The Icy Domain of Avalheim: Difference between revisions

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{| class="wikitable" style="float:right; margin-left: 10px;"
{| class="wikitable" style="float:right; margin-left: 10px;"
| colspan="2" |[[File:Avalheim.png|center|frameless|359x359px]]
| colspan="2" |[[File:Avalheim Logo.png|center|frameless|478x478px]]
|-
|-
|'''Location'''
|'''Location'''
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|-
|-
|'''Primary Religions'''
|'''Primary Religions'''
|Non-Denominational
|[[Northern Spirit Court]]
|-
|-
|'''Political System'''
|'''Political System'''
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|-
|-
|'''Current Advisors'''
|'''Current Advisors'''
|Roseshade
|Astro Roseshade
Daeris
Nazca Savith


Xilthendrirrin
Lu Ayame
 
Open Spot
|}
|}


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=== Geography ===
=== Geography ===
The nation of Avalheim resides in the cold northwestern region of Eden, on the the wyrm isles. Surrounding the nation is the frigid glass sea, the rough mountains, and the white forests of the wyrm isle. The Town can be found next to the coast of the eastern wyrm isles.
The nation of Avalheim resides in the cold northwestern region of Eden, on the the wyrm isles. Surrounding the nation is the frigid glass sea, the rough mountains, and the white forests of the wyrm isle. The Town can be found next to the coast of the eastern wyrm isles. Through In Recent years, they have also taken over the Siren Islands down south.


=== Demographic ===
=== Demographic ===
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=== Marriage & Births ===
=== Marriage & Births ===
Marriages in Avalheim are joyous occasions that are celebrated greatly. Weddings will usually occur outside the great hall under the arcing gate, known as the gates of heaven. A priest will usually officiate the wedding. After which, all the people of Avalheim will come together for a grand feast to celebrate the newly wedded couple. Later on, when the couple is ready, a child is born.  
The sanctity of marriage unfolds in a manner that may appear distinctive to some, yet profoundly resonates with the echoes of traditional unions. While the exchange of vows is reminiscent of the time-honored act of placing a ring on a loved one's finger, the symbolism extends beyond mere metallic circles. A necklace, laden with significance, can serve as a token of commitment, though the ring remains the prevailing symbol in most unions.
 
Marriages aren't shackled by the somber pledge of 'till death do us part,' but rather, they endure until the gods themselves choose to gently pry the union apart, allowing the drifting currents of fate to guide the erstwhile partners on separate journeys. This unique perspective on the longevity of unions lends an air of fluidity to the concept, where divorce, while not excessively prevalent, is acknowledged as a part of the mortal experience.
 
Ceremonies uniting hearts are often conducted in the hallowed proximity of a shrine, seeking the divine blessings of the gods to sanctify the union. Occasionally, couples choose to exchange their vows beneath a replica of the gates to Aeternus, the celestial city of the gods, further enhancing the spiritual gravity of their commitment.


When a child is born in Avalheim, a ceremony is held for them, in which one of the five council members or a priest will slit the hands of the mother and father of the child with a ceremonial knife and use said blood to draw one of 3 marks, namely the mark of the brave, fertile, and hunt, each one symbolizing a different thing. If the child does not have parents, i.e., the father died before birth, and the mother died during, then one of the high council members will use their blood for the child's ceremony.
When a child is born in Avalheim, normally a small ceremony is held where the high priest or anyone higher up in the ranks will slit the hands of the mother and father of the child with a ceremonial knife and use said blood to draw one of 3 marks, namely the mark of the brave, fertile, and hunt, each one symbolizing a different thing. If the child does not have parents, i.e., the father died before birth, and the mother died during, then one of the advisors or the high priest will use their blood for the child's ceremony.


=== Funerals ===  
=== Funerals ===  
Funerals are solemn events in Avalheim. The citizens of Avalheim often send off the fallen on wooden boats, pushing them out to sea with their dearest belongings. One of the deceased's family members will say a few words about the deceased, talking about their life and legacy. They will then shoot a flaming arrow at the boat, and the rest of the deceased's family will follow suit, setting the boat ablaze and sending the deceased off in a glorious blaze to respect and honor their lives. If the deceased had no family, the high council or a close friend of the deceased will talk about the deceased and commence the firing of arrows and will be followed by friends of the deceased and citizens of Avalheim.
Funerals transcend the conventional, creating a uniquely poignant event seldom witnessed elsewhere. The tradition deviates from the common practice of burial into the earth, prevailing in many other realms. Here, the belief holds that one carries into the afterlife the possessions interred alongside them unless fate intervenes in the form of theft. Consequently, the prevailing and most cherished method of bidding farewell is the ceremonial send-off on a wooden boat, laden with cherished belongings, set ablaze to traverse the eternal waters.


This solemn ritual is often presided over by a revered priest. The act of guiding the departed into the embrace of the gods is seen as a sacred duty, undertaken with utmost reverence and spiritual significance.


== Festivals and Celebrations ==
However, the incendiary voyage is merely one facet of the diverse funeral customs. Across time, some have chosen to create burial chambers, where individuals are gradually interred alongside their most treasured possessions. These chambers, akin to sacred vaults, are crafted in the hope that their contents remain undisturbed until the conclusion of time.
*'''Day of The Wolves'''
:: A day where the settlement holds a grand and joyous party throughout the day, then at night, they leave meat outside the settlement for the wolves to come and feast.


