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Aloernarch: Difference between revisions

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=== Nation Leaders ===
=== Nation Leaders ===
==== High Queen ====
==== High Queen ====
[https://docs.google.com/document/d/1Id2MWuxtewEHrv7SNePo4iT-Sl5om9aOVwtzXXGnyoU/edit Enyomirak Harkerti Zelaegir Devarajit] - Roleplayed by FallenArkhein#9181
[https://docs.google.com/document/d/1Id2MWuxtewEHrv7SNePo4iT-Sl5om9aOVwtzXXGnyoU/edit Enyomirak Harkerti Zelaegir Devarajit] - Roleplayed by @fallenarkhein.


=== International Interactions ===
=== International Interactions ===

Revision as of 04:08, 10 November 2023

History

Although Jotunkin once roamed the frozen wastes of Isigkir, these great Humanoids would find themselves in desperation— due to the slower reproductive rates of themselves and their food, food supplies became short. Smaller Kaiju and Draconians, as well as various megafauna had served as valuable sources of food, but they began to be picked off by other races, as well as run out of food sources themselves. It was within Aloernarch, one of the largest continents and possessed land dominated by immense beasts that the Jotunkin migrated many years ago. Primordial, Draconic, Regului, Pelagic, Fae, and Kaijin races both maintained and clashed against one another in pursuit of territory, with each living in small tribes, clans, or isolated from one another. For millions of years, there was no semblance of order nor authority within Aloernarch, with races evolving over time as they adapted to different regions and grew larger with the exposure to potent Vis Stellae. In time, they no longer relied on air— Vis Stellae was enough to power their bodies alone, their souls draining it from their surroundings to maintain their immense stores of life essence. Some species migrated from their neighbouring nation of FydrassiNaga, for instance, being one of them.

In time, races became organised and formed grander civilisations both through diplomacy and by force, Aloernarch was split into roughly ten kingdoms, each run by different races— Jotunkin, Draconians, Kaijin, Protean, Naga, Primordials, Dwarves, Fae, Goblinoids, and Regului. A pact was formed between them— one would rule above all others and this court would maintain Aloernarch, keeping other races in balance, regulating hunting and wars to prevent mutual extinction, maintaining trade, and keeping diplomatic interactions with the rest of the world, presuming the other nations would actually find Aloernarch; for many years and still to this day, Aloernarch is a myth to some. With this, the Kingdom of Aloernarch was established shortly before the sundering of Dyrentiera from the projection of Sanctuary. Although Aloernarch became a nation of its own, it struggled continuously with disputes over territory and control of the High Throne. In time, it fell to Jotunkin due to their sheer numbers and whilst this was fine for most of Aloernarch's history, it began to spiral downwards as coup after coup would claim each Kjirian leader. Various despotic rules would be put into place that would remain for many years and conflicts would centre around the demigods that spring from Aloernarch, as it was a favoured location for Gods to visit and relax.

At some point, certain races isolated themselves from the rest of Aloernarch, with the mighty Dalazul choosing to return to its deepest holds, its people eventually forgetting about the rest of the world, and Proteans briefly establishing their own Empire across the seas, although such eventually crumbled, with a new Protean Monarchy needing to be re-established. As conflicts escalated, one individual fifteen millenium ago chose to take the High Throne for themselves, this being none other than High Queen Vhudrarthoxa, the Kaiju Queen who had dominated and wrestled the people of Aloernarch into submission. Infuriated by this development, the man who falsely considered himself Jotunkin King at the time despite the presence of King Aurgelmir. A previous Kjirian leader, Ervaldr, began experiments in secret to produce Kjir capable of facing off against Vhudra to take the High Throne for himself and dispose of Aurgelmir. Although Ervaldr was not truly King, most Kjir listened to him and thus he was a puppetmaster, pulling strings on the Courts. When High Queen Vhudra discovered Ervaldr's betrayal, she then realised the opportunity that this provided— she funded the Fangenor Experiments further in order to create a force that could truly control Aloernarch, promising to share the power of the throne with Ervaldr. When Aurgelmir inevitably passed, Ervaldr seized control and put the Kjir in charge of the Jotunkin peoples. One by one, many species were dwindled down— first, the mighty Lightning Ridge Draconians, then, the Giants from which the Kjir sprang from, then the most powerful of Kaiju, and then the Regului, Basilisks and Cockatrice being slain left and right.

When the Dwarves met Aurgelmir, they were uncertain of what to make of him, but he promised them salvation from Vhudra. Aurgelmir took the tribes of Giants who were warring with one another and had separated from the Jotunkin court and reunited them, calling himself King of the Giants. Although he fell in combat, his forces dealt some damage to High Queen Vhudra's all the same. This, of course, did not stop them from marching upon the Dwarves' keeps and after the Dwarves fled and went dormant, many of their kin dispersed across Aloernarch. The final mistake that they made was trying to steal the egg of Enyomirak, child of Arikar. Draconian Queen Xarzanon fought for the rest of her life to retrieve Enyomirak's egg, but it was only after it hatched five thousand years later and Enyomirak reached adulthood an additional two thousand years later that she would know her child's freedom from slavery. It was as Demigod of Power Tiranorx the Virtuous fell in combat against High Queen Vhudra's forces that Enyomirak's Divine Title awoke. The horror of the Kjir was thousandfold as the Lightning Ridge they had been sapping power from for generations broke free of her domination cuffs and broke through the ceiling of the Adelshaus Palace. Through careful strategy after receiving backing from her family, Enyomirak joined the conflict against Vhudra. Inevitably, Enyomirak and Vhudra went head to head— through a battle of attrition, a heavily wounded and ailing Vhudra succumbed to her wounds and reluctantly, Enyomirak was handed the throne by the people of Aloernarch, albeit mostly out of terror, with none being willing to face off against the Draconian who took out such a powerful tyrant.

