PRIVATE PROPERTY |

Alfheim is an aerial continent and one of the seven great lands of Qirsyllviar (as well as the smallest), and the ancient homeland of all fairies. It circumnavigates Qirsyllviar's equator, the Grand line, over the course of a year. Alfheim is the Soligaian name of the land but is known to the fairies as Tirnanog.
As the homeland of the human-sized races of Qirsyllvian Fairies, it is divided into territories occupied by the ten different races as individual sovereign nations, nine around the edge and one in the center, separated from the rest by a vast neutral zone.
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. the cities, towns and villages around the neutral territory is the only place on the flying land where all races co-exist and engage in commerce peacefully.
Sovereign States[]
Kingdom of Dayrkon[]
The Kingdom of Dayrkon is the homeland of the Imps in southeastern Alfheim. They border the Eldmodge to the southwest and Vatsjoark to the north.
Occupying the alpine areas of the southeast, the purple-styled Imps of Dayrkon, also known as Dark Fairies, are the masters of night and are blessed with great night vision. Though capable of using different types of magic, Imps excel at using Dark Magic in combat. This tends to give them a bad reputation with the surface. Imps are also known to have night vision, allowing them to see in near total darkness. However, this ability is considered only to be second to that of a Spriggan's.
Kingdom of Eldmodge[]
The Kingdom of Eldmodge is the homeland of the Ifrits in southern Alfheim. They border Swyllvaine to the west and Dayrkon to the northeast.
Occupying of the desert of the south, the red-styled Ifrits of Eldmodge, also known as Fire Fairies, are considered the strongest Alfheimish race in terms of strength, second only to the Trows, and are masters of Fire Magic. Although they are capable of learning and using other types of Magic, Ifrits are the masters of Fire Magic, making them capable of casting fire attribute spells exclusive to their race. The Ifrits are in a rivalry with the Sylphs, which has turned to war more than once.
Kingdom of Faliryion[]
The Kingdom of Faliryion is the homeland of the Cait Sith, also known as Beast Fairies, in western Alfheim. Occupying a plain area, with the capital located on an iconic peninsula jutting out, they border the Swyllvaine to the south, and the Melodi to the north.
The trait that sets them apart from the other races is being blessed with cat ears and tails, giving them advanced hearing. Cait Siths were believed to be the ancestors of Werecats at one point in the past, but this has since been proven false. Cait Siths, like the Sylphs, are known to be incredibly fast and agile. They are known to use their enhanced speed and agility to strengthen their attacks. Another characteristic unique to the Cait Sith is their capability to tame beasts and use them in battle, such as dragons. They also have the best eyesight of all Alfheim races, making their archers some of the best on Qirsyllviar, second only to elves.
They are in a long-standing friendship treaty with the Sylphs, and will usually come to their aid in times of war.
Kingdom of Fjellstein[]
The Kingdom of Fjellstein is the homeland of the Trows in northern Alfheim. They border Melodi to the southwest and Strykejern to the east.
Occupying the snowy rocky areas of the north, the brown-styled Trows of Fjellstein, also known as Earth Fairies, are the largest of the fairy races and specialize in Earth Magic.
Kingdom of Gekylarim[]
The Kingdom of Gekylarim is the homeland of the Haltija in central Alfheim. Because they are surrounded by the Neutral territories, they border no other state.
Occupying the ice mountains in the center of Alfheim, the white-styled Haltijas of Gekylarim, also known as Frost Fairies, are separated from the conflicts of the outer continent via the neutral zone. The Haltija are masters of Ice Magic, and have been know to freeze solid anybody that crosses into their domain without permission, before taking them far enough away and harmlessly defrosting them.
Situated in a gully between the two the highest mountains at the center of the territory, known to all as Mount Oberon and Mount Titania, is a lush grove, known to all as Titania's Grove, home the mythical tree Ynirvelger. The Haltijas have acted as the outer guardians of the grove since ancient times.
Kingdom of Melodi[]
The Kingdom of Melodi is the homeland of the Puca in northwestern grasslands of Alfheim. They border Faliryion to the south and Fjellstein to the north.