*'''Day of Light'''
In both the flaming boat and the silent chambers, the departure of a soul from the mortal realm is an occasion wrapped in layers of spiritual significance, a tapestry woven with threads of tradition, respect, and the enduring connection between the departed and the divine.
:: On the darkest day of the year, the settlement will gather around the dock together. They then make tiny wooden carved ships and send them to sea with a lit candle to pray for better days.


*'''Day of the Founding'''
== Festivals and Celebrations ==
:: A Day to celebrate the founding of Avalheim. The doors of the grand hall become open to all, and a grand party is held, with a grand feast, music, dancing, and other joyous festivities.
*'''Sun Haven Festival'''
 
:: A festival that is held in Sunscape on the festival island to celebrate the end of winter and start of the summer soon to come. This festival is held often in Lilith's Veil.
*'''Festival of Life'''
:: A festival where the citizens of Avalheim come together, decorate the settlement, and sell specialty items. The whole day is based around being kind and nice and coming together by helping each other out


*'''Day of The Fallen'''
*'''Day of The Fallen'''
:: A day to celebrate the lives of past friends and family. The citizens of Avalheim meet up at the docks to mourn the dead, wish them safe travels through the gates of 'Heaven', and make sure our elders are loved.
:: A small ceremony is held whenever someone dies and people will gather on the docks sending the deceased away on a boat and sits it ablaze


*'''Festival of The Moon'''
*'''Festival of The Moon'''
:: As the year ends, all the people of Avalheim will gather in the middle of the town wishing for a better year to come. During this day, everyone will fast and then come together after midnight for a grand feast to celebrate the new year
:: As the year ends (OOC), all the people of Avalheim will gather in the middle of the town wishing for a better year to come. During this day, everyone will fast and then come together after midnight for a grand feast to celebrate the new year
 
*'''Day of Strength'''
:: The citizens of Avalheim gather around a fire and tell each other tales of their feats of strength. Afterward, they put on festive shows of how they believe their ancestors took down creatures like dragons. During this day, everyone makes wooden carvings of dragons and wolves


*'''Coming of Age Ceremony'''
*'''Coming of Age Ceremony'''
:: whenever a child in Avalheim turns 16, they must go through a trial to prove themselves as adults. The child has to prove they can survive outside the settlement for three days and return home on their own. If the child is incapable of taking on this trail for some reason, they are permitted to take on a more tame trail, in which they will be taken out on a fishing trip with the anglers and catch a big fish!
:: whenever a child in Avalheim turns 16, the family often holds a small Party with their family members to celebrate the path from Childhood to adult hood has officially started.


== Society ==
== Society ==
'''Social Hierarchy'''
'''Social Hierarchy'''
: Chieftess/Chieftain  
: Chieftess/Chieftain
:: Advisors
:: Advisors | The Roseshade Family 
::: Pack Leader
::: Pack Leader
:::: Army
:::: Founders
:::: Medics
::::: Army
:::: Priests
::::: Medics
::::: Common workers (i.e., hunters & anglers)
::::: Priests
:::::: Normal citizens
:::::: Common workers (i.e., hunters & anglers)
::::::: Outsiders
::::::: Normal citizens
:::::::: Outsiders
::::::::: Forsaken (Banished People)
            
            
=== Political system ===
=== Political system ===
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=== The Law ===
=== The Law ===
The laws of Avalheim and simple yet strict. All citizens are expected to follow these rules or face appropriate punishment. The rules are as follows
The laws of Avalheim and simple yet strict. All citizens are expected to follow these rules or face appropriate punishment. The rules are as follows
: Do not commit murder
: Do not steal from your fellow citizens
: Do not cause harm to your fellow citizens without a valid reason
: Do not kill wolves unless necessary
: Do not abuse fellow citizens or animals
: Do not cause unnecessary harm to the land
: Do not commit acts of hatred towards fellow citizens
Breaking these rules will cause one to be taken on trial before the high council, where an appropriate punishment will be decided, ranging from simple imprisonment to banishment or death.


== Religion & Beliefs ==
imprisonment rules
The settlement of Avalheim has no single religion, but the ancient form of Feaeism and the ways of Nature is the main one inside the village. However, all citizens have a certain freedom as to practice their own religion. The citizens of Avalheim believe in myths and animals and associate parts of the body, mind, and soul with them. But the Spirit plays an important role as the animals and nature are important to the citizens of Avalheim. Spirits give them wisdom, knowledge, and words of advice, as well as bless them and their choices.
: Everyone is innocent until proven guilty and imprisonment for their 'safety'


'''The Wolf'''
Citizen rules
: The wolf signifies life, fertility, and camaraderie; as such, they idolize and treat them with respect. Killing a wolf out of hatred or malice is considered taboo among them, as Wolves have always been a part of their town and are seen as creatures that have always protected them.
: Do not steal from your fellow citizens
: Do not cause harm to your fellow citizens without a valid reason
: Do not abuse fellow citizens or animals
: Do not commit acts of hatred towards fellow citizens


