as a whole— many others might also be called a Jarl or a member of the Jarl caste, even if they are not. This includes the likes of Bondeadel, which are farmers with considerable portions of territory who oftentimes allow other farmers to partake in their harvests and work together simultaneously; Knapeadel, which are traders, shippers, or merchants with notable wealth; Yppersteprests, who are High Priests who serve individual clans; and even Statsstipendiat, which are scholars deemed to be so knowledgable that they are acknowledged by the Hoff, however, oftentimes particularly distinguished scholars within a clan are referred to this in turn. Jarls are specifically leaders of the individual clans that serve underneath nobility— they are monitored from time to time by Lendmann and the Årmann, who report directly back to the Hoff and Høyhoff on the status of these individual clans.
Karl
The Karl are the common folk within Aloernarch and most Aloernarchians are Karls— they do not have any particularly important positions, although they may still be the owners of businesses, artisans, scholars, priests, or the like. Karl make up the bulk of the population of Aloernarch and some of them are Thralls or the descendants of Thralls that were freed from slavery ten thousand years ago by Høy Dronning Enyomirak. They do not have any political power, however, some Karl can be appointed to positions like Årmann or Jarl or earn their way into being a member of the Jarl caste or Adel caste through great works and their prowess as leaders within their society.
Common Perspectives, Customs, and Attitudes
Aloernarchians are a blend of proud, pious, or even territorial species that care deeply for their ecosystem, their nation, their Gods, and their people. Traditionally, Aloernarchians do not appreciate the intrusions of others and are quite defensive— they take pride in their nation, their people, and their lands and will do anything to protect and preserve it. Aloernarchians oftentimes dislike foreigners from the bulk of the nations of Asla'nir except for those of species found in their own populace, especially more fragile or non-immortal mortal races, but they are generally amicable regardless. Many Aloernarchians do not live in permanently established locations and live non-agrarian or nomadic hunter-gatherer lifestyles beyond certain races, with only those close to larger cities, long-established towns, having many children or in considerable clans living more sedentary lifestyles. They generally have strong senses of honour and rites of passage are considered an innately important thing to many of their races, with each milestone in development being considered a principal part of becoming a member of their society. Although Aloernarchians believe themselves to show great honour, much of this idea of honour differs from race to race or even community to community. Moreover, any Aloernarchian species are divided into various clans or the like and these various communities may have different definitions of said honour. For most, this is traditionally based upon combat or upon treating one's community with respect, however, it is not always defined to include treating outsiders with the same dignity. Honour, to Aloernarchians, is defined as being true to what one believed in, their courage, their self-integrity, their character, their moral values, and their reputation— it does not entirely conform to most mortal sensibilities. Most are willing to hunt another Aloernarchian for food if necessary outside of civilisation, however, they will not kill kin unless they have committed a grievous crime— to die in combat is honourable, however, especially if you sustain others, and thus, many will consume the dead, especially if they had a close relationship with them.
Many Aloernarchians tend to select powerful mates that will garner them potent offspring capable of surviving their harsh wilds— marrying for love in uncommon, assuming they even marry, as it is a practice mostly found amongst Jotun-kin. Aloernarchians are commonly exhibitionistic and have very few personal boundaries— they believe that sexuality, romanticism, and biological functions should not be held with any particular shame and will openly discuss matters that would otherwise be seen as uncomfortable by other cultures. Polyamory is incredibly common, as most individuals have many, many consorts and lovers, and these extended polycules will work together to rear many children, as Aloernarchians take pride in having an abundance of children and being able to support them, with some frowning upon birth control. Aloernarchians enjoy the art of storytelling, delicate craftwork, dance, song, and passing down oral histories. Most of its peoples enjoy combat and frequently spar against one another, especially those they respect or love. They are a very practical people who predominantly focus on worldly matters and skills that apply to their day-to-day life, survival, and trade, especially since Aloernarchians generally do not have a strong concept of currency and find others who use it to be quite silly. Furthermore, much of the technology found throughout the world designed to make things 'simpler' is not particularly desired, either— even something as simplistic as a magitech torch would be frowned upon, as it implies that one is unable to produce a fire themselves and is therefore weak or unknowledgable. Despite that, Aloernarchians are curious and certain races amongst them emphasize education and literacy— they study the natural world, what they can create, and magic itself.
