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(ALF) The Fiorid Principality, aspirationally the Princedom of Alfheim


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The Fiorid Principality
Regions 35, 36, 51, and 103 (for now)

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Credit to Aerin for the banner! Regions, fluff pieces, etc will be given their own posts below.

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Region 36: Verdalfheim (Capital)

Geography

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Overview: The Tripartite Land
Verdalfheim has, historically, been more of an ethnic or climatic construct than a coherent geographical region. This is why the descriptor sprawls across three distinct sections of land: Verdalfheim Proper (northern half of the central island), Soleyja (smaller island nestled along the western coast of Verdalfheim Proper), and the Piedraema (coastal strip across the strait from the north coast of Verdalfheim Proper). The common links between these lands are the thick jungle climate and the Verdalfr, an Elven ethnic group which coalesced in Verdalfheim Proper and spread across the narrow waterways in ancient times.

As a general rule, the landscape of Verdalfheim is dominated by jungle, though its specific nature varies heavily with the underlying landscape. The lowest land, clinging to the banks of rivers, is frequently flooded and home to all sorts of pests and predators. Still, this area has proven best for rice-based agriculture, and for many millennia these proved to be the most important arteries of power projection, giving rise to the great historical Municipalities. Most of the landscape is high enough above sea level to avoid flooding, and these swathes of territory are well and truly choked by the rainforest and thus home to only minor villages and townships at the end of long, winding footpaths. The highlands, roughly corresponding to the western coast of Vertalfheim Proper and, of course, the slopes of the Piedraema, sport modest peaks which are nonetheless covered in even more jungle (though the furthest heights of the Aquilatindas manage to escape the treeline entirely). These peaks, made up of the pale stone used in all Verdalfr architecture, have come to hold artificially inflated relevance due to being the only suitable place for spacecraft landing zones. By virtue of this proximity to the cosmos, the Citadels of the nobility eventually eclipsed the Municipalities in prominence.

A parallel factor reducing the Municipalities’ potency is the diverse array of useful flora that provides an alternative to their rice-farming. The jungle’s trees, far from being obstacles to Elven habitation, comprise a colossal region-spanning orchard with all manner of fruits lying in wait upon their boughs. In addition, Verdalfheim is host to large swathes of native rubber trees, which are still only the region’s second-most-important tree-derived resource (#1 is covered in the Resources section). Thus, what may appear to outsiders as an unmanageable quagmire of endless rainforest is in fact a vibrant cornucopia for any sufficiently aware resident, maintained and strengthened by the hard work of the Druid caste.

The lands’ political unity is an emergent phenomenon of the past three centuries under the firm rule of the Fiorid dynasty, but in spite of political fragmentation the shared culture of the Verdalfr has resulted in a remarkably consistent framework of architecture and urban planning. Every site, be it a Citadel or Municipality, is laid out in a circular hub-and-spoke format anchored by a grand architectural centerpiece of some sort. As with the other elves of the continent, their primary building material is a bleached-white stone, which produces a stunning contrast with the landscape’s verdant hues if properly maintained. Citadels are usually built in descending tiers from the peak of a hill, with only the nobility and especially privileged free labor possessing houses in the open air. The nobles’ extensive unfree labor force is quartered in the catacombs of each citadel, which can stretch for miles beneath the earth. Municipalities, owing to their often-waterlogged surroundings and less socially stratified population, do not possess such systems, instead featuring networks of canals and bridges on any side exposed to water.

Verdalfheim Proper
This landmass forms the territorial core of Verdalfheim, bearing the vast majority of the region’s population along its rivers. The highlands of the western coast provide the headwaters of each such artery, as well as being home to most of the region’s Citadels. The Fiorid capital, Radicefst, is the exception to this rule, straddling a stretch of highland cradled between the two eastern rivers. This position allowed the Fiorids, once their minds turned to conquest, to dominate the great population centers at Sanguarmot and Estenda, securing a resource base with which they were able to snowball and unite the Verdalfr under one polity. Though most transit takes place upon well-trodden footpaths along the jungle floor, the Fiorids’ most recent infrastructural undertaking has produced a high-speed rail network situated on stilts above the treeline, allowing for a rapid redeployment of labor and resources between their center of power and the outlying holdings. The region’s southern border is formed by the Mezzavegg, a stretch of highland which heralds the end of the treeline. Fiorid tactics, rooted in jungle warfare, rendered the northern section of the island a far simpler conquest, but Verdalfr generals have always considered the conquest of the south to be an inevitability.

The Piedraema
This strip of coast at the foot of the Aquilatinda Mountains was settled by the Verdalfr in ancient times, maintaining cultural and economic ties to Verdalfheim proper in spite of nominal political independence. The greatest polity to emerge along the Piedraema was Cascatapaki-Altomunni, a union of Citadel and Municipality which controlled the land and sea passages to far-off northern realms. Cascatapaki is unique among Citadels for being built amidst a system of waterfalls, which granted it access to a vast reserve of hydropower with the arrival of modern technology. Of course, this independent growth did little to halt the Fiorid advance into the Piedraema and the end of the union, its former power forgotten alongside its international ties.

Soleyja Island
This island is a nature preserve populated exclusively by coastal fishing villages. Soleyja is the domain of the enigmatic Druids, a technocratic caste of geneticists loyal to the Crown, whose many experiments are tested in this controlled environment before, if successful, joining the ranks of the other lands’ region-wide orchards. Soleyja is therefore home to a far more alien roster of flora and fauna as the Druids work tirelessly to perfect the environment around them.