'''The Dragon'''
Universal rules
: The dragon often symbolizes death and chaos. They are seen as creatures of pure destruction that fly over towns destroying everything and burning families alive but are still treated with respect as they are seen as the pinnacle of strength.
: Do not commit murder
: Do not steal
: Do not kill wolves unless necessary
: Do not abuse the animals
: Do not cause unnecessary harm to the land
: Do not disrespect the guards or leadership
: Do not disturb the dragon nor harm it this is punishable by death  
: Do not enter the south island of the wyrm isles. This is scared and holy grounds to the people and meant to be left alone. If found there this can be punishable


'''The Crow'''
Hunting rules
: The crow is often associated with greed and unhappiness. They are known for stealing everything valuable and are seen around unhappy people. Seeing a flock of crows is often seen as a bad omen of misfortune or bad luck. Unwelcome Outsiders are often referred to as crows by the citizens of Avalheim.
: If you so desire to hunt on Avalheim ground you will need permission from a higherup
: Hunting the wildlife do not mean you can do as you please through. You will not be allowed to hunt at the holy grounds at all. Not are you allowed to hunt multiple animals after each other. The animals have to have time to repopulate as its hard enough for them to live out here.
Breaking these rules will cause one to be taken on trial before the town or higherups, where an appropriate punishment will be decided, ranging from simple imprisonment to banishment or death.


'''The Fish'''
== Religion & Beliefs ==
: The fish is often associated with manipulation and intelligence. They are known for leading fishers astray while out at sea. As such, the citizens of Avalheim often capture and eat fish as they believe them to increase one's intelligence.
[[Northern Spirit Court]]
 
'''The Fox'''
: The fox is often associated with guile and deception. The people of Avalheim often associate liars and sly people with foxes.
 
'''The Bear'''
: The bear is often associated with strength and bravery. They are seen as symbols of strength. The citizens of Avalheim take pride in hunting bears as they are seen as worthy foes. They often hunted to prove their strength.
 
'''The Phoenix'''
: The phoenix is often associated with rebirth, joy, and luck. They believe that spotting this rare bird is a good omen and is a sign of great luck and joy in one's future.
 
'''The Bird'''
: The bird is often associated with freedom and sustainability. They are known for flying in the sky happy and free. Birds also resent crows, and as such the citizens are often called birds because they resent the crows, the outsiders. Being called a bird means you are a free citizen and you can sustain yourself in the harsh environment.
 
'''The Owl'''
: The owl is often associated with wisdom and the magical. The owls are wise beings of high intellect, and the people highly respect them. An owl is believed to have magical abilities and a great amount of knowledge. Mages are called wings, being associated with the owl.


'''The Elk'''
In the land of Avalheim, a distinct and unconventional belief system emerges one that diverges sharply from the conventional pantheon of gods like 'The Father,' 'The Son,' 'The Mother,' and 'The Daughter.' Here, the core of spirituality intertwines with the natural world, revering the spirits that reside within it and, most notably, the goddess of nature and the hunt, known as Valka.
: The elk is often associated with love, passion and healing. Elks are beings that love to stay together in pacts and show love and care for all, even outsiders. An elk is believed to have the ability to heal and take care of their friends, but also those they do not know. Medics are called antlers, being associated with the elk.


'''The Spirit'''
Valka, the goddess of Nature, Hunt and Gods, is a complex and enigmatic deity who embodies the delicate balance of life and death in the world. She is known for her ability to both bless and challenge the people. Valka's appearance in Avalheim's depictions varies, sometimes manifesting as a strikingly beautiful woman covered with nature and plants and at other times as a powerful dire wolf adorned with moss and vines.
: The spirit is associated with faith, honour, and the will to do good. They are known for appearing to people, and offering words of advise and wisdom. A priest in Avalheim is called a spirit because they speak the spirit's words of wisdom and tell their advise and will to the citizens. If a spirit appears for you, it is commonly believed you are blessed.


== Military ==
== Military ==
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=== Origins of Avalheim: A Tale of Hope and Unity ===
=== Origins of Avalheim: A Tale of Hope and Unity ===


Avalheim's humble beginnings paint a vivid portrait of a young settlement brimming with ambition and resilience. Founded by a diverse group of eight individuals driven by a shared vision, their quest was to forge a sanctuary where they could rebuild their lives from scratch. Among these pioneers was Lily Roseshade, who, having endured the torment of memory loss, sought solace in creating a fresh start for herself. Standing steadfastly beside her was her elder brother, Astrophel Roseshade. As fate would have it, Ellisar Vennanor-Vend and Raimraid Daeris crossed paths with the siblings, each carrying their own aspirations. United by a common purpose, the four intrepid souls embarked on a journey across Eden, scouring its vast landscapes for a suitable abode. Along their odyssey, they encountered kindred spirits whose dreams resonated with their own. Gunmar Einmana, Fardan Xilthendrirrin, Zolphar Vendove, and Cecilia Petrichor, driven by similar desires, joined forces, expanding the group to a formidable eight.
Avalheim's humble beginnings started in 1530 and paint a vivid portrait of a young settlement brimming with ambition and resilience. Founded by a diverse group of eight individuals driven by a shared vision, their quest was to forge a sanctuary where they could rebuild their lives from scratch. Among these pioneers was Lily Roseshade, who, having endured the torment of memory loss, sought solace in creating a fresh start for herself. Standing steadfastly beside her was her elder brother, Astrophel Roseshade. As fate would have it, Ellisar Vennanor-Vend and Raimraid Daeris crossed paths with the siblings, each carrying their own aspirations. United by a common purpose, the four intrepid souls embarked on a journey across Eden, scouring its vast landscapes for a suitable abode. Along their odyssey, they encountered kindred spirits whose dreams resonated with their own. Gunmar Einmana, Fardan Xilthendrirrin, Zolphar Vendove, and Cecilia Petrichor, driven by similar desires, joined forces, expanding the group to a formidable eight.