Cultural Values
Coming soon!
Native Races
- Kjir
- Beastfolk
- Wildkin
- Pseudo Elekin
- Merfolk
- Psylikin
- Naga
- Elf
- Goblinoid
- Primordial
- Dwarf
- Fae
- Draconian
- Protean
- Regulus
- Giant
- Mimic
Primary Faiths
Languages
Overview
Government System
Constitutional High Kingship
Nation Leaders
High Queen
Enyomirak Harkerti Zelaegir Devarajit - Roleplayed by @fallenarkhein.
International Interactions
Aloernarch is remarkably isolationist, with much of the world seeing them as mythical. Although Aloernarch has made contact with Fydrassi and has agreed that in the scenario that Fydrassi were to be invaded, they would consider stepping in, Aloernarch's only other interaction thus far has been with Aleria, specifically the Kingdom of Dimonia, as well as its periodic trading with Udoxa. High Queen Enyomirak signed an agreement that in exchange for all Aloernarchian slaves in Dimonia being returned home, Aloernarch would never again intervene in Alerian politics. Since then, however, Aloernarch has interacted very little with other nations.
Power
Appointment
Coming soon!
Departments
Coming soon!
Rights
Coming soon!
Welfare
Coming soon!
Education
Coming soon!
Technology
Coming soon!
Healthcare
Coming soon!
Law Enforcement
Coming soon!
National Defenses
Coming soon!
Military
Coming soon!
Industry and Economy
Economic Principles
Primarily traditionalist— currency is not in use within the bulk of Aloernarch.
Common Goods
Coming soon!
Imported Goods
Coming soon!
Exported Goods
Coming soon!
National Wealth
Coming soon!
Commonfolk Wealth
Coming soon!
Organisations
Major Businesses
Coming soon!
Guilds
There are none, as of current.
Religious Organisations
Bureaucratic Organization
Coming soon!
Leaders
Nation Leaders
High Queen
Enyomirak Harkerti Zelaegir Devarajit - Roleplayed by FallenArkhein#9181
Regional Leaders
High Consorts
Valeria von Aredhal - Roleplayed by Orn#4434
High Marquesses and Marchionesses
Racrytiagos Devarajit - Roleplayed by Krallen Der Wölfe#5436
High Council Advisors
Y'shuru Delgesh - Roleplayed by Toasterbath?#5503
Minor Leaders
Head of the High Royal Guard
Daronshiva Kepesritril - Roleplayed by Orn#4434
Iconography
Flag
![](http://static.miraheze.org/tfoswiki/thumb/2/28/Flag_of_Aloernarch.png/300px-Flag_of_Aloernarch.png)
Aloernarch’s flag is simple - it features six stars in total, each representing the original Core Races that dominated the landscape for many years until other species began to immigrate into the region. Although there are more courts than there are stars, including every court, especially as the politics of Aloernarch shift, felt rather redundant and simply resulted in a more resource-intensive flag to produce for a nation with no sort of magi-industry.
National Symbols
Coming soon!
Additional Reading
Coming soon!
Ecosystem
Ecosystem
Biomes
Coming soon!
Weather
Aloernarch's weather varies dramatically depending on the region. In the Auruvalis Desert, rainfall can be as little as ten inches (twenty-five centimetres) within a year. Still, most of this rainfall comes during periods of monsoon seasons— which typically occur in the summer— but most Aloernarchian regions feature rain that totals out to being roughly three times that of the desert every year. Additionally, Aloernarch tends to feature consistent snowfall during winters, particularly within the peaks of its mountains, as well as the poles of the nation. These snowstorms can lock individuals in their homes for up to a week, but these do not compare to the constant storms that surround the coast of Aloernarch— artificial in nature, these are produced by High Queen Enyomirak in an effort to deter invaders or those who would seek to cause Aloernarch harm. These violent storms cease on particular days of the week to allow for ships to be able to access the seas.
Endemic Wildlife
Flora
Coming soon!
Fauna
Coming soon!
Recorded Species
Coming soon!
Maps
Overview
Coming soon!
Labelled
Coming soon!
Major Regions
Vivessira Depths
Coming soon!
Hessdalar Bog
Coming soon!
Sägkmir
Coming soon!