People & Society

Physical Nature
Elvenkind has always held a significant presence on Sansar, though divided into numerous different ethnic groups. Compared to the average human, the average elf possesses more angular features and pointed ears; beyond this, the physical difference is minimal. Stereotypes about their long lifespans hold some degree of truth, for the average elf can stave off the ravages of aging for longer, but the end result is usually just an extra century of life. The Verdalfr, or “Green Elves,” are the dominant elven ethnic group of the region that they lend their name to. Their physicality is far from monolithic, with their skin ranging from pale white to bronze tan (depending on whether they spend more time beneath or outside of the tree canopy) while their hair can range from red to green and everything in between. The upper echelons of society, the Fiorid line and much of the nobility, possess greatly extended lifespans thanks to their Elder Blood, a unique condition that seems to correlate with albinism (pale skin and hair plus red eyes).

Organization: Government and Caste System

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Verdalfheim’s government is best described as an absolute monarchy in which every aspect of society revolves around the Crown. The leading Dynast is always the head of state, officially styled as the Prince of Verdalfheim, and holds full property rights over all land in the region. The rest of the Royal Household, consisting of family members and their sworn attendants (of the slave caste by virtue of their status), holds a privileged position distinct from the rest of the command structure. The role of Chancellor is far more informal, a recent innovation born in light of Prince Isak’s abstention of power. So far only the Prince’s children have ever claimed the role, which has been accepted as a necessity to keep the state active.

The only caste to hold parity with the Dynasts are the Druids, a technocratic elite drawn from the brightest Verdalfr and appointed by the Prince. In addition to managing scientific and ecological pursuits, they also serve as advisors to the Crown and electors in the event of a Prince’s death, after which they will select a new Prince from among eligible members of the Fiorid family. The only consistent part of their uniform is a set of tree branches fashioned into antlers (nobody can tell whether they’re a headdress or actually growing from their skulls). Part of their inauguration is the integration of the Fiorids’ Elder Blood into their own, and as the Crown’s designated scientists they hold the most knowledge of the nature of this dynastic quirk.

The Nobility is a cohort of elites elevated to a position of socioeconomic privilege by the Fiorids. Unlike comparable castes in other societies, the Nobility is wholly unlanded due to the Crown maintaining a legal monopoly on land ownership. Their prestige is determined by their ownership of labor instead of land or capital, and as such Verdalfr Nobles incorporate vast quantities of slaves into their Households. Their wealth comes from labor contracts with the Crown, which will assign large swathes of resource-rich territory on the Fiorids’ behalf. Certain reliable Nobles have begun to function as de facto landed vassals, but title to the land still lies with the Crown and their labor contracts can be reassigned at any time. The highest among the Nobles are granted the additional privilege of access to the Fiorids’ Elder Blood, coveted by all for its lifespan-enhancing qualities.

The Military, in addition to serving its obvious primary role, is the chief agent of social mobility in Verdalfheim. The Generalship (including Admirals for naval/cosmic organization) can only be drawn from the Noble caste, but the reverse is also true: if a Knight demonstrates sufficient ability, they are automatically elevated to Noble status upon receiving their commission. Once an active conflict is over they will use their salary to purchase slaves and pursue labor contracts like any other member of the elite, though with particular favoritism bestowed by the Fiorids on account of their service. While Generals and Admirals organize logistics and strategic planning, Knights and Soldiers are the primary participants in combat. Knights pilot either agile mechs or interceptors depending on the nature of the battlefield, while Soldiers serve as infantry or ship crew to support the elite units. In peacetime, Soldiers are reallocated to domestic security or occupation duty, while Knights are retained as professional troops throughout their tenure.

The civilian wing of society is subject to many of the same principles as the nobles, just from a less privileged position. Their residences, including within the Municipalities, are all on land leased from the Crown in exchange for taxes (in the form of either currency or goods). Solitary plantation owners interface directly with the Crown’s administration, while village and Municipality dwellers are permitted to elect a Mayor to manage their city and intercede on their behalf. Citizen status is universally afforded to any free individual with a property lease, and legally speaking this distinction covers everyone from prosperous business owners to low level clerks. While most other castes are usually on even economic footing, the wealth gap across the spectrum of Citizens is truly massive. Some have entire platoons of Slaves to their name and vie for a promotion to the Nobility, while others must scramble tooth and nail to hold onto a tiny single-bedroom abode.

For all the window-dressing and faux grandeur, legal ownership of other sentient beings is the backbone of the Verdalfr’s entire economic system. There are two ways in which people can fall into this subjugation: the most obvious course is the punishment of criminals or prisoners of war, but impoverished Citizens, if no alternative presents itself, are also known to voluntarily attach themselves to another’s Household for stability. The former category is usually bought en masse by Nobles to handle the menial labor of plantation or excavation work, where they pose little direct threat to their masters, while the latter category is viewed as more trustworthy and assigned more important tasks like housework, bodyguarding, or even managing other Slaves. Some modest protections are in place to prevent abuse; if a Slave can prove they are being insufficiently provided for, they are legally permitted to abandon their master’s Household and attach themselves to another, but the illusion is dispelled by the fact that the judiciary is composed of other Nobles. Upwards social mobility is nigh-impossible from this pit, unless one is extremely lucky; this doesn’t stop the few success stories from being extolled as gospel to create a false notion of meritocracy.

Material Culture
Verdalfr textiles and furniture are elegantly crafted of pale wood interlaced with brass, complimenting the white stone of their architecture. The only sartorial laws are caste-based and of little import: only Dynasts are permitted the privilege of metallic circlets, while Nobles can only wear wreath crowns in the laurel style; either item is banned from use in official settings by anyone of lower status. A slave’s dress code is determined by the head of the Household, but it is mandatory for all to bear brass bands on their wrists to mark their status. Beyond this, no rules are seriously enforced, but choice of attire is usually indicative of class or origin. Backwoods villages, for example, have upheld a tradition of fashioning their clothing from woven leaves and other plant matter, creating quite the culture shock for Citizens of more prosperous cities clad in silk or, a recent fashion development, latex. Accessorization is carried out in the form of colorful silk scarves or sashes, a surprisingly widely-available material.