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=== From Settlers to Nation-Builders: A Journey of Independence ===
=== From Settlers to Nation-Builders: A Journey of Independence ===


In the early days of 1530, Avalheim encountered a minor discord with Reavendrecht, for the latter yearned to exploit the precious metals concealed beneath Avalheim's soil. Firm in their resolve to retain their independence, Lily Roseshade and the council rebuffed Reavendrecht's proposition, opting instead to form an alliance with Hadriana—a pact forged on the pillars of protection and friendship.
In the early days of 1530, Avalheim encountered a minor disagreement with Reavendrecht, for the latter yearned to exploit the precious metals concealed beneath Avalheim's soil. Firm in their resolve to retain their independence, Lily Roseshade and the council refused Reavendrecht's proposition, opting instead to form an alliance with Hadriana—a pact forged on the pillars of protection and friendship.
 




The passage of time witnessed Avalheim's remarkable growth, both in population and political stature. Evolving from a quaint seaside village to a resolute town encompassed by protective ramparts, the town's expansion mirrored its ambitions, marking its transition from a mere settlement to the sovereign nation it aspired to be.
The passage of time witnessed Avalheim's remarkable growth, both in population and political structure. Evolving from a quaint seaside village to a resolute town encompassed by protective ramparts, the town's expansion mirrored its ambitions, marking its transition from a mere settlement to the start of a new nation.




In the face of complex political challenges, Avalheim took a bold step forward, disbanding its council and uniting under a single leader. Lily Roseshade, the trailblazing founder, assumed the mantle of chieftess, while retaining the invaluable wisdom of the former council members as trusted advisors, ensuring their voices continued to shape Avalheim's destiny. As the pages turned to the late months of 1530, Avalheim embarked on a momentous undertaking—the excavation of the island's soil, unearthing a trove of precious dark steel, known only to the select few. Keen to maintain the element of surprise and employ it as a potent bargaining chip, Avalheim chose to safeguard this knowledge as a closely guarded secret.
 
In the face of complex political challenges, Avalheim took a bold step forward, disbanding its council and uniting under a single leader. Lily Roseshade, the main founder, assumed the mantle of chieftess, while retaining the invaluable wisdom of the former council members as trusted advisors, ensuring their voices continued to shape Avalheim's destiny. As the pages turned to the late months of 1530, Avalheim embarked on a momentous undertaking—the excavation of the island's soil, unearthing a trove of precious dark steel, known only to the select few. Keen to maintain the element of surprise and employ it as a potent bargaining chip, Avalheim chose to safeguard this knowledge as a closely guarded secret.




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In their quest for prosperity and security, Avalheim defied limitations, expanding their horizons both geographically and philosophically. Guided by their unyielding spirit and a commitment to progress, they continued to shape their destiny, navigating the currents of change with steadfast determination.
In their quest for prosperity and security, Avalheim defied limitations, expanding their horizons both geographically and philosophically. Guided by their unyielding spirit and a commitment to progress, they continued to shape their destiny, navigating the currents of change with steadfast determination.
=== A New Era Dawns in Avalheim: Rebirth and Renewal ===
For what felt like an eternity, Avalheim had languished in a state of eerie quietude, marked by struggles that had left the town frozen in time. The year 1537 proved to be the turning point, a momentous chapter in the town's history, where transformation and renewal took center stage. This renaissance was not simply the work of builders and artisans; it was a labor of love, spearheaded by the entire town.
As the first rays of hope pierced through the cold, still air, Avalheim began to rise from the ashes of its dormant past. The town underwent a remarkable renaissance, a full-scale rebuild that breathed life back into its very soul. With every beam raised, every log laid, and every street revitalized, Avalheim's heartbeat grew stronger, echoing the collective determination of its inhabitants.
During this pivotal time, a new crest was unveiled, a symbol of Avalheim's reawakening. These crests, unique to each town and district, signified the closing of a chapter that had long felt cold and lifeless. It marked the end of an era in which Avalheim had been shrouded in silence and uncertainty.
But this was not merely the end; it was a new beginning—a genesis of something profound and magnificent. The town had cast off the chains of its past, embracing the promise of a brighter future. Avalheim once again unfurled its welcoming arms to the world, ready to share the beauty and vitality that had been lovingly restored.
The transformation was more than just physical; it was a revival of spirit, a rekindling of community bonds, and a reaffirmation of the town's enduring resilience. With each passing day, Avalheim's streets bustled with activity, as neighbors reconnected, friendships were rekindled, and a renewed sense of purpose filled the air.
As Avalheim embarked on this journey of rediscovery, its people came together as a testament to their unwavering spirit. Lily Roseshade, a beacon of leadership and determination, stood at the forefront, guiding and inspiring every step of the way.
The dawn of this new era signaled not only the resurgence of Avalheim but also the birth of something greater. It beckoned to all, inviting them to be part of this extraordinary revival, to witness the town's magnificent transformation, and to contribute to a future filled with promise and hope.
Avalheim had awakened from its slumber, and its resounding call echoed far and wide. Along with this the religion of Avalheim also slowy solidified and fine polished ‘The Northern Spirit Court’
[[Category:Defunct Nations]]