As Ervaldr faded into obscurity, High Queen Enyomirak's reign began. One by one, she picked off old lords and rulers that were unfit to rule in her vision of Aloernarch through orchestrated coups and careful manoeuvring of the High Council. Slavery was stripped from the government, the beginnings of education were established, and the people of Aloernarch were freed from Vhudra's iron talons. Conflicts were eventually brought to a halt, rebellions were shut down, and eventually, Aloernarch was united into one people. Despite that, the damage from High Queen Vhudrarthoxa had left its mark. The most ancient Kaiju lost their sapiency and became nothing more than immense, mindless beasts, the Basilisk and Cockatrice were on the verge of extinction, the Lightning Ridges had merely a dozen Greater Draconians left, and the Dwarves were nowhere to be found. Eventually, after roughly seven thousand years into Enyomirak's reign, things had begun to become settled, but it was Sseth'ak's daughter that betrayed the Regului King Szir'as and took his throne. After the brief invasion of an Old God that had left the Regului forces scattered, Szir'as had no way to protect himself from a Demigod with machinations like Nazsara. With Queen Nazsara's reign, the Regului people were crushed, those who did not obey her being stripped of their scales, defeathered, and maimed, left for dead. Debate began in the High Council as to what to precisely do with this development, but no true answer came into mind. The main problem was finding a new Regulusi ruler so as to avoid a power vacuum and thus, the High Council searched for many years, with it becoming more and more difficult as Nazsara began stripping the Regulusi of their culture, of the old ways.

Within the past year, High Queen Enyomirak saw an opportunity in Aleria's many wars— the High Queen freed Aloernarchian slaves alongside her cousin, Racrytiagos. Although this normally would have sparked an international incident, the fact that Dimonia had no clue where Aloernarch was, nor did they really want to go to war with a place that was revered and spoken of as being a place of power meant that Enyomirak mostly managed to do this scotch free. After the Battle of Neora City, however, she decided to be more direct— the High Queen approached Queen Valeria of Dimonia and requested an audience in a somewhat brutal manner and was pleasantly surprised when Valeria agreed to speak to her. A deal was struck and Aloernarchian slaves could finally be returned home in exchange for Aloernarch's promise to never again intervene in Alerian politics. Ironically, this would be the start of a series of events that led to Queen Valeria becoming Consul Valeria of the Principal Republic of Aleria and eventually to becoming High Consort Valeria.

Despite this, Queen Nazsara, a true monster, remained in power for two thousand years until Enyomirak finally forced the High Council into action. No longer could they wait for a proper heir to be raised when the Regulusi people were on the brink of collapse. In an act of outrage, Nazsara's skull was crushed within her fangs and the Regului people were liberated, just as a Daikaiju attack resulted in the death of the previous Jotunkin ruler and High Consort, Demigoddess Amelirona. Devastated, High Queen Enyomirak was forced to find two new Monarchs— a problem that proved to be more difficult than expected. With time, a new Regului Monarch was set into stone, but the answer for who would lead the Jotunkin was not exactly provided ideally. King Aurgelmir was revived by Nethis sometime in recency and with his return, the Giants were reunited into one force and the Dwarves came out of hiding. Finally, Aloernarch was capable of standing together and all ten thrones were restored to their rightful glory. Balance is present for the first time in megannum and Aloernarch is finally capable of facing the rest of the world as a nation.

Cultural Summary

Societal Structure

Aloernarch features no caste system beyond a distinct separation between royalty, nobility, those that serve them, and commoners. Due to a lack of currency usage, Aloernarch does not feature any notable classes beyond what would be established within the individual cultures of the people who reside there. There is no generalised societal structure beyond ones pre-established by race, although power is respected universally— each race has its own completely different culture, which centres around its own Court, although all serve underneath the High Court and High Council. Automatically, all High Court members are technically above another Court’s members of the same standing, and whilst they will be regarded as the actual leaders of Aloernarch and put in place nation-wide laws, most races adhere to following members of their own Court in regards to regional laws and rulings, as they are the ones in charge of maintaining their specific domains.

Common Perspectives, Customs, and Attitudes

Aloernarch features a wide array of cultures due to a blending of many races— ultimately, this can make it quite difficult to concisely provide a summary of the perspectives of those within Aloernarch, however, writers of the Encyclopedia Ultimatus have managed to come to quite a few traits of note amongst Aloernarchians, even if it is always a bad idea to stereotype a group of individuals. Aloernarchians are a blend of proud, pious, or territorial species that care deeply for their ecosystem, their nation, their Gods, and their people. 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 it is common to kill other species or even one's own species for food, it is generally frowned upon to kill one's relatives except for in self-defence, if they have committed crimes against the Aloernarchian people, or by accident. 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 taboo by other cultures.

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. 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. Combat within arenas and gladiator rings, certain arts such as carving, and the crafting of weaponry, armour, etcetera are common hobbies and are generally seen in positive lighting. Visual arts have mixed reception depending on what variant of what species one is speaking to, as Aloernarchians are very practical people who pre-dominantly 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. 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.

Cultural Values

Coming soon!

Native Races

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

Coming soon!

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

A flag of the Kingdom of Aloernarch

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

Coming soon!

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.

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