Leisurely pursuits are particularly important because of the escapism they provide, both for the oppressed and the oppressors. Great amphitheaters are a fixture of every community and serve as the social nexus of society, where (in theory) free and unfree labor can come together to enjoy a good show of some kind. Of course, the actual intellectual and artistic output of the region is dominated by Nobles with too much time on their hands, so the core values of Verdalfr society (such as lineal superiority and the dangers of violating a hierarchy) remain unchallenged in the plays and book readings that dominate showbusiness. Gladiatorial combat is relatively niche, viewed as a barbaric waste of potential labor by the upper classes, but remains a strong cultural force in some backwaters, where careers can be made by fighters soliciting tips on account of their performance. Still, lethality is considered to be a heavy taboo, so all combat is nonlethal; the emphasis is always on giving the audience a good show.

History Timeline
~2000 YA: War of Eternal Bombardments, Verdalfheim split into warring states for next 1700 years
~1000 YA: balance of power shifts from Municipalities to Citadels due to contact with the Imperial Court
300 YA: Prince Larus dei Fiori unites Verdalfheim, institutes absolute monarchic government
260 YA: Birth of Isak dei Fiori’s first two children, whom Larus spends his twilight years with
250 YA: Death of Larus dei Fiori, ascension of his sole surviving son Isak dei Fiori, who begins to share the Fiorid Elder Blood with the Druids and upper Nobility
250-50 YA: Birth of Isak dei Fiori’s latter four children, consolidation of Verdalfheim’s infrastructure
50 YA: Death of Isak’s wife Erna, retreat of Prince Isak from governance, great stagnation
7 YA: Eydis dei Fiori, third child of Isak, proclaims herself Chancellor to rule on her father’s behalf

Resources & Tech

Summary:
Resource: Oil (Fuel and Power) [Great]
Requirement: Ores and Alloys
Starting Techs: Pseudogravity Engineering & Wet Navy Ships

Fluff for each:
Verdalfheim is surprisingly abundant in resources despite its wild terrain, boasting enough food and building materials to sustain the population indefinitely (in addition to useful supplementary products like rubber and silk). The crown jewel of the region’s economy, however, is its abundant oil reserve. Many years ago the Druids managed to engineer a tree whose roots would probe deep enough to tap into massive underground oil deposits, which could then be extracted from the tree at the surface in a similar manner to sap. This breed was seeded throughout the entire region, and oil extraction has become one of the most sought-after labor contracts for ambitious Nobles.

The sole resource that eludes the Verdalfr, and a glaring weakness for their armor-oriented army composition, is a lack of tough metals. Copper is available in sufficient abundance, facilitating an ornamental fixation on brass, but it isn’t anywhere near solid enough to provide the kind of strength required by weapons of war. Refinement is not an object of concern, for adequate smelting facilities and manufacturers already exist within Verdalfheim, but without an input like iron or titanium the Fiorid war machine may become far too difficult to keep supplied.

Though the Verdalfr have remained focused on internal development throughout most of recorded history, Elvenkind on the whole is well acquainted with sailing and exploration, an expertise which has translated well into the greater maritime system of the modern day. Such inclinations are also likely to be turned upwards in the near future, as frequent exchange with the Imperial Court has allowed Verdalf engineers to become accustomed to advanced mechanical practices related to orbital gravity.

Faith & Ideology

Summary: Entirely open re: mechanical faiths

Since the devastation wrought by the War of Eternal Bombardments, a collective trauma surrounding the nature of death has lurked upon the underbelly of Verdalf culture. This is, in part, why the warring states period lasted so long; many rulers simply lacked the stomach to press an advantage that would have resulted in significant casualties among their own people. Thus death became the fixation of Verdalf spirituality, with death envisioned as a great enemy that must be fought off at any cost. The revelation of the Fiorids’ Elder Blood was a messianic development, the longest-lived dynasty of a relatively long-lived species. Divine right was a key fixture in Prince Isak’s unitary propaganda, and the Fiorids’ conquest of death itself made their stewardship a far easier pill to swallow (combined with the immortal reputation of the Emperor, government legitimacy stands virtually unchallenged in this regard). Blood and the exchange thereof is a mainstay of Verdalf mysticism, and it has become a peculiarly common practice for slaves of Elder Blood bearers to offer some portion of their blood to their masters so that some of the good luck and long life might bless them by proximity.

Still, none of this is extensive enough to warrant classification as a proper religion, and any religion which attempts to graft itself onto Verdalfheim will have to contend with the region’s cultural enmity towards death. Most irked by the lack of a verifiable divine force to intercede with are the Druids, who seek to uncover all aspects of the universe’s mysteries but cannot do so without the proper sanction of the self-mythologizing Crown. Their island laboratory of Soleyja is fertile ground for experimentation on the nature of the divine; the Druids await only a sufficiently potent divinity to prove its legitimacy.

Leadership & the Royal Family

Chancellor Eydis dei Fiori (Rolls: 4, 4, 3, 2, 2)
Dip: 4 (3+1)
Mil: 5 (4+1)
Eco: 4
Fai: 2
Int: 2

The Fiorid dynasty exerts a total rule over Verdalfheim, with the role of de jure head of state resting with Prince Isak dei Fiori. Because the Prince has largely withdrawn from public affairs, his offspring have introduced the role of Chancellor to exercise authority on his behalf. The current Chancellor is Eydis dei Fiori, third child of Prince Isak and the most proactive of her siblings. She possesses lofty ambitions to reshape the subcontinent through force and extend Fiorid dominion to all of Elvenkind, though only the passage of time will be able to discern vision from bluster.