Latest revision as of 21:31, 12 November 2023

Avalheim Logo.png
Location Northwestern Eden
Races Mixed
Primary Religions Northern Spirit Court
Political System Monarch
Current Leader Lily Roseshade
Current Advisors Astro Roseshade

Nazca Savith

Lu Ayame

Open Spot

Introduction

On the coasts of wyrm isles, next to the frigid glass sea, resides the nation of Avalheim, a peaceful and cozy home to many races. A paradise of peace and prosperity was founded by a group of adventurous travelers who sought a new home for themselves and others. The nation is a haven without prejudice, where all races are welcome. From the earthborn dwarves to the many elves and humans, all who harbor thoughts of peace and friendship are welcome within the homes of Avalheim. But to those who harbor ill feelings or seek to harm the people of Avalheim, A grim and dark fate awaits them at the jaws of the wolves of Avalheim…

Geography

The nation of Avalheim resides in the cold northwestern region of Eden, on the the wyrm isles. Surrounding the nation is the frigid glass sea, the rough mountains, and the white forests of the wyrm isle. The Town can be found next to the coast of the eastern wyrm isles. Through In Recent years, they have also taken over the Siren Islands down south.

Demographic

Avalheim is a rather accepting and open place, home to many races. Avalheim's demographic mostly consists of dwarves, wood elves, high elves, humans, and orcs, although Avalheim is a welcoming settlement and is open to all races.

Culture

Apparel

Despite various races with many differences, the people of Avalheim have developed a common trend in apparel. The harsh climate of the mountains and forests of the wyrm isles that Avalheim resides on has made the citizens favor thick or layered clothing made out of many different materials such as fur, leather, and wool. Their clothing comes in many colors, typically dyed brown, grey, black, white, red, or blue. While traveling through the snowy regions/mountains of the wyrm isles, the citizens of Avalheim are often seen wearing hoods or capes of thick fur from creatures such as bears over their heads as protection from the cold snow as well as to hide their identity.

When traveling through the warmer regions of the Wyrm isles, such as the forests, the citizens of Avalheim tend to wear more loose-fitting clothes or thinner clothing, such as flannel shirts. Most leather clothing and armor made by the citizens of Avalheim have intricate patterns and designs. Some depict images, while others are simple patterns. Alongside their leather, the citizens or Avalheim often boast chainmail armor while out hunting. They often sandwich this chainmail armor with two layers of clothing to prevent the metals from getting cold and causing frostbite on the skin.

Arts

The people of Avalheim are quite artistic people who enjoy arts and crafts. They are adept in many kinds of art thanks to the various races residing in Avalheim. The Most common forms of art found in Avalheim are woodcrafts, metalcrafts, mural paintings, and applied arts. Many citizens enjoy carving wood and making small statues or other figures, most commonly wolves. It has even become a tradition to carve wooden wolf figures during festivals such as the day of strength. They are also known for their metalcrafts and enjoy creating small items such as brooches and pendants.

Another art commonly found in Avalheim is painting, specifically mural painting. Many different arts and images can be seen painted on the walls and roofs of places in Avalheim. Most of these paintings depict legends and tales, as well as the battles and stories of Avalheim. The citizens of Avalheim also enjoy decorating objects such as armor, weapons, homes, and more with various designs depicting many things, such as abstract animals and people & intricate interweaving patterns.

Architecture

The buildings and houses in Avalheim are usually built using available resources. As such, the main body of the buildings is built primarily out of wood and sometimes stones, and the roofs are made of materials such as wood, hay, wool, etc. The houses often resemble large wooden cabins with curved or slanted roofs. This structure allowed the buildings to keep warmth inside and to become cozy. Larger buildings, such as the main hall, are usually built out of stronger resources, sometimes stones or against a large solid ruin, to become more sturdy and strong.

Food & Beverage

The people of Avalheim boast a splendor of foods and beverages. They are most well known for their powerful beer brews, which are known for getting the strongest drinkers drunk! The people of Avalheim often hunt a lot and boast various kinds of meats, from rabbit to mutton, and even exotic meats such as bears! During the summertime, the citizens of Avalheim plant and harvest many crops, vegetables, and berries, such as potatoes and hay. The people of Avalheim tend to create various delicious dishes using these meats and vegetables that boast exquisite tastes and go quite well with their beer.

Marriage & Births

The sanctity of marriage unfolds in a manner that may appear distinctive to some, yet profoundly resonates with the echoes of traditional unions. While the exchange of vows is reminiscent of the time-honored act of placing a ring on a loved one's finger, the symbolism extends beyond mere metallic circles. A necklace, laden with significance, can serve as a token of commitment, though the ring remains the prevailing symbol in most unions.

Marriages aren't shackled by the somber pledge of 'till death do us part,' but rather, they endure until the gods themselves choose to gently pry the union apart, allowing the drifting currents of fate to guide the erstwhile partners on separate journeys. This unique perspective on the longevity of unions lends an air of fluidity to the concept, where divorce, while not excessively prevalent, is acknowledged as a part of the mortal experience.