The Puca of Melodi, also known as Music Fairies, specialize in using music in combat to confuse and attack opponents and support allies. Puca excel at using sounds and music in combat. By playing simple melodies, Puca are able to attack and defend and even control their opponents.
Kingdom of Strykejern[]
The Kingdom of Strykejern is the homeland of the Skarbniks in northern Alfheim. They border Fjellstein to the west and Ziggurat to the south.
Living at the rocky areas of the north, the Skarbniks of Strykejern are a race famous for their blacksmith skills and make some of the best weapons and armor on Qirsyllviar, second only to dwarf-made armor and weapons.
Kingdom of Swyllvaine[]
The Kingdom of Swyllvaine is the homeland of the Sylphs in southwestern Alfheim, occupying a mostly forested domain, but the capital is located in a grassland area just beyond the forest. They border Falriyion to the north and Eldmodge to the east.
Typically styled in green, the Sylphs of Swyllvaine, also known as Wind Fairies, occupy the southwest corner of Alfheim, and are the fastest race on Alfheim. The Sylphs are friendly with the Cait Sith, but are like cats and dogs with the Ifrit, a rivalry which has turned into war more than once.
Kingdom of Vatsjoark[]
The Kingdom of Vatsjoark is the homeland of the Undines in eastern Alfheim. They border Ziggurat to the north and Dayrkon to the south.
Occupying the wetlands of the east, the blue-styled Undines of Vatsjoark, also known as Water Fairies, are masters of Healing and Water Magic. Though capable of using other types of magic, the Undines are experts in using powerful recovery and support magic due to their capabilities.
Due to their affinity with water, Undines are experts in underwater combat. This makes them valuable assets when faced with aquatic enemies, or when waging war at sea. Undines are also master healers, and their water-based healing magic is famous for their capability for saving a life just inches from death.
Kingdom of Ziggurat[]
The Kingdom of Ziggurat is the homeland of the Spriggans in northeastern Alfheim, a place of grass and trees with ancient ruins dotting the landscape. They border Strykejern to the north and Vatsjoark to the south.
From the ancient ruin areas of the northeast, the black-styled Spriggans of Ziggurat, also known as Shadow Fairies, are masters of Illusion Magic and excel in treasure seeking. Though capable of using other types of magic, Spriggans are the masters of Illusion and generally favor Illusion spells. Spriggans are also known to be the master Treasure Hunters, a trait that can make them master thieves as well. Spriggans are known to have night vision, allowing them to be able to see in near total darkness. They are also capable of casting spells that gives others the same abilities.
Neutral Zone[]
The Neutral Zone is a large area surrounding the Haltija homeland of Gekylarim and separating the other states from it. By the Laws of Oberon and Titania, no race is permitted to claim any of this particular territory as their own.
The ancient laws makes the neutral zone a convenient place for several reasons:
- Races that don't get along can fight one another 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 homeland or have been banished from them, can make home here unbound.
In the west side of the Neutral Zone is the city of Okeypian, which acts as the unofficial "capital" of the Neutral Zone. It is here that ambassadors and leaders of the main nations conduct diplomatic business without giving anyone a "home advantage". It is also one of the few places that fairies from all races around the continent intermingle peacefully.
Titania's Grove[]
Situated in the north side of the continent in the Neutral Zone tucked in a gully at the base between twin mountains known as Mount Oberon and Mount Titania, just miles from the northern borders of the Kingdom of Gekylarim, is a lush forested woodland known to all as Titania's Grove, said to be guarded and tended to by High Queen Titania herself. Despite the near inhospitable snowy environment the surrounding territory is known for, the grove is magically resistant to the elements and is lush, green, warm and safe.
Alfheimish fairies also believe that this paradise is where the deceased reside upon being judged fit for the afterlife.
Ynirvelger[]
In the center of this grove is the mystical tree Ynirvelger. Also said to be guarded and tended to by Titania herself, thirteen different kinds of Golden Fruits grow in Ynirvelger's branches, and it's said that eating one will grant a boon to the eater, depending on which fruit they eat.