After granting the gift of the Elder Blood to his wife Erna, Isak fathered a total of six public children with her. Her untimely death is said to have catalyzed Isak’s despair, though their children seem to show little remorse for the event. Below is a list of each one’s general demeanor, which is likely to become relevant should Eydis’ regency collapse.

  • Hekla, first daughter and eldest child, suffers from paralysis below the waist and has been wheelchair-bound for life. Quiet and bitter, she spent her youth studying a wide array of subjects under Druid tutors and is rumored to have become estranged from her father as a result of certain problematic discoveries. She maintains a strong bond with her siblings, engaging in a number of covert schemes to force them to get along.
  • Arni, first son and second child, was born with a degenerative condition that scourges the left side of his face and chest, therefore he sports a porcelain half-mask at all times. This has by no means eased his ego (and perhaps fueled it as a coping mechanism), as he is by far the most bombastic of his siblings regarding their providential mandate to lord over all lesser beings. This has drawn him to the aesthetics of militancy and machismo, even though he does little to measure up to the role.
  • Eydis, second daughter and third child, is afflicted with abnormal horn growths across her body. This unnerving physicality left her relatively isolated as a child and instilled a pathological need to force the rest of society to acknowledge her, ultimately motivating her recent self-proclamation as Chancellor. Her siblings, though rife with disagreement on the specifics of policy, universally back her government. Unlike her elder brother, she actually maintains positive relations with the leadership of the military and has given many Knights a run for their money with her mech piloting skills.
  • Hinrik, second son and fourth child, was born without a right arm and had to be fitted with a functional prosthetic by the Druids. Felt isolated from Arni and Eydis due to their functional physiques but was too active to relate to Hekla, thus coming to rely extensively on his father for emotional support and fulfillment. In spite of crippling feelings of inadequacy, he is by far the most outgoing of the siblings, studious of foreign cultures and conscious of the need to maintain a stable society.
  • Lilja, third daughter and fifth child, was blind from birth and thus wholly dependent on others. Constant efforts to rise above her disability were always met with disaster, rendering her incredibly timid and passive. She was the closest with her mother out of all the siblings and the two would often attend amphitheater readings of epic sagas together; when Erna died, she took it the hardest and has fallen down a similar path of despair to that of her father.
  • Oskar, third son and sixth child, would have suffered from a particularly nasty strain of leprosy were it not for the swift intervention of the Druids. Reptilian DNA was integrated into his fetal form, meaning that the constant decay simply took the form of shedding skin. As the youngest of Isak’s brood and the only one to have their disability properly accounted for, he was afforded vast quantities of adoration (in spite of his scaled demeanor) that bred a deep sense of entitlement. His close association with the Druids leaves many in the dark as to the true nature of his increasingly esoteric interests.
  • Rakel. Unsubstantiated rumors of a fourth daughter. Born just before Erna’s death. Blood in the catacombs.

 

Edited by moossabi (see edit history)
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Cast of Characters

Name Class/Role Summary List of Appearances Visual Aid (Heroforge)
Prince Isak dei Fiori Royal, de jure Head of State Legal sovereign, responsible for spreading the Fiorid Elder Blood among the nobility. Withdrew from public life after the death of his wife. WIP  
Hekla dei Fiori Royal, courtier First child of Prince Isak, paralyzed from the waist down and wheelchair-bound. Frequent event attendant, calculating but quietly exhausted with life. WIP WIP
General-Royal Arni dei Fiori Royal, military commander Second child of Prince Isak, half of face+chest withered and masked. Colossal ego, loves war and bloodshed, by far the most violent Verdalf. WIP WIP
Chancellor Eydis dei Fiori Royal, de facto Head of State Third child of Prince Isak, body covered in hornlike growths. Stepped up to manage the country in her father's place, bitter and utilitarian. Keeps the others in line. WIP WIP
Hinrik dei Fiori Royal, courtier Fourth child of Prince Isak, no right arm (replaced with prosthetic). Eager to grasp the reins of power but feckless in the event. Sansar Unitarist, despises offworlders. WIP WIP
Lilja dei Fiori Royal, courtier Fifth child of Prince Isak, blind. Quiet and reserved, but displays enthusiasm when conversing; terrified of impending disaster and manipulates anything she can to avert it. WIP WIP
Oskar dei Fiori Royal, courtier Sixth child of Prince Isak, crippling leprosy averted by grafting reptilian skin DNA in-utero. Connivingly ambitious, utterly fixated on Sansar's Moon. Wears glasses. WIP WIP
         
Holger Druid, researcher Portly Druid fixated on the Verdalf valuation of life. WIP  
Synne Druid, researcher Aged Druid fixated on preserving Verdalf culture. WIP  
Vegard Druid, researcher Wispy Druid fixated on unravelling the mystery of arcane power. WIP  
Karla Marrone Druid, MSQ Abductee Formerly head of researching souls, disappeared upon proposing a subversive theory. Later reemerged in the custody of the Iron Masquerade. WIP  
Sten Slave, court aide Palace attendant at the Elven Conclave. Surprisingly interested in architecture. WIP  
         
Clemens della Palude Noble, rubber planter Prime Marcus' Noble interviewee. WIP  
Brita Fabbro Slave, palace gardener Prime Marcus' first Slave interviewee. WIP  
Joar d'Altosteinn Slave, oil worker Prime Marcus' second Slave interviewee. WIP  
         