Ceremonies uniting hearts are often conducted in the hallowed proximity of a shrine, seeking the divine blessings of the gods to sanctify the union. Occasionally, couples choose to exchange their vows beneath a replica of the gates to Aeternus, the celestial city of the gods, further enhancing the spiritual gravity of their commitment.

When a child is born in Avalheim, normally a small ceremony is held where the high priest or anyone higher up in the ranks will slit the hands of the mother and father of the child with a ceremonial knife and use said blood to draw one of 3 marks, namely the mark of the brave, fertile, and hunt, each one symbolizing a different thing. If the child does not have parents, i.e., the father died before birth, and the mother died during, then one of the advisors or the high priest will use their blood for the child's ceremony.

Funerals

Funerals transcend the conventional, creating a uniquely poignant event seldom witnessed elsewhere. The tradition deviates from the common practice of burial into the earth, prevailing in many other realms. Here, the belief holds that one carries into the afterlife the possessions interred alongside them unless fate intervenes in the form of theft. Consequently, the prevailing and most cherished method of bidding farewell is the ceremonial send-off on a wooden boat, laden with cherished belongings, set ablaze to traverse the eternal waters.

This solemn ritual is often presided over by a revered priest. The act of guiding the departed into the embrace of the gods is seen as a sacred duty, undertaken with utmost reverence and spiritual significance.

However, the incendiary voyage is merely one facet of the diverse funeral customs. Across time, some have chosen to create burial chambers, where individuals are gradually interred alongside their most treasured possessions. These chambers, akin to sacred vaults, are crafted in the hope that their contents remain undisturbed until the conclusion of time.

In both the flaming boat and the silent chambers, the departure of a soul from the mortal realm is an occasion wrapped in layers of spiritual significance, a tapestry woven with threads of tradition, respect, and the enduring connection between the departed and the divine.

Festivals and Celebrations

  • Sun Haven Festival
A festival that is held in Sunscape on the festival island to celebrate the end of winter and start of the summer soon to come. This festival is held often in Lilith's Veil.
  • Day of The Fallen
A small ceremony is held whenever someone dies and people will gather on the docks sending the deceased away on a boat and sits it ablaze
  • Festival of The Moon
As the year ends (OOC), all the people of Avalheim will gather in the middle of the town wishing for a better year to come. During this day, everyone will fast and then come together after midnight for a grand feast to celebrate the new year
  • Coming of Age Ceremony
whenever a child in Avalheim turns 16, the family often holds a small Party with their family members to celebrate the path from Childhood to adult hood has officially started.

Society

Social Hierarchy

Chieftess/Chieftain
Advisors | The Roseshade Family
Pack Leader
Founders
Army
Medics
Priests
Common workers (i.e., hunters & anglers)
Normal citizens
Outsiders
Forsaken (Banished People)

Political system

The political system of Avalheim was one that greatly differs from that of other nations and settlements. Rather than having a single leader, Avalheim had a high council of 5 people who make major decisions for the nation through votes. Through after troubles and voting, the system got changed. Nowdays Avalheim is ruled by 1 leader with 4 advisors, still through voting for the most part but the Chieftess/Chieftain also has the power to deny a vote and rule out what they feel is most fair. The Bloodline for leadership in the futuer is the 'Roseshade' Bloodline. Advisors are picked by the leader or people through vote or choice if they really needed.

Economy

Regarding imports, the people of Avalheim are rather independent and don't rely on imports, as they prefer to provide for themselves but tend to get goods they can't get on their land. Instead, the people of Avalheim are good exporters of various goods. They export various goods to neighboring nations to promote good relationships with them. These goods include their strong and flavorful beers, various types of meats, and the weapons and gear they produce, such as axes and leather armor.

Avalheim has many common jobs one can take up while living there, all of which help provide for the citizens and the settlement itself. Some of these jobs include: Hunters, the people who head out into the wild in search of game and wild meat. Then, along comes the farmers who plant, tend to, and harvest crops. Lastly, fishers are the people who set out to sea and catch fish. All these providers are responsible for feeding the citizens.

When it comes to creating tangible goods, there are three types of common jobs. The blacksmiths forge weapons and metal armor like chainmail and swords. The leatherworkers are adept at their trade, crafting all their gear, armor, and clothing out of leather and then engrave patterns onto them. Lastly, the craftspeople specialize in the rest of the materials. They use wood, cloth, and so on to create various tools, jewelry, furniture, and more. All these hard workers are protected by the common soldiers, the brave warriors who dedicate themselves to protecting Avalheim.

The Law

The laws of Avalheim and simple yet strict. All citizens are expected to follow these rules or face appropriate punishment. The rules are as follows

imprisonment rules

Everyone is innocent until proven guilty and imprisonment for their 'safety'

Citizen rules

Do not steal from your fellow citizens
Do not cause harm to your fellow citizens without a valid reason
Do not abuse fellow citizens or animals
Do not commit acts of hatred towards fellow citizens

Universal rules

Do not commit murder
Do not steal
Do not kill wolves unless necessary
Do not abuse the animals
Do not cause unnecessary harm to the land
Do not disrespect the guards or leadership
Do not disturb the dragon nor harm it this is punishable by death
Do not enter the south island of the wyrm isles. This is scared and holy grounds to the people and meant to be left alone. If found there this can be punishable

Hunting rules

If you so desire to hunt on Avalheim ground you will need permission from a higherup
Hunting the wildlife do not mean you can do as you please through. You will not be allowed to hunt at the holy grounds at all. Not are you allowed to hunt multiple animals after each other. The animals have to have time to repopulate as its hard enough for them to live out here.

