Sen'valsai Organization in The Elemental Chaos | World Anvil
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Sen'valsai

The Unreachable Submerged Paradise

An Elven coral wonderland with a storied (and some would say treacherous) history, Sen'valsai has technically existed longer than Sen'ssinai, but has failed to ever gain the same recognition among other races. Located in one of the warmer regions of the Cyan Reach, the nation is self-sufficient to a fault, and while not technically isolationist, is not particularly acquainted with any visitors but the most esteemed mages or daring adventurers. Despite this, centuries of secluded magical development have resulted in many reasons for such well-equipped visitors to make the trip.

History

"I am sorry, but we cannot stay here."
When the Murder of Summer overtook Nalanosa upon The Fall of the Icemen, Elves seemed the most prepared to handle the crisis. Their story, however, is somewhat more complex than what the Federation tends to speak of regarding its founding. Most elves know how to send messages to each other, but it was only after the cold set in that they started to form settlements of their own. After all, not every elf could create fire or fend off cold with their magic, and those that could would gather those that could not to them in the hopes of waiting out the sudden winter.   While the other races were starting to band together, however, the elves were having their own internal struggles. A group of Water mages had proposed a controversial solution: leave the land and the other denizens of the continent to their fate, and make their way to the sea. With the spell to breathe and move underwater being simple to learn and easy to apply to multiple people, they could bring many people with them. The desire to save the continent itself along with its wildlife, however, drove many elves to refuse and decry this option, going so far as to call their brethren cowards and traitors. This behavior, of course, only gave them more incentive to leave.   Some joined them because of seeing the early signs that such efforts to restore the continent would be fruitless, some were simply stir-crazy from being forced to remain in one place so long, and others were concerned by the obsession shown by those that wished to stay behind. Few realized at the time that their trip into the sea would not simply be a temporary escape to another continent. The fallout of the Icemen's empire between Ristshan and Nalanosa had yet to settle, causing issues as mundane as water rendered impossible to see through by debris and sand, and as supernatural and pressing as the disruption of the magic that allowed them to survive the depths. With reaching the nearest continent a non-option in the near future and the continent they had left behind unwelcoming in more ways than one, the elves would remain in the sea.  
The sea has its bounty, as does the land. The coral welcomes us, as did the trees.
It was convenient, then, that Essence is a common form of magic amongst their kind, and more than a few of their number knew enough to get by. New sources of food were quickly found, shelters were grown and shaped from the coral that was once abundant in the now-frigid seas, and a society started to develop. These basic needs, however, proved to be a minor problem. Elves are not prone to making civilizations, after all, and when it became clear that their stay might last years, the issue of leadership became a source of considerable debate. The goals that lead the refugees to flee became the causes they would champion.   Thankfully, the more experienced mages that had lead the exodus had solutions to this, as calming and suppressing emotions, too, is in the purview of Water magic. It was quickly decided that certain organizations would be formed so that all of their people's goals could be met. The Voyagers, who would map the region and search for signs of land or routes through the Imperial Ruins, were formed of those who wished to leave and return to solitary exploring as soon as possible. Many of those who had abandoned the futile efforts to save Nalanosa became the Frostwatch, using their knowledge to manage and predict the changes in the underwater climate, finding the safest places to settle on the Voyagers' maps. And those who simply wished to help the others flourish would become the Groundskeepers, securing food and shelter from the sea through their magic and skill. Through their efforts, these Water mages would end up as the leaders of Sen'valsai, known in Common as the Clearmind Council.   Other innovations would help the budding civilization find ground, namely the discovery of the more beneficial properties of Diver's Bait allowing the creation of glass domes that could sustain a usable air supply. This discovery, however, was too little and too late to stop the adaptation of the elves into their new aquatic form, removing their constant reliance on Water magic to survive but leading them ill-equipped for a return to the surface. For many of their number, this had long since ceased to be a cause for concern, however. The oceans proved to be a new frontier to sate their wanderlust, and they had a welcoming community to return to at their leisure. For the time being, they had the Cyan Reach to themselves.  
When they arrived, the Voyagers were the first to confront them. There was no chance for negotiation or mediation; in fact, the option was barely even considered.
This secluded peace would not last forever, of course. As the chaos of the Imperial Ruins started to clear and the Voyagers became bolder in their exploration, a network of towns throughout the Reach formed, reaching all the way to Ristshan. After scouting so much of the ocean, the existence of another sentient denizen of the oceans came as a surprise, but not as much as their initial greeting. The Merfolk were immediately hostile on arrival, claiming that the Sea Elves had settled in waters that were rightfully theirs. This hostility would only escalate after nearby Voyagers arrived in response to the conflict and used their magic to dispatch several of the invading force.   Only weeks later, the War of Three Seas would truly begin, with a force of Merfolk invading the waters of the Cyan Reach and driving the elves from their outskirt towns. While they did not have as much magic on their side, they had numbers and experience, while the people of Sen'valsai had only known peace but for the rare sea monster for centuries. With this initial assault solidifying the conflict, however, the Clearminds would see fit to expand the paltry defense force of the nation. Previously a small subset of the Voyagers, the violence committed by their new rivals attracted many to the Cyan Guard in defense of their homes. Their initial push back marks one of the most devastating magical conflicts in the Age of Essence, driving the Merfolk back to the Middle Sea.   This midpoint between Cyan Reach and Violet Reach would become the forefront of the war for most of the rest of its duration, though over time it would devolve to occasional skirmishes over the contested territory. Even in the present day, the War of Three Seas is an ongoing conflict, occasionally slowing down only to be rekindled by the actions of an overzealous general on one side or the other. Despite this, the conflict rarely reaches the heartlands of Sen'valsai, with only those in the northernmost regions of the Cyan Reach feeling its effects. The memory of elves is long to a fault, however, and there are those that still hold firsthand anger for even the war's earliest raids in their hearts.