Alfred Marrone Noble, author Author of House of Flowers: on the Origins of the Fiorid Line, among others. WIP  
Sir Simon of Veehra Intruder, author (deceased) Vampire Hunter who authored an unpublished screed against the Fiorid Elder Blood. Both he and the text (Hekla has it) have been missing for some time. WIP  
         
Erna dei Fiori Royal, Isak's wife (deceased) Prince Isak's wife, mother to all of the current Dynasts. Died under suspicious circumstances. WIP  
Prince Larus dei Fiori Royal, deceased HoS Prince Isak's father, conquered all of Verdalfheim in the 1700s. Died of health complications. WIP  
Prince Stian dei Fiori Royal, deceased HoS Fiorid ancestor, built the dynastic power base. Had good relations with the Imperial Court. WIP  
Princess Tonje dei Fiori Royal, deceased HoS Fiorid ancestor, legendary founder of the Principality through shrewd defensive tactics. WIP  
         
Rakel dei Fiori rumored May or may not have been born around the time of Erna's death, may or may not be hidden away in the Palace catacombs, may or may not have killed Sir Simon. WIP  

 

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Auxiliary Regions Vol1: Provinces of Alfheim

Region 51: Grigialfheim

Geography

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Overview: The Southeastern Quagmire
Grigialfheim is a Verdalf exonym for the elven lands to their southeast, spanning such a wide range of latitudes that it was unthinkable for the local population to conceptualize the region as a single unitary entity. Its land border with Verdalfheim is geographically fluid, simply marked as the arbitrary extremity of historic Fiorid rule, though its eastern land border is formed by the much more impressive Aquilatindas. The range jutting southwards from the main course of the peaks is often described as the Tail, owing to the mountains’ overall bird-like shape, though the full-fledged mountain range tapers off approximately halfway down the length of the border. The remaining stretch, a long-contested ground, is anchored by a river valley which creates enough terrain to form a geographically anchored border. Rather than being a boundary, this river is the domain of the historically mixed city-state of Rattoheim, whose frontier with the unified Durat state was secured along the western ridge of the valley instead of the river itself.

The main body of the region shares much of its climate with Verdalfheim, producing a great rainforest which dominates the landscape. Grigialfheim, however, is a far more unkempt land, with broad swathes of terrain completely submerged in stagnant festering water. The rivers which spill out onto its western coast are slow and easily prone to backwash, the salinity of the seawater rendering much of the coast inhospitable for agriculture. This, however, does not make the interior of the region any more hospitable. While the northern land that straddles the base of the Aquilatindas is sound (though choked by ancient roots), the southern flatlands are home to the Velenomyri, a vast stretch of marshy jungle whose waters are outright toxic to all but the hardiest of insects. This poison swamp is shunned by all, and has served as the main factor driving the population towards the coast to live off the sea.

In spite of the hardships imposed by Grigialfheim’s dank terrain, a handful of major population centers have still risen to the foreground amidst a horde of minor fishing villages. Most historically relevant to the development of the Fiorid state is Altosteinn, the hilltop citadel which once exerted significant authority over the region’s north. The dominant narrative of Prince Larus dei Fiori’s unification of Verdalfheim has him simply decide to settle down once his conquests are complete, but the occasional comprehensive history will concede to the reality of the situation: as conquerors are wont to do, he aspired for an even greater reach, striking eastwards in the hopes of subjugating what would eventually come to be regarded as Grigialfheim. He was stopped dead in his tracks by the Lady of Altosteinn, who crushed his armies so thoroughly that it sent him home and motivated the mechanized revolution which defined the eventually-triumphant Verdalf army led by Chancellor Eydis. Its political prominence has since been lost, but the long-memoried Verdalfr still took special care to occupy the fortress as the opening move of their terrestrial campaign.

Southwards along the coast lies Velafloa, the commercial hub of the Grigialfr. Though originally an unorganized conglomeration of traders drawn to the area’s bay, deeper naval trading ties with the people of southern Chonkia resulted in the establishment of a permanent city organized in the concentrically-circular fashion of its imported Verdalf architects. A similarly Verdalf-influenced site was constructed further south: a Citadel at the foot of the region’s Firmament Elevator. None can truly say why one of the great ring’s anchors was built here of all regions, but its position atop one of the highest hills of southern Grigialfheim ensures that the tower can be seen from virtually any other point in the region. As such, it became the focal point for numerous religions, drawing in a populace permanent enough to warrant the construction of a permanent site around its base, the Citadel of Cosmonal. Unlike the white stone of Verdalfheim’s architecture, the buildings of Grigialfheim utilize a local grey stone which is prone to the gathering of moss, giving its sites an ancient appearance in spite of their cosmopolitan roots.

Pescarygg
The vertical strip of land projecting southwards into the sea is known as the Pescarygg, a rocky crest which is almost completely uninhabited by the Grigialfr or Durats. Is crab- and gull-infested crags were donated in ancient times to the enigmatic Rybans, an aquatic folk who spurn contact with the surface world and pledge fealty to a great kingdom beneath the waves. Many Grigialfr, unaware of this ancient accord, have attempted to settle the island over the years, and every effort has ended in failure. Only one site, a lighthouse at the southern tip of the island, has been left unmolested, its mysterious Keeper responsible for saving a great many ships from running aground on the local shoals.

