Alfheim

One of the seven great lands of Patria, Alfheim is an aerial continent circumnavigating Patria's equator, the Grand line, over the course of a year. As the ancient homeland of all Patrian Fairies, it is divided into territories occupied by the nine different races as individual sovereign nations. In the center, separated from the rest by a vast neutral zone, is the nation of Arun. It is not uncommon for the different races to get into skirmishes or go to war with each other, mostly over each other's borders or within the neutral zone, but the central territory, Arun, is the only place on the flying land where all races co-exist and engage in commerce peacefully.

Arun Republic
Capital: Arun City Government: Unitary Directorial Republic Heads of State: Arun Councilors Head of Government: Council Chairman Legislature: Council of Nine Demonym: n/a Currency: Yrd

The Arun Republic is a representative republic in the center of Alfheim, surrounded by the neutral zones, away from the chaotic conflicts around the continent's edge. Arun is ruled by a representative council, with an appointed member from each of the nine nations around the edge, with the responsibility of keeping the peace between the different races within their borders, as well as governing the republic. Arun is the only place on Alfheim where the nine different races coexist in harmony, but scuffles over differences tend to break out from time to time.

Sylph Territory
Capital: Sylvine Government: Unitary Elective Absolute Monarchy Head of State: Lord Head of Government: Lord Legislature: High Council Currency: Yrd

The Sylphs, also known as Wind Fairies, are the fastest race on Alfheim and are typically styled in green. The Sylphs occupy the southwest corner of Alfheim, bordering the Cait Sith to the north and the Salamanders to the east. The Sylphs are friendly with the Cait Sith but are like cats and dogs with the Salamanders, a rivalry which has turned into war more than once.

Neutral Zone
The Neutral Zone is a large area surrounding Arun and separating the other territories from it. By the Laws of Oberon and Titania, no race is permitted to claim any of this particular territory as their own. The Anti-Colonization Law makes the neutral zone a convenient place for several reasons; races that don't get along can duke it out without starting a war (although most of the time they are at war already), it can be used as a meeting place for diplomatic negotiations, and renegades (fairies that have abandoned their territory or have been banished from them) can make home here unbound.

Notes & Trivia

 * The Lunaculus of Alfheim has a unique reincarnation method than the other six. While the race other six are reincarnated into is pretty much random, the Lunaculus of Alfheim is reincarnated in a cycle.
 * The reincarnation cycle of the Lunaculus of Alfheim starts with the Spriggans, and goes counterclockwise around the continent, with the pixies, having no territory of their own, last in line.
 * Despite this, the race of the first Lunaculus of Alfheim, Okalabe Alfheim, is not known. No one knows what race he was, or even if he was one of the ten Alfheimian Races.
 * The Pixies, the smallest fairy race of Patria (at 10cm tall), do not have their own independent territory. Instead they freely wander around the continent, often in great numbers.
 * While it is not uncommon for different races to marry and reproduce with one another, usually in Arun or the neutral zones, there are no hybrids. Offspring between two races is always one or the other, usually whichever race the mother was.
 * Despite being separate from one another, all races of Alfheim use the same currency with unchanging value.
 * This version of Alfheim was mostly inspired from the world of ALfheim Online from the manga/anime/light novel Sword Art Online.