Krystallisk Caverns
Coming soon!
Shira Falls
A lush body of water that possesses a unique array of fish and animals that live alongside the multiple waterfalls that compose Shira Falls, this unique body of water is known for the fact that it provides a source of water for roughly half, if not more, of Aloernarch due to the various rivers that are spawned from its waters. Located on the mountain Livmorfjell, which translates roughly to 'Life-Matron Mountain,' Shira Falls begins at the very highest reaches where its waters pull from and descend downwards, cascading and supplying water to the natives surrounding the Krystallisk Caverns, the Hessdalar Bog, and even some parts of the Fjor Plains and Kiragar Woods. Although Shira Falls pulls from five different lakes, Nøfrishet is by far the most well known, as it is a body of water so considerable that it spans over two hundred kilometres squared or roughly one hundred and twenty-five miles squared. It is also by far the deepest and has a population of Jotunn-variants of Merfolk, Naga, and small Protean, with small towns being within the various lakes' depths or alongside Shira Falls itself. Despite such, it is highly advised that one be careful when swimming within Shira Falls; although the uppermost reaches are relatively safe for land dwellers to swim within, the current provided by the waterfalls as they descend down the Drigath Mountains grows far more considerable and can pull unsuspecting swimmers downwards if they are not prepared.
It should be noted, however, that the Shira Falls are not the only waterfalls within the Drigath Mountains and certainly do not spawn from the only bodies of water; other lakes and rivers are spawned from the multitude of other mountains within the Drigath Mountain Range and those generally supply the most heavily populated areas of Aloernarch, even though they do not provide nearly as much water. Locals claim that Shira Falls possesses healing properties due to originating from Livmorfjell, which they claim to be blessed by Fyjra and G'hira. They will only create potions from the waters of this particular mountain— as a result, Shira Falls is regularly harvested by local rudimentary alchemists, healers, and sages. It features a rare temple to exist in Fyjra's name as well as one devoted to G'hira, although they are predominantly visited by locals, rather than their most devout worshippers. Those who live around the area sustain themselves on the nearby wildlife, although skirmishes and hunting between Draconians, Protean, and Kaiju have occurred in the past. The 'Divine' nature of Shira Falls, however, has led most to generally agree to not disturb the peace of the waters— it has become an unspoken rule that all, predator and prey alike, deserve to have a singular place of rest and relaxation.
Drigath Mountains
Coming soon!
Sijikr
Coming soon!
Fjor Plains
Coming soon!
Kiragar Woods
The Kiragar Woods are fascinating, as Kiragar is, generally, the phrase used to refer to any stretch of woodland near Drigath Mountains by Aloernarchians. For this reason, Kiragar is split into three main domiciles— Northern, which is almost entirely composed of evergreen trees but becomes rainforest-like and tropical as the Hessdalar Bog encroaches into it and features some degree of oversized mycelial growth; Central, which stretches down into eastern Aloernarch and is mixed, with notable shrubbery; and Southern, which is predominantly evergreen and features some of the largest trees to grace Asla'nir's crust that are not World Trees. Kiragar being used to refer to such a large, vast forest is believed to be due to Sijikrians referring to it as such— in truth, all three domiciles have their own distinct names, with Northern Kiragar being known as the Svoampira Woods, Central Kiragar being known as Fjiragar (hence, presumably, the name Kiragar), and Southern being known as Frosivigrøn. The Kiragar Woods hold importance to almost all species within Aloernarch, however, it especially holds importance to the Fae and Goblinoids, as it possesses their domicile and the World Tree of Aloernarch, Verkrone.
These three individual sets of woodlands compose the entirety of the Kiragar Woods and each has its own distinctive properties. Svoampira has some mirelands within its reaches and has many lakes and streams, as well as a persistent, heavy fog. Some claim that one of the lakes within Svoampira can grant one immortality due to stemming from Shira and being imbued with the power of the Hessdalar Bog, however, there has been no proof of such. It is also the home of the Goblinoid Court and features many Goblinoid settlements. Fjiragar has the most biodiversity out of the three woodlands, as it has a blend of the traits of both, as well as many of the creatures that roam the plains and mountains alike. Within a transition to Frosivigrøn is Verkrone, however, the Faerie domicile is generally considered to be lower to central Fjiragar and the northernmost tip of Frosivigrøn and it is a place of general peace amongst most Aloernarchians, as few would dare hunt another Aloernarchian within the presence of the World Tree. In contrast, Frosivigrøn has the most endemic species to its region, with its almost permanently frost-tipped plants having gained hardy adaptations to survive Aloernarch's harshest winters and the ability to handle the perpetual permafrost within the area. In spite of that, each region blends into one another seamlessly, with only a notable transition in ecosystem once one enters the heart of each division of the Kiragar Woods.