People

Grigialfr
Elvenkind has always held a significant presence on Sansar, though divided into numerous different ethnic groups. Compared to the average human, the average elf possesses more angular features and pointed ears; beyond this, the physical difference is minimal. Stereotypes about their long lifespans hold some degree of truth, for the average elf can stave off the ravages of aging for longer, but the end result is usually just an extra century of life. The Grigialfr, or “Grey Elves,” are the dominant elven ethnic group of the region that they lend their name to (deja vu? yes, the rest is different though). Their skin is rather ashy on average, with hair colors ranging from black to white. Many bear residual scars from childhood exposure to the region’s many endemic diseases, transmitted by mosquitoes and other pests that thrive in stagnant waters.

In spite of this troublesome environment, the region’s inhabitable stretches are still heavily populated by a great number of hardy folk who are more than happy to support those who are less fortunate than them. As this ethos would imply, Grigialf society is dominated by an assortment of communes which have been unable to produce a unifying figure. Historic attempts to achieve a higher level of organization are usually limited to a local region due to the difficulties of exerting authority over the entire jungle, a flaw which became glaringly obvious when the duty of defending Grigialfheim against Chancellor Eydis’ onslaught was foisted upon an unprepared elder, the respected First Fisherman of Velafloa, out of a misplaced reverence for seniority. Indeed, this is one of the few hierarchies the Grigialfr subscribe to throughout the entire region, as those who survive the epidemics the longest are sure to have accumulated the best knowledge. As such, the defense against the Fiorids was only truly effective in the guerrilla stage, though it was too little too late.

The garb and textiles of the Grigialfr are relatively mundane, the perilous conditions of their jungle requiring a more utilitarian approach which resulted in the regrettable displacement of traditional woven-leaf attire sometime in the seventh century. Instead they seek to do what they can to protect from toxic waters and the predation of insects, treading the fine line between covering as many vulnerable areas as possible and avoiding the pitfalls of overdressing in a hot and humid jungle. Overalls are the most common piece of attire, useful for work both on land and at sea, whether made of domestic materials or imported rubber from Verdalfheim. Leisure activities commonly emphasize physicality, leading to the proliferation of many informal sports.

Southern Durats
Forming a narrow majority in the city of Rattoheim and holding a minority presence throughout much of the region’s south, a sizable Durat population has lived within the bounds of Grigialfheim for over a thousand years. The primary point of schism with Burtzlund goes back to the construction of the Great Cathedral and its Megapod, viewed as an unnatural abomination for the artificiality of its consciousness based on two mutually exclusive fears: if its overall will remained unchanged then it would be a subjugator of Durat minds rather than a partnership, and if its overall will bent to the whims of its inductees it could too easily fall to malice. It is ultimately up for debate whether or not these fears were justified, but this initial schism prompted the most voluminous exodus of Durat Pods into Grigialfheim and would serve as the foundation for future waves of arrivals as sectarian relations normalized. Today Durat engineering crews serve crucial roles on ship crews or as village electricians, a welcome presence among the Grigialf majority.

Resources

Summary:
Resource: Ryban Fish (Meats and Animal Products)
Desired Import: Medicine and Drugs

Fluff:
It would take months to tally up the total number of fishing villages along the coastline of Grigialfheim, then several more years to tally the fishing vessels. From massive mechanized trawlers to personal canoes, every family has some amount of investment in the fishing business, with voyages stretching as far south as the shores of Dewlad. These bountiful reserves form the backbone of the region’s diet, while still maintaining enough of a reserve to export them in vast quantities. This stage is where the ‘Ryban’ label comes into play, as marketers attempt to tap into the mysterious nature of the oceanic Rybans to heighten the allure of their products by association. This is technically incorrect, as the fishfolk have nothing to do with these catches beyond (probably) eating from the same source, but the occasional accusations of fraud by sufficiently informed parties are met with a rhetorical retreat to it being a simple geographic descriptor; the ocean between Chonkia and Dewlad, after all, is called the Ryban, though packaging for these products is always conspicuously stamped with the cartoonish image of a limbed fish standing upright and wielding a spear.

Abundant food, however, is not enough to defend against disease. The mosquitos and parasites of the Velenomyri are constantly venturing outwards from their domain, spreading all manner of vile toxins among the populace. Hospitals, not temples, are the key fixture of villages in this blighted land, and what few medicinal herbs can be extracted from the cleaner portions of the jungle are consumed rapidly. There is no risk of an emergent humanitarian crisis in Grigialfheim, as it has been in the midst of one for as long as anyone can remember. Some external source of medicine- anything at all, even painkillers- would go a long way towards fixing the land.

Faith

Kinites - Majority
The prophet Kinus is an obscure figure dated to some point after the War of Eternal Bombardments who made a name for themself by meditating at the foot of the space elevator for years on end, supposedly without food or water (though certain preserved dialogues featuring them and their preexisting disciples imply that Kinus had a support network which would have kept them supplied). The elevator, rendered physically inert by the War, was compelled by their sheer force of will to assume a new role as the Thought Elevator, delivering new ideas of a higher plane into Kinus’ voracious mind. Once all was known, they rose and spoke the truth: “Suffering and abundance are both native to the world, let not one distract from the other.” This aphorism, for whatever reason, has become the mantra of the Kinites, an itinerant order descended from Kinus’ original disciples performing minor miracles of healing and feeding the needy along their meandering path. Thus the Kinites themselves have become the true objects of adoration and reverence, while the story of Kinus themself only holds weight as a contextualizing story. Still, the most popular shrine at Cosmonal is a statue to Kinus at the site where they meditated, just a couple yards outside the Space Elevator's once-functional doors.

Region 35: Lillalfheim

Geography

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Overview: Land’s End
Lillalfheim, sometimes styled as Dejanheim or South Verdalfheim by nationalists south or north of the border (respectively), fluctuates between a state of political unity and fragmentation over a course of centuries. Its geographical boundaries have been well-defined for millennia, as the peninsula is surrounded on three sides by the Ryban ocean and distinguished from Verdalfheim in the north by the Mezzavegg, the stretch of highland segregating the northern rainforests from the lands of the south.

