The Royal Magocracy of Fjallkonan
Structure
Fjallkonan is a Fisher Kingdom, the powers of the Witch-Queen extending over reality itself within her domain. Her will is carried out by the Witch-Trinities, who act as her direct representatives in times of both peace and war.
Local governance is divided into a clan system, with each village also representing a fleet of longships. 39 Captains serve as the leaders of the clans and the fleets, and each is expected to be capable of leading a Viking expedition when called upon. As a result, Captains are typically skilled warriors, but traders and fishermen sometimes rise to this position.
The Captains, in turn, are assisted by sages, representatives sent to the Althing, an advisory council to the Witch-Queen. These representatives serve as administrators, controlling much of the actual governance of their respective villages on behalf of the Captains, who occupy a more symbolic role when on land. The Althing may propose laws and oversee the administration of justice, but the Witch-Queen has the ultimate power to overrule and and all decisions of the body.
Public Agenda
Fjallkonan was initially established as a Bediz Kingdom, the furthest West of any known settlement, deep in the Mor Bras. Despite this, Fjallkonan maintains few permanent relation with any of the Bediz Sovereignties on the continent beyond fleeting interaction with some coastal regions.
Instead, Fjallkonan focuses its diplomatic and economic attentions on the Fomorian Clans of the Mor Marv, specifically Tevenn Du, its largest trade partner, and those of The Lost Peninsula. It remains cordial with the Courts of the Seasons, but has little permanent engagement with the Fortunate Isles.
Fjallkonan generally considers itself above the petty politics of the continent, and it has not been a major political player since the days of Great Kernev and Dumnonia. However, it frequently launches raids and trade expeditions to the continent, and the Witch-Trinities carry out their own missions, serving the mysterious machinations of the Witch-Queen. It is not uncommon for these witches to mother children by local fathers during these extended visits, the offspring of which often go on to influence the region in their own ways.
Assets
Fjallkonan is rich in ores, especially gemstones, silver and obsidian, which all provide potent materials for Talsim. The Viking and Witch raids on Kornogel and the Fortunate Isles also increase the wealth of the island.
The island nation is known for its impregnable magical and physical defenses, such as the Black Palace of Gullfoss, considered one of the strongest and most impressive fortress-castles in Alvez.
Fjallkonan has mastered the creation of Nightmares that can run on the sea, and silver longships that soar through the clouds. Armor and weaponry from the Fjallkonan forges is considered on the same level as the craftsmanship of the Eladan silversmiths or the Formorian Ironmongers.
History
Fjallkonan was first settled by Bediz driven from the Lost Peninsula following The Tear, as The Erlking conquered their lands and drove them to the sea. Finding the Fortunate Isles in chaos, they continued Westward across the Mor Bras to reach their island home. Landing on the black sand beaches, they formed a compact with the Wind Dragons residing there.
Once established in the remote and barren landscape, the inhabitants quickly learned to harness Huderezh, as well as fishing, navigation and sailing, living off the bounty of the sea and raiding coastlines to the East for needed resources and labour, bolstering both their strength and numbers in the process. Falling into a severe and prolonged sickness, he was slain by his wife Queen Malgven and her lover, Gradlon Mwar, who had previously attempted to besiege Gullfoss. The pair founded the Great Kingdom of Kernev and Dumnonia, as well as the Beacon City of Ker-Ys on Douarnenez Bay.
Malgven’s forces took part in the Battle of Meneziou Are, ending the War of the Two Brothers. She reigned from Ker-Ys for the remainder of the Misty Times, ultimately returning to her island home and sealing it from the world.
Demography and Population
Although traditionally considered a Bediz realm, Fjallkonan has remained in the Bleed for some long that few of the inhabitants remain truly human. The majority of the population are Milliget, or at least Boermerzh, long intermixed with the Fomorian, the Sidhe and Wind Dragons. As a result, the population of Fjallkonan considers themselves as Huldufólk, rather than Bediz.