Demography and Population

As one might expect, Sea Elves make up the overwhelming majority of Sen'valsai's population. While some visitors from the surface come and go, very rarely do any stay, making any other race an outlier. As a result, Humans and Watertouched compete for a very weak second place in terms of the population, due to their sheer numbers and adventurousness and unique capabilities, respectively. 'Regular' Elves come next, while ay other race is practically unheard of within its walls.   As Sea Elves are somewhat further removed than their terrestrial brethren, their unique modifier is shown below. All other modifiers are identical to Elves.
  • Aquatic Adaptation: Replaces Natural Adaptation. Sea Elves are capable of breathing fresh or saltwater without issue, as well as ingesting saltwater, and they possess 1 DP per point as their cost for developing their Swim ability, regardless of class. However, they require four times as much water as humans per day to avoid ill effects, and they take 50% more damage from any Heat-based effect.

Territories

As the only nation within the Cyan Reach, Sen'valsai could technically be said to hold claim to the ocean in its entirety, but thankfully they do not formally make any such assertions, holding only their scattered towns as property. The surface is considered entirely separate to them, while the vast depths and unstable ruins are unable to be claimed by any sane being, they believe.

Military

The Cyan Guard is Sen'valsai's military, and as one might expect of an all-elven force, it makes up for its low numbers with overwhelming magical prowess. This makes them versatile, mobile, and highly dangerous, especially since they are fought exclusively underwater. For the same reasons, it is hard to pin down any specific description of a member of the Cyan Guard, as they can vary heavily in both power and fighting style.

Technological Level

With centuries of magical experience to work with, Sen'valsai has a variety of magical innovations of its own, with some overlapping with Sen'ssinai and others being unique to their circumstances. One common trait is floating platforms used within and around their undersea domes, allowing for vertical travel in the few places where simply swimming does not make it an option. Diver's Bait has found many uses due to their considerable supply of the former nuisance, not only allowing their domes to function, but finding use in many drying and culinary processes. Unlike Sen'ssinai, however, the nation has no qualms about its abundant use of magic, with its stable and homogenous population seemingly ensuring a regular supply.   This also means that their innovations are limited to the most costly and ongoing needs, however, as simply using magic otherwise removes the need for a dedicated artifact. Other such innovations include reinforcing domes, containing excess zeon, writing instruments, and communication relays. One of the most costly, on the other hand, is the containment crystal surrounding one of the nation's most well-kept treasures. The capital of Sen'valsai contains a ley line node of considerable power, and after an accident required three Clearminds to sacrifice their lives to avoid a devastating catastrophe, the massive artifact was constructed around it. This serves both to prevent its access without the consent of every living member of the Clearmind Council, and to contain and regulate its power for the rare times that it is used.