Breaking these rules will cause one to be taken on trial before the town or higherups, where an appropriate punishment will be decided, ranging from simple imprisonment to banishment or death.

Religion & Beliefs

Northern Spirit Court

In the land of Avalheim, a distinct and unconventional belief system emerges one that diverges sharply from the conventional pantheon of gods like 'The Father,' 'The Son,' 'The Mother,' and 'The Daughter.' Here, the core of spirituality intertwines with the natural world, revering the spirits that reside within it and, most notably, the goddess of nature and the hunt, known as Valka.

Valka, the goddess of Nature, Hunt and Gods, is a complex and enigmatic deity who embodies the delicate balance of life and death in the world. She is known for her ability to both bless and challenge the people. Valka's appearance in Avalheim's depictions varies, sometimes manifesting as a strikingly beautiful woman covered with nature and plants and at other times as a powerful dire wolf adorned with moss and vines.

Military

The army of Avalheim is made of strong individuals who work together to bring safety and security to Avalheim. The army of Avalheim is often referred to as Avalheim's pack, as they have the honor of being named after the wolves that Avalheim cherishes. The army consists of the pack leader, the fangs, claws, and wolves.

Pack Leader, also known as the Pack General, is the army leader. They make immediate decisions during combat and report directly to the high council. The general is often decided through a vigorous combat trial supervised by the high council. To become the pack leader, one must prove themselves as a powerful combatant. The pack leader is often tasked with overseeing the training of recruits.

Fangs, also known as the region's Warlords, are the people below the pack leader. They are often promoted by the pack leader or the high council after they have proven themselves in combat. They are often tasked with training recruits and have the authority to lead the army without the pack leader.

Claws, commonly known as Corporals, are the recruits that have proven themselves in battle and are seen as braver. They comprise a large portion of the army and are often tasked with patrolling and scouting.

Pack Members, the nickname for recruits, usually initiates who have joined the army and have yet to prove themselves in battle.

History

Origins of Avalheim: A Tale of Hope and Unity

Avalheim's humble beginnings started in 1530 and paint a vivid portrait of a young settlement brimming with ambition and resilience. Founded by a diverse group of eight individuals driven by a shared vision, their quest was to forge a sanctuary where they could rebuild their lives from scratch. Among these pioneers was Lily Roseshade, who, having endured the torment of memory loss, sought solace in creating a fresh start for herself. Standing steadfastly beside her was her elder brother, Astrophel Roseshade. As fate would have it, Ellisar Vennanor-Vend and Raimraid Daeris crossed paths with the siblings, each carrying their own aspirations. United by a common purpose, the four intrepid souls embarked on a journey across Eden, scouring its vast landscapes for a suitable abode. Along their odyssey, they encountered kindred spirits whose dreams resonated with their own. Gunmar Einmana, Fardan Xilthendrirrin, Zolphar Vendove, and Cecilia Petrichor, driven by similar desires, joined forces, expanding the group to a formidable eight.


Together, this valiant band of pioneers found themselves drawn to the enchanting shores of the Wyrm Isles—a place that whispered promises of a fresh beginning. They erected a handful of modest dwellings, harmoniously coexisting under the same roof, and tranquility settled upon them.


Word of their peaceful existence spread, reaching the ears of wanderers yearning for a place to call their own. These weary souls, deprived of homes or belonging, flocked to Avalheim, enticed by the hope that permeated its very foundation. The founders, compassionate and inclusive, welcomed the newcomers with open arms, extending the boundaries of their humble settlement to embrace those in need. Witnessing the steady influx of individuals seeking solace, the visionary founders made a profound decision—to transform their haven into a sanctuary for the displaced, a refuge where new lives could take root and thrive. Thus, commencing with a grand hall to foster communal gatherings, Avalheim blossomed into a burgeoning village, where aspirations and dreams converged, birthing a vibrant community that would endure the test of time.


From Settlers to Nation-Builders: A Journey of Independence

In the early days of 1530, Avalheim encountered a minor disagreement with Reavendrecht, for the latter yearned to exploit the precious metals concealed beneath Avalheim's soil. Firm in their resolve to retain their independence, Lily Roseshade and the council refused Reavendrecht's proposition, opting instead to form an alliance with Hadriana—a pact forged on the pillars of protection and friendship.


The passage of time witnessed Avalheim's remarkable growth, both in population and political structure. Evolving from a quaint seaside village to a resolute town encompassed by protective ramparts, the town's expansion mirrored its ambitions, marking its transition from a mere settlement to the start of a new nation.