Most inhabitants practice the local religion. Missionaries of the Church of the Four were allowed entry during the reign of King Harald, but Malgven has barred their entry and outlawed the Faith. It is unknown how many practitioners operate in secret, although they occasionally make their presence known.
Territories
Fjallkonan is a large island in the Mor Bras, found to the Northwest of both Kornôgel and the Fortunate Isles. Rocky cliffs of basalt columns and beaches of pure black sand ring the coast. Waterfalls, hotsprings, geysers and glaciers cut into the desolate fields of rocky soil, canyons and mountains gouging the landscape. The interior is entirely mountainous, with many active volcanoes, spewing ash and smoke into the sky, which often has an omnious red and black sky. On clear nights the Gaoithe Sidhe are brightly visible, capable of lighting the island and sea as if in early morning light.
The sea surrounding Fjallkonan is often shrouded in Feth Fiada. Fjallkonan maintains several small islands off of its main territory, but these are largely small fishing, whaling and trading centers, amounting to little real importance in the grand scheme of things.
In certain regions, shielded from outsiders, are pockets of green, temperate zones of permanent springtime, located underground in vast caves, pockets of Dindan, the World Beneath.
Military
Fjallkonan's military is comprised of 39 Viking fleets, which also serve as the main communal unit of the population. These fleets each consist of several Fjallkonaned Longships, ranging from 5 to 50. The weapons and ships are often, but not always, magical.
The Witch-Trinities of Fjallkonan are the elite forces of Fjallkonan, trios of powerful Similherez. Each trinity has a Speaker, a Seer and a Hunter. They ride atop Nightmares or in silver longships that travel the clouds like the sea.
Malgven, Witch-Queen of Fjallkonan, is arguably a force unto herself and one of the most powerful magic-users in Alvez.
Religion
Fjallkonan maintains an ancient religion, worshipping the Allmother, a great ancestral chieftain, and a pantheon of lesser gods.
Agriculture & Industry
Fjallkonan's soil is rich with volcanic nutrients, but the ground is rocky, windswept and desolate. To counter this, agriculture takes place underground or in vast greenhouses of crystal.
Fjallkonan has great forges built into the volcanoes that fill the island, creating masterwork Talsim of great power, infused with magic.
Trade & Transport
Mundane and magical longships are the primary trading vessels of Fjallkonan, which navigate special routes to Emain Ablach, Tevenn Du and the remote Formorian stronghold of Toraidhe.
Mythology & Lore
Chief God - Njǫrd Stormking, Lord of the Winds and Sea. Sailors who drown are taken to his undersea halls.
Fire and Ice
Type
Geopolitical, Magocracy
Alternative Names
Land of Ice and Ash
Formation Type
Training Level
Elite
Veterancy Level
Decorated/Honored
Demonym
Fjallkonaned
Leader
Head of Government
Government System
Magocracy
Power Structure
Thalassocracy
Economic System
Barter system
Gazetteer
Currency
Kronur (Silver coins) are the official currency, but gemstones and bartering are more commonly used in practice.
Legislative Body
The legislative body of Fjallkonan is the Althing, which meets at a sacred rock in the fields of Thingvellir. Each of the 39 captains send a member, either the cheiftains themselves or a representative, most often a spouse or child. The 9 Speakers of the Witches are also members. The entire process is overseen by the Lawspeaker, who memorizes all laws of Fjallkonan and is placed under and ere-hud to always speak them truthfully and completely.
The Althing meets yearly to discuss and propose new laws, which are allowed or rejected at the discretion of the Witch-Queen.
Judicial Body
The Althing also serves as the main judicial body and all major cases involving two or more clans are made before both the Captains and the Witches. The Witch-Trinities play a crucial role in the execution of justice. The Speakers argue on behalf of the realm. The Seers channel victims (if deceased) and investigate claims, and the hunters administer punishment. The Captains may make arguments on behalf of their accused clansmen.
Location
Notable Members
Related Species

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