Thanks to the peninsular nature of Lillalfheim, exposure to seaborne winds from so many fronts has resulted in the region being notably more temperate than its neighbors. Much of the region is still forested, but not so thoroughly that the entire landscape is choked by arboreal mass. The central plateaus can sport grasslands rich with the region’s iconic lilacs in some places, though the western coastline is dominated by a mountainous ridge (as with the west coast of Verdalfheim) which stretches all the way down to the peninsula’s tip. The one major exception to this rule is the river valley in which the city of Santa Dejan is nestled, the only major population center on the west coast.

The eastern lowlands, by contrast, are much more populous, sporting significant navigable river systems and a handful of major metropolitan areas. The cities of Lillalfheim are ordered in a circular fashion, as is the great hallmark of elven material culture, hewn from a cream-tinted limestone. Of the eastern cities, Dejanborg and Dejanstrond have been the most fractious members of Lillalfheim’s intermittent federative periods, each claiming to be the prime player in the region’s foundational mythos (see: Faith). Metanni is notable for having the center of its wheel-structure in the middle of a river, sprawling across both banks of its river with a series of lavish bridges stitching the metropolis together.

Mezzavegg
The highland border between Lillalfheim and Verdalfheim has long been contested ground, with a diverse array of warlords from both regions trying and failing to spread their influence to the other side. Nordvorn, Lillalfheim’s only true Citadel, was constructed in the 1500s by the era’s reigning federation behind the region’s northernmost river in order to serve as a redundant line of defense should any overambitious Verdalfr lords came calling. This center of military power was steadily able to project its control across the river and establish numerous fortifications along the Mezzavegg, creating such a daunting roadblock that the unitary campaigns of Larus dei Fiori did not dare strike southwards. Of course, in recent decades the region’s unity has broken down and Nordvorn was left without sufficient funds to secure their northern flank, a fatal mistake rendered abundantly apparent once the old foe’s grandson, Arni dei Fiori, arrived with an army of his own.

Sudberg
This island off the southern coast stands as the remnant of a bygone age, sparsely populated and yet home to countless sites of religious and historical importance. The Lillalfr mostly run small fishing hamlets and tourist traps along the northern and western coast, while the rest of the area is home to surprisingly peaceful and outgoing Rybans (see: People). The local architectural centerpiece, Pacehild, was a citadel built of sea rock in an ancient era to guard against the Ryban menace. The legendary saint Dejan later repurposed this icon of war into one of peace, erecting a great monument at its centerpiece depicting himself (sculpted in elven fashion, though it is unclear whether he was one) shaking hands with a Ryban. Seismic activity has weakened the structure’s foundations over the course of millenia, flooding much of the citadel, though the statue remains iconic to all sailors that ply these waters.

People

Lillalfr
Elvenkind has always held a significant presence on Sansar, though divided into numerous different ethnic groups. Compared to the average human, the average elf possesses more angular features and pointed ears; beyond this, the physical difference is minimal. Stereotypes about their long lifespans hold some degree of truth, for the average elf can stave off the ravages of aging for longer, but the end result is usually just an extra century of life. The Lillalfr, or “Lilac Elves,” are the dominant elven ethnic group of the region that they lend their name to (bedrock foundation is still the same as other writeups; the devil is always in the details). Their skin is typically bronzed and their hair can range in shade from orange to blue, usually allowed to grow long and tied back (or up) into buns. Their nickname comes from the lilac flowers that many will distill into clothing dye or weave into their hair buns.

The Lillalfr have always been a seafaring people, producing a long legacy of great explorers from their myriad coastal cities. These competing legacies have engendered strong regionalist tendencies, in which bombastic Mayors will compete over who can claim the most historical figures for themselves. None is so valuable as Dejan, the legendary Saint from deep within the annals of local mythohistory. He is said to have established the first regional federation, uniting the squabbling elven city-states against a grave threat from the oceanic depths. Dejan’s federation collapsed in the wake of his disappearance, but the sheer power of his legacy has been enough to motivate several resurrections throughout the ages, though each only tends to last a century or three at most. The Sixteenth Federation is the most recent, which operated under a council system in which the four major metropolises formed the security board, and in the years prior to the establishment of the Elect this board descended into chaos as a fight erupted between Dejanborg and Dejanstrond. This internecine conflict, ultimately, is what doomed the region to military defeat.

The most impressive pieces of Lillalf material culture are their sail ships, fashioned of orange wood and bearing great triangular lilac sails. Though rendered increasingly obsolete with each passing year, ships are still constructed in this fashion and used to ply the seas in their own modest way. Sails also form the backbone of many leisure activities, including hang-gliding and wind-surfing. Textiles are composed primarily of lilac-dyed cotton, while dietary staples include fish and rice. Family units are rigidly organized, a legacy of the now-atrophied militarism instilled by Dejan, and courtship consists of a series of highly-specific steps involving bouquets for each step of the way.

Land-Rybans
Though the mysterious Rybans, fishfolk grown to humanoid size while bearing spindly arms and legs, are a consistent disturbance along the coasts of southern Chonkia and northern Dewlad, Lillalfheim is unique in the extent to which they have influenced the local culture. They play a pivotal role in the region’s mythology, while an amphibious subset has come to live along the region’s more sparsely-populated stretches of coast. Their greatest population center is Sudberg, especially the half-sunken Citadel of Pacehild, whose inclusion in regional federations has been inconsistent through the ages. They may initially seem less culturally and technologically advanced than their elven cohabitants, sporting spears as their weapons of choice and residing in huts hewn from coral, but these rudimentary practices belie their firm prowess in battle. Their ‘spears’ have been augmented over time to fire deadly laser beams, while particularly mentally potent Rybans have mastered the arcane art of hydromancy. However, owing to their shared reverence for Dejan, the two peoples have little reason to come into active conflict.