In the face of complex political challenges, Avalheim took a bold step forward, disbanding its council and uniting under a single leader. Lily Roseshade, the main founder, assumed the mantle of chieftess, while retaining the invaluable wisdom of the former council members as trusted advisors, ensuring their voices continued to shape Avalheim's destiny. As the pages turned to the late months of 1530, Avalheim embarked on a momentous undertaking—the excavation of the island's soil, unearthing a trove of precious dark steel, known only to the select few. Keen to maintain the element of surprise and employ it as a potent bargaining chip, Avalheim chose to safeguard this knowledge as a closely guarded secret.


Thus, the story of Avalheim unfolded—a tale born from humble origins, nurtured by unity, and driven by unwavering hope. As their newfound nation embraced the possibilities that lay before them, Avalheim ventured forth, bound by a shared destiny, poised to shape their own future amidst the mysteries of their land.


The Reclamation of the Fortress

In the year 1533, Avalheim, fueled by a relentless spirit, embarked on a daring mission to retake an ancient fortress situated on the southern shores of their land. Overrun by ruthless bandits, the stronghold stood as a haunting reminder of their perilous past. Understanding the challenges that lay ahead, a group of determined Avalheim warriors set forth, their hearts filled with the conviction of a just cause.

The assault on the fortress unfolded in a protracted battle, testing the mettle and resilience of the Avalheim fighters. Though lacking the hardened skills of seasoned warriors, they compensated with strategic acumen and unwavering resolve. As the element of surprise waned, the tide shifted against them, prolonging the struggle. Hours stretched into eternity as the clash of swords and echoes of battle reverberated through the fortress halls.

Yet, Avalheim's determination remained unyielding. Slowly but surely, their relentless assault began to erode the bandits' defenses. The final triumph, hard-earned and resolute, saw the last of the bandits driven out in fear. Avalheim claimed victory, replacing the tattered banners with their own, symbolizing their renewed dominion over the fortress. With meticulous care, they purged the fortress of the signs of its dark past, breathing new life into its ancient stone walls, transforming it into a bastion of future defense.


Expanding Horizons

In the year 1534, Avalheim's ambitions expanded southward, venturing beyond their familiar shores. While they had long embraced a neutral Viking aesthetic, recent years had witnessed a burgeoning interest in mining and the mastery of materials. With this newfound focus, Avalheim set sail for the Siren Islands, drawn by the allure of gold and dark steel that lay dormant within its lands. The island's arable soil presented an added advantage, making it an ideal destination for cultivation.

Establishing a well-connected ferry service between Avalheim's main town and the Siren Islands, they forged a link between the two regions. In due course, a humble settlement named "Sun Scrape" emerged on the island, characterized by its simplicity and a departure from traditional Viking influences. It became a haven of tranquility, coexisting harmoniously with the surrounding flora and fauna.

With industrious fervor, Avalheim revitalized the mines on the Siren Islands, unlocking the precious veins of gold and dark steel hidden beneath the earth. These resources bolstered their growing wealth and facilitated further advancements. Additionally, recognizing the importance of diplomacy and camaraderie, Avalheim endeavored to restore their strained relations with Hadrian, seeking the renewal of an alliance built on trust and mutual benefit.

In their quest for prosperity and security, Avalheim defied limitations, expanding their horizons both geographically and philosophically. Guided by their unyielding spirit and a commitment to progress, they continued to shape their destiny, navigating the currents of change with steadfast determination.


A New Era Dawns in Avalheim: Rebirth and Renewal

For what felt like an eternity, Avalheim had languished in a state of eerie quietude, marked by struggles that had left the town frozen in time. The year 1537 proved to be the turning point, a momentous chapter in the town's history, where transformation and renewal took center stage. This renaissance was not simply the work of builders and artisans; it was a labor of love, spearheaded by the entire town.

As the first rays of hope pierced through the cold, still air, Avalheim began to rise from the ashes of its dormant past. The town underwent a remarkable renaissance, a full-scale rebuild that breathed life back into its very soul. With every beam raised, every log laid, and every street revitalized, Avalheim's heartbeat grew stronger, echoing the collective determination of its inhabitants.

During this pivotal time, a new crest was unveiled, a symbol of Avalheim's reawakening. These crests, unique to each town and district, signified the closing of a chapter that had long felt cold and lifeless. It marked the end of an era in which Avalheim had been shrouded in silence and uncertainty.

But this was not merely the end; it was a new beginning—a genesis of something profound and magnificent. The town had cast off the chains of its past, embracing the promise of a brighter future. Avalheim once again unfurled its welcoming arms to the world, ready to share the beauty and vitality that had been lovingly restored.

The transformation was more than just physical; it was a revival of spirit, a rekindling of community bonds, and a reaffirmation of the town's enduring resilience. With each passing day, Avalheim's streets bustled with activity, as neighbors reconnected, friendships were rekindled, and a renewed sense of purpose filled the air.

As Avalheim embarked on this journey of rediscovery, its people came together as a testament to their unwavering spirit. Lily Roseshade, a beacon of leadership and determination, stood at the forefront, guiding and inspiring every step of the way.

The dawn of this new era signaled not only the resurgence of Avalheim but also the birth of something greater. It beckoned to all, inviting them to be part of this extraordinary revival, to witness the town's magnificent transformation, and to contribute to a future filled with promise and hope.

Avalheim had awakened from its slumber, and its resounding call echoed far and wide. Along with this the religion of Avalheim also slowy solidified and fine polished ‘The Northern Spirit Court’