Religion

While reverence of Water is not an unheard of subject of worship for the underwater nation, it is not a particularly organized matter. Some Sea Elves instead hold on to ancient traditions that revere Essence itself, not unlike a less extreme form of the Rusgan notions of the Tree of Creation. Others have taken to more modern religious activities, worshiping the likes of Arcana, Mana, or their own aspect of Sachione.

Foreign Relations

Most nations pay no attention to Sen'valsai, and the Clearminds are perfectly willing to respond in kind. Of course, the Merfolk of Mount Maenad are another story, as the War of Three Seas continues to put the two at odds despite their significant distance. The Nalanosan Federation also holds a rather awkward history with their technically close neighbor, and while they are not outright hostile despite it all, the drastically different culture of the now-frigid continent leaves their relations strained.   Chal, with its possession of potions to ease the issues of aquatic travel and its thriving southern port, occasionally trades with Sen'valsai's nearest towns, though this is as far as any diplomatic relation between the two nations goes.

Agriculture & Industry

Perhaps one of the best counterexamples to the stereotype of Elves being predominantly herbivorous is the farms of Sen'valsai. Most plants that are grown there are fed to fish, which are then eaten, with the exception of a few rare forms of seaweed. Clams and sea anemone are also a common choice, with the latter having been stripped of their sting by careful use of Essence magic over the centuries. Other forms of seaweed are also used for making tough waterproof paper, in a process using Diver's Bait. Actual writing, on the other hand, is typically handled through magical means rather than ink.   While occasionally eaten, coral is more frequently used to grow homes and other buildings and provide frameworks. The rise of Vil'saran glasswork, however, has made this practice more of an aesthetic and traditional choice than a necessity. Many other necessities are gathered from the oceans rather than cultivated due to the sheer breadth of the undisputed area the nation has available. Even ores can be acquired from the sea floor as needed, often with considerable magical assistance.

Trade & Transport

Apart from using various domesticated sea life as beasts of burden, the Sea Elves frequently make use of long-term ocean currents to expedite travel, but they are nothing if not patient. The majority of their actual trade is with Chal, where merchants will simply anchor themselves above their towns (with considerable care, of course, if they want to stay in the elves' good graces). From here, the locals rise to the surface to meet them, trading terrestrial commodities in exchange for pearls, rare fish, and other luxuries. This tends to be mutually beneficial, as both sides are receiving something that is otherwise very difficult to acquire, and this fact keeps most trade relations civil.

Education

While Sen'ssinai is a far more accessible location with a more broad range of topics, the grand libraries of Sen'valsai are a competitor in supernatural regards, holding centuries of magical experience within their walls. As a more sedentary but still overwhelmingly elven community, magic makes its way into even the most basic levels of education, and it is rare to come across anyone, visitor or native, that is not capable of using it. However, for the same reason, one cannot simply travel to the underwater domes and expect to be taught - their instruction is typically reserved for those born and raised there, and the pace of the courses is not intended for anyone besides elves. This does not stop some foreign elves from traveling here with the express purpose of giving their children an exceptional education, of course.    The options available for an adult mage are still considerable as well, as the aforementioned libraries are at least partially public. While they keep their greatest magical secrets out of the hands of outsiders, what the Sea Elves consider 'common' magical knowledge can come as a shock to surface-dwellers. For one capable of making the arduous trip to the bottom of the cold southern ocean, it can be well worth it regardless of the specific type of magic that they intend to learn.
Type
Geopolitical, Magocracy
Economic System
Command/Planned economy
Major Exports
Loathe to part with their magical artifacts, most trade by Sen'ssinai takes the form of commodities that they essentially have a monopoly on, such as the aforementioned pearls and fish. Shells of certain creatures are also prized, though concerns about encouraging the hunting of these animals make this a reluctant choice for some. Glasswork also occasionally reaches Kurstach markets, though it tends to be a poor choice for divers due to its less desirable properties, while their waterproof clothing is more commonly useful.
Major Imports
Apart from terrestrial foods and plants that can be grown in the underwater domes, various wooden luxury items are a common purchase. Certain Dwarven items manage to make their way to the seabed as well, as the stone holds up better under the aquatic conditions. Potions, on the other hand, are considered almost a joke in many circles, though a few enterprising alchemists from Kurstach have experimented with other methods of condensing their products that are more usable in water.
Location

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