Resources

Summary:
Resource: Dejan Mustard (Spices)
Desired Import: Industrial Machinery

Fluff:
In addition to the bounty of the sea, Lillalfheim’s lowlands and plateaus support a wide range of agriculture, with fields of cotton and rice rising up from the midst of wild-growing lilacs. It’s highly peculiar, then, that the region’s largest export franchise is a mere condiment. Dejan Mustard is a branding miracle, as the successful synergy of the Saint’s name with the corporate product turned it into an overnight staple of Lillalf cuisine. Large surpluses are informally shipped to restaurants across Sansar, the packaging’s trademark lightning bolt insignia known far and wide, though the corporation that manages production eagerly seeks out proper foreign investment.

An unfortunate byproduct of Lillalfheim’s ancient seafaring traditions is the parallel age of their dockyards. Suggesting wholesale demolition of a pier famed for half a dozen different legendary voyages is a form of political suicide, a lesson learned the hard way by a Mayor of Santa Dejan who once attempted to demolish the Sealion’s Jetty to make room for larger craft. If the ports can’t be replaced then they might as well be upgraded, but the region’s civic authorities lack the resources to install modern cranes and unloading equipment. The acquisition of such heavy machinery would go a long way towards reconciling the foundations of the past with the structures of the present.

Faith

The Epic of Dejan
Though not given religious reverence by all Lillalfr, the Epic of Dejan is their foundational cultural myth, detailing his involvement in the formation of the First Federation and a war with the enigmatic Deep King of the ancient Rybans. Though the historiographic standing of this narrative is shaky, its resonance is enough for Dejan to be regarded as the region’s patron saint. Below is a summary of the esoteric tale, the intricacies of which have been hotly debated for thousands of years.

It is said that he appeared one day in a thunderstorm, zapping into being fully-formed but charred and infirm. His first disciple, a woman named Elva, took him into her home and nursed him back to health, but he spurned her romantic advances and instead set his sites to the world around him. In those days, Lillalfheim feared the fishfolk scourge above all else, subject to constant raids at the behest of their ever-covetous Deep King. Acting first from selfish ambition, Dejan spoke of the terrifying threat and insisted that the elves fall in line behind him, ambition hidden behind a mask of fear. But fearful followers were ill fortune on the shores of battle, from whence they fled when the Deep King himself rode into the warlord’s camp upon a wave of bloodied seafoam. Elva then sacrificed herself to save Dejan, placing herself between the warlord and the Deep King’s blade. He did not adore her as she adored him, but still mourned the loss of his first ally.

Acting now from righteous anger, Dejan set about gathering a force by appealing to courage instead of fear. One by one the Lillalfr bowed to his will, enthroning him as the only monarch that Lillalfheim would ever know, as he trained his subjects to stand strong in the face of danger. The second time he went to the shore, he called the Deep King out with a great horn of coral. When his monstrous rival rose to the challenge, he brought his piscine horde with him, and Dejan saw in their bulbous eyes the same fear that had consumed his first militia. Terror was the way of the Deep King, inflicted upon all behind and before him, so Dejan challenged him to single combat so that the rest of the army might be spared. The waves themselves conspired to be the warlord’s end, thrashing and reeling with a fury twice as potent as the boundless sort which poured from the Deep King, but in the end Dejan stood triumphant over his rival.

Now Dejan leveled a finger against the Deep King. "I know you, foe, thou of Rieba born, and condemn you to resume my place. Your hunger shall be without end, your line even more so. You shall inherit a land rich in a wealth which your offspring will not understand, their vision confined to the pain of loss as it is stolen away. Two of your descendants shall bear reigns of glory, one to end in ash and one to end in blood, and then the rest shall be nothing. Pawns in a game which they once ruled, as is your fate now. Begone." The bolt was swift, its judgment final; a smoldering stain remained where the Deep King had stood, and the other scions of Reiba knelt in awe afore the new King. Thus was peace made between the Lillalfr and Riebans, Dejan enthroned above all. Thus did the master of war become also the master of peace.

Dejan was the first to bestow this name upon the oceanic fishfolk, ‘Rieban’ shifting to ‘Ryban’ on elven tongues in the centuries after he vanished. With two armies at his back, Dejan could have been master of the world, but demurred in contemplation for five full years. When he called his generals to him to deliver his commandments, a lightning bolt struck the tent from a cloudless sky; Dejan was gone, the mysteries of his nature unsolved to this day. Still, in awe of his story and the unity he fostered between the Lillalfr and Rybans, Dejan is universally regarded as a Saint and thus his name is said to lend power to those who wield it.

Thunderbolt Ascension - PluralityThe creed of Thunderbolt Ascension represents a religionization of Dejan’s tale, understanding the miracle of the tent to have been Dejan’s moment of apotheosis. A mystery cult sprung up in its wake seeking to replicate the conditions of his ascent, which has steadily grown over the centuries to become the most relevant religious force in Lillalfheim. It falls short of total dominance because many Lillalfr find it distasteful to attempt to become equal to the vaunted Saint, but it still enjoys a healthy rate of growth on account of their community-oriented militia training sessions. The so-called ‘Son of Dejan’ who pushed through the council’s gridlock to stand against the Fiorid advance was one such adherent, though when the time came to show his mettle he proved unworthy of his chosen title.

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