Álfheimr
The Court of Álfheimr, nestled within the radiant dreamscape of Aravethiel, is a Summer Court glittering with beauty, obsession, and veiled cruelty. Beneath its Seelie refinement lies a powerful and predatory desire: the eternal pursuit of art, beauty, and inspiration. Ruled by the capricious Queen of Elphame, the court holds sway over muse-born enchantments and artistic wonder. Its members consider themselves not only patrons of mortal creativity, but the very source of it—the breath behind every painting, the whisper in every sonnet, the shadow behind every performance.
The court’s involvement in the mortal world is both intimate and invasive. Fey agents of Álfheimr move through mortal lands under glamours and guises, plucking potential artists from their cradles or their dreams, and replacing them with changelings crafted to observe, mimic, or slowly unravel mortal lives. Mortals brought to Aravethiel are showered with praise and opportunity, their talents honed under the watchful eye of fey mentors. But all too often, their gifts are extracted through hidden bargains, spoken in riddles or laughter, leaving them hollow once the Court tires of their output. When the Queen’s eye wanders to a new fascination—a color, a movement, a mortal’s sigh—the once-adored are quietly discarded, lost in the golden halls like forgotten lyrics.
Politically, the Court of Álfheimr operates through influence and cultural dominance rather than military strength. It positions itself as the soul of the Seelie Courts, its favor courted by artists, diplomats, and even other ArchFey hoping to remain relevant. Yet within the court, power is fragile and fleeting. Whole factions rise and fall according to the Queen’s changing whims, alliances forged not by treaties, but by performances, costumes, and curated obsession. Gossip is more valuable than gold, and to bore the Queen is the most unforgivable offense of all.
Despite their elegance and pageantry, the courtiers of Álfheimr view mortals as tools, toys, or clay to be shaped, not as equals. The Court justifies its abductions and manipulations as a form of cultivation—refining raw potential into something divine, no matter the cost. They see themselves as guardians of sublime vision, and believe that true beauty is worth any sacrifice… especially if it is not their own. And though they are bound to the Seelie code of honor, they bend it artfully, ensuring that every debt owed by a mortal is perfectly legal, if not entirely fair. And it is not unknown for a fey of the court to wear a glamour and spend decades in the court of a mortal royal subtly influencing fashion and taste in hopes that a generation of artists of a presently en vogue art style will emerge.
In Álfheimr, everything gleams, everyone smiles, and the music never stops. But beneath the gilded façade lies the quiet truth: art is not created—it is consumed, and the most luminous fire burns through those it touches.
Structure
The Court of Álfheimr is structured like a grand theater, with the Queen of Elphame as both director and star—her desires shaping the narrative, her favor dictating the rise and fall of those around her. Beneath her are the Luminaries, favored courtiers who act as trendsetters, muses, and curators of fashion, art, and social influence. These roles are not permanent; a Luminary one day may be cast aside the next if their inspiration wanes. Below them are the Artisan Circles, composed of fey creators, performers, and dreamshapers who compete endlessly for the Queen’s attention and the fleeting glow of prestige. Mortals brought into the court are considered Living Exhibits—valuable while their creativity flows, but offered no title or power. Rank within Álfheimr is measured by how brightly one shines in the Queen’s eyes, how well one mirrors her shifting tastes, and how gracefully one survives being forgotten.
Culture
The Court of Álfheimr is a court where art is worshipped as the highest expression of life, and where beauty, performance, and inspiration are both currency and creed. The court’s culture revolves around the pursuit of aesthetic perfection and the belief that true greatness can only be shaped through obsession—whether of a muse, a color, a sound, or a mortal soul. To the fey of Álfheimr, nothing is sacred unless it can be captured, reshaped, and admired. Creation is revered, but only so long as it dazzles. Emotions are performed as much as they are felt, and sincerity is measured by elegance of expression rather than truth.
Customs include seasonal exhibitions where both fey and abducted mortal artists showcase their creations for the Queen’s approval, and where the audience’s silence—or thunderous praise—can determine a petitioner’s fate. Feasts are often disguised as performances, and every guest is expected to bring a new sensory delight: a poem, a dance, a scent, a whispered heartbreak. Oaths are made through metaphor and sealed with applause, and it is customary to speak in poetic flourish rather than direct statement. Above all, the court believes that inspiration is a gift meant to be taken, and that those who inspire—willingly or not—have fulfilled their highest purpose.
Demography and Population
Álfheimr is inhabited by a variety of fey beings that embody the beauty, vitality, and power of summer. The fey here are characterized by their elegance, magical prowess, and deep connection to the natural world. Summer Eladrin, both noble and Leannán Sidhe, and high elves populate most of the settlements, eternal beings that do not need worry about the passage of time. Mortals, trapped by fey law, find themselves here as servants and playthings for amusement. Alseid and dryads guard the forests and all nature of fey beasts roam the lands freely. Pixies flit in the meadows with nymphs and sylphs take to the air. These fey beings, united by their connection to summer and their loyalty to the Queen of Elphame, create a court that is vibrant, noble, and eternally bound to the beauty of the season.
Laws
- Anyone who eats food of Álfheimr will no longer receive sustenance from other food and may no longer set foot on mortal soil.
- All inspiration belongs to the Queen.
- No one may harm another while they are on the road.
- Any gift must be repaid with a gift in kind.
- Saying 'thank you' is acceptance of a gift.
- Oaths may not be broken here.
- One's word is binding as if an oath.

"Grace and glory, forever in bloom."
Type
Court, Noble
Alternative Names
Faerieland
Leader
Ruling Organization
Government System
Monarchy, Absolute
Power Structure
Feudal state
Parent Organization
Location
Controlled Territories
Notable Members
Related Ethnicities
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