Legends of the fruits grown in the Ynirvelger's branches have persisted for many millennia; however, whether or not the legends are true have never been proven (at least publicly), as the golden fruits wither to ash the moment they are picked. It is believed that only with Titania's blessing is one able to pluck and eat a fruit without it withering.
Golden fruit | Boon said to Grant | Known instances of use: |
---|---|---|
Apple | Great intelligence & wisdom. | |
Apricot | Affinity to all types of magic. | |
Banana | Godlike strength, speed, and agility. | |
Cherry | Will bless a woman with a child without need of a male partner. | According to both Hesper the Fabella Septem, the holy texts of Imahut & Septifidelity respectively, High Queen Titania gave one to Galatea, allowing her to have a child in defiance of the curse that would kill her if she surrendered her virginity. |
Fig | The power of unaided flight. | |
Gooseberry | Enhanced hearing and eyesight. | |
Grapefruit | Cleanse the karma of the eater. | |
Kumquat | ||
Mango | Invulnerability to any kind of harm. | |
Orange | Undo any curse the eater was placed under (limited to mortal curses). | |
Plum | Cure any illness and heal any injury. | |
Peach | Eternal youth, but not eternal life. | |
Pear | Transform the eater into a sapient race of their choice. |
Notes & Trivia[]
- The demonym for people from Alfheim/Tirnanog is "Alfheimish/Tirnagese".
- The fairy name of the continent, "Tirnanog," is based on the name TĆr na nĆg, the old name for the Celtic Otherworld.
- In Fae, the language of fairies, the titles for King & Queen are Tyralor & Tyloari respectively. These fairy titles are ancient are are treated with the upmost respect. These titles are often used by pixie monarchs of the surface as well.
- The titles of High King and High Queen are reserved for Oberon and Titania alone. In Fae, the titles are Jyolk-Tyralor & Jyolk-Tyloari. The "Jyolk" prefix is another ancient fairy term meaning "Great", so the title is often translated as "High King" or "King of Kings."
- Another pair of ancient fairy titles are "Tigyarco" & "Tigyarca" which translate as Emperor & Empress respectively. These titles were used for ancient fairy "emperors" that united the entirety of Alfheim, including the neutral zones, under one banner, whether by diplomacy or conquest. Thrice these empires were formed but they never lasted very long before falling apart again. The last time the imperial titles were used was nearly 3000 years ago, and have not been used since.
- Despite flying over the equator (which gets the most sunlight) at high altitudes, Alfheim has several different climates around the continent, as well as changing seasons. It is believed that ancient magic keeps the biomes constant, and the seasons the same as the surface, despite its altitude and constant motion.
- The Abjaksan of Alfheim has a unique reincarnation method than the other six. While the race the other six are reincarnated into is pretty much random, the Abjaksan of Alfheim is reincarnated in a cycle.
- The reincarnation cycle of the Abjaksan of Alfheim is:
- Spriggan, Sylph, Ifrit, Cait Sith, Undine, Skarbnik, Trow, Puca, Imp, Haltija.
- Despite this, the race of the first Abjaksan of Alfheim, Luctiana Ophihaya, is not known. No one knows what race she was, or even if she was one of the eleven recognized Alfheimish Races. Some legends say that she was a descendant of one of Oberon and Titania's many children, but whether or not this is true is disputed my most historians.
- The reincarnation cycle of the Abjaksan of Alfheim is:
- While it is not uncommon for different races to marry and reproduce with one another, usually in the neutral zones, there are no hybrids. Offspring between two races is one or the other, usually whichever race the mother was, but interracial offspring being the father's race is not unheard of. That said, other genetically inheritable factors like face, wing and body structure still apply.
- Despite this, all the races claim descent from Oberon and Titania, more appropriately one of their many children, particularly the early ones; these claims gave rise to part of the creation myth of Alfheim fairies.
- Despite being separate from one another, all states/races of Alfheim use the same currency with unchanging value, the Yyrdilren.
- This version of Alfheim was mostly inspired from the world of Alfheim Online from the manga/anime/light novel Sword Art Online, but it has been heavily modified.