Auruvalis Desert
Coming soon!
Havhjir Port
Although one would consider Havhjir Port perhaps relatively small by the standards of some of the port cities of other nations, Havhjir Port is by far the largest coastal city within Aloernarch and features a semi-diverse population of Jotunkin— specifically Hvaljotun and Jotun-variants of races like Naga, Merfolk, and Beastfolk. This relative size matters little, however, given that most buildings within Havhjir could be mistaken for small garrisons by the likes of humans, even if relatively small for Aloernarchian constructs as a whole, standing at roughly sixty feet in height, and featuring strong rocky foundations, clay fillings, and durable wooden walls. The only buildings that stand above these are governmental ones, as well as the homes of the few Giants and other large Jotunkin that reside within the city. These structures are distinctly similar to Vasteriothian designs, with bowed walls, strong arches, and stylised, albeit robust support beams within their ceilings. Windows are typically composed of thicker glass than most Asla'nirian buildings and have a thin veil of moisture most days. Most food is sourced from fish and local farmlands, although the latter tend to produce less in the winter. To compensate, the locals hunt whales and sharks, catch fish, eat preserves, and store food in the fall so that they have food whilst waiting for their winter crops to flourish.
The main docks are generally separated from much of the 'city' aspect of Havhjir by large walls composed of timber, with smaller, private docks belonging to Kjir who operate their own small businesses. Some buildings linger closer to the docks, however, namely the booths and constructs that belong to the Havhjir Market, a series of local companies that produce ocean-based goods, artisan works, and food, which they trade and barter. Similar walls serve to guard the city's outskirts, although some buildings remain outside of these walls regardless, such as garrisons and barracks that belong to the Aloernarchian military. Each pier is firmly lodged into the sea floor and above the water with supporting pillars reaching to the very depths of the frigid waters of southern Aloernarch. The largest ships within Havhjir Port are primarily owned by the government or by well-established fishermen— Havhjir Port features its own naval base, as well as quite a few trading ships, but most boats are 'small' by Aloernarchian standards, serving as whaling boats for the Hvaljotun or sometimes even houseboats, all of which have to be carefully anchored so as to avoid damage from the continuous storms that swirl around the continent of Aloernarch. Sailing too far is strictly prohibited except for on Tridemdies and Ulardies, days on which the storm generally quells, which allows for international shipping to take place. In order to endure the constant storms produced by Enyomirak, the Demigoddess of Natural Disasters, Aloernarchian naval ships are generally built in unique styles seen nowhere else on Asla'nir and can generally navigate even the most turbulent waters.
Oro-Acinagro Tundra
Coming soon!
Notable Locations
Shochraos Citadel
Coming soon!
Verkrone
Coming soon!
Kaltaryt Hall
Coming soon!
Tårn Di Myetausi
Coming soon!
Nuryor Academy
Coming soon!
Trivia
- The Hessdalar Bog is named after the Hessdalan Lights, a series of unidentified lights seen in the Hessdalan Valley of Norway.
- Despite Aloernarch featuring a High King system, High King systems in real life are generally based upon culturally homogenous regions; the different Monarchies of Aloernarch feature distinctly different cultures that result in this split leadership to begin with.
- Aloernarch features the most eclectic array of inspirations out of all of the nations— Latin American, Scandinavian, and some East Asian influences are found due to the variety of races. This is primarily due to the fact that most Aloernarchian races did not predominantly reside within Aloernarch originally and often lived in a wide variety of locations before being forced to migrate from a lack of food.
- Aloernarch was the first new nation to be added to the server and was originally made to be a location for more overpowered characters to reside in.
- Aloernarch is one of the three 'High Tier' zones.
Credit
Primarily contributed by @fallenarkhein.