Siógamhór

Siógamhór means "paradise" in the akitu language, and its residents genuinely believe their home to be such a paradise - a land where want is scarce and happiness flows as freely as the rivers and streams of the Flitterflows. Joyful chaos reigns supreme; all are free to do whatever they wish, whenever they wish it. Ever since they first discovered these lands, back when the portals to the Inner Spheres first opened, the inhabitants have made it their own - a land truly infused with magic and wonder.

 

Governance

 

Siógamhór has very little formal governance. Although some akitu may make extended games out of play-acting as royalty, mimicking the foibles of faraway lands, these titles are mere air, their games rarely lasting more than a day before the next idea strikes the players. The people of Siógamhór rule themselves and claim to be free and untethered to superiors, but of course, someone has to take care of the akitu so they don't waste away. These come in the form of Dreamers and the Lucky.

 

The true rulers of the land are the fey of the Flittermarsh, who, unlike residents of other Inner Planes, actually pay attention to the people who once lived amongst them. In order to ensure their flighty little friends survive (or maybe just because they can), powerful fey choose to establish magical bonds with various Siogamish souls. These are known as "Dreamers". As with many things in Siógamhór, there's usually very little rhyme or reason to who becomes a Dreamer, but very often the ones who do are either village elders, those with large amounts of magical potential, or occasionally both.

 

Dreamers are well respected within akitu circles, and provide messages and commands directly from the fey patrons to the listening ears of the citizens. They spread emotions from their particular patron to the hearts of the sensitive akitu in their midst. In theory, a Dreamer's word is law; in practice, a Dreamer's word is friendly suggestion.

 

Whenever the wider world calls for Siógamhór's aid, powerful fey organize a nationwide lottery. Literally anyone may enter, and the winner is selected at random. The winner takes on the epithet of "the Lucky" for the rest of their days. The title is mostly a formality, but the Lucky gain immense respect and prestige for their experiences and adventures.

 

An inhabitant of Siógamhór may do whatever they like, so long as it causes no pain. If they do cause pain, physical or emotional, a patron will hand down punishment by way of a Dreamer, with input from the accused party - the punishment matches the crime, and can get incredibly creative.

 

There are no standardized systems for education, each akitu passing down their personal knowledge to the younger generations in their own time. Young are raised communally in Dreaming Pools, where the local Dreamer watches over them until they are able to take to the skies, zipping away after whatever tickles their fancy. When unpleasant chores such as farming absolutely must be performed, a patron will work with a Dreamer to turn the chore into a game - transforming a field of crops into a maze, for instance.

 

Economics

 

Akitu don't quite understand the concept of value as strongly as citizens of other nations do. They might try to sell you an apple for 500 gold pieces, or a magical sword for eight. They're much more familiar with bartering, trading goods and services on a regular basis. Oaths and promises regularly serve as legal tender - for example, a woodcarver might offer a shiny new toy to a friend in exchange for the friend assisting in foraging for wild mushrooms, or a hunter might be offered companionship in hunting in exchange for harvesting cranberries.

 

The keeping of these promises is enforced not by Dreamers, but by magical pearls known as Promise Pearls, tiny bits of the Flittermarsh itself that have floated into Alvandis. These pearls glow when held by someone who has fulfilled an oath or promise, and some even bestow magical boons - or consequences for breaking them. Siógamish measure wealth not in material possessions, but by promises kept. Everyone has everything they need or want - provided, of course, that they know what they need or want.

 

Siógamhór is lush and green despite its northern latitude, and so its residents have no shortage of foods to cultivate. Some have developed beautiful floating gardens, with corn mazes and ivy-covered walls and flowers in abundance. Algae, cranberries, and mushrooms are common crops, the mushrooms often containing wild magic that messes with the mind of a consumer. Fish is the most common protein; crayfish are an especially popular delicacy, as are feral mosquitos, which have grown numerous since the corruption of the Baleful Heart and which many akitu find a talent in hunting or farming. All of these are available to trade, as are Promise Pearls of differing rarities, as well as trinkets and toys handcrafted with love and joy. Siógamhór is perhaps most well known for the pearls, which see use in diplomatic situations and weddings across Varzzen.

 

Social Relations

 

Akitu are creatures of passion, empathetic to an almost alarming degree. While the stereotype is that they are always happy, that's not quite true; akitu can feed off any emotion and reflect it in their own behaviors. As such, they don't really have a problem with outsiders - in fact, many make it a habit of leaving Siógamhór, whether by hitching up with a merchant caravan or simply by striking out on their own. Similarly, they love when newcomers arrive in their own lands. Although they can be prone to stereotyping, they admire new skills, talents and stories whenever they can find them.

 

Internally, akitu are remarkably equitable people. They don't really impose ideas of class, gender, or sexual orientation upon themselves. Dreamers tend to be in leadership roles, but other than that all inhabitants of Siógamhór are just that - inhabitants. If you live there, you count as a citizen and are entitled to your heart's desire. Gender and sexuality are impositions from outside; akitu find it much simpler to be who they are and love who they want, especially when love, like life, is fast and fleeting. Members of the Court of the Baleful Heart are avoided due to causing discomfort, but other than that, akitu greet their own with open arms.

 

Cultural Influences

 

Akitu culture is as vibrant and varied as its citizens. They don't dedicate much time to military matters, believing that their inherent magic and their fairy friends will protect them from harm, although some members of the Court of the Wrathful Heart have gained reputations as valiant warriors and the unofficial official title "Knights of Salamander". Fighting is, like everything else, a game.

 

No two akitu are equal in body or spirit, and their fey patrons have accounted for that, attracting followers according to the emotions within their hearts. These are divided into the Six Hearts. Most settlements are ruled by a fey of a particular Heart, and the hyper-emapthic akitu find themselves drawn to that particular emotion and its values, though adherents to other Hearts are usually present to round things out. Each Heart claims a race of fey, a color, and a flower as its symbol; the six flowers are often braided together into a wreath to represent the united Siógamhór. The six archfey who preside over the Hearts have gained godlike power from the service and reverence of the akitu and lesser fey who follow them.

 

The Six Hearts

 

While each of the Hearts is different, they all represent aspects of a true heart. At least, that used to be true. Most akitu, unable to remember the days when Balefuls were functional members of society, tend to exclude them, and the Balefuls respond in kind.

 
The Court of the Joyful Heart: Led by Oura the Frog, symbolized by the color yellow and the crocus. Values optimism, hope, and wonder. Akitu belonging to this court tend to be entertainers or artists.   The Court of the Sorrowful Heart: Led by Anh the Toad, symbolized by the color blue and the hyacinth. Values empathy, community, and catharsis. Akitu belonging to this court tend to be healers, farmers, or caretakers for children.   The Court of the Fearful Heart: Led by Della the Newt, symbolized by the color purple and the rhododendron. Values protection, preparedness, and vigilance. Akitu belonging to this court tend to be craftspeople or guards.   The Court of the Wrathful Heart: Led by Urau the Salamander, symbolized by the color red and the petunia. Values passion, justice, and energy. Akitu belonging to this court tend to be warriors or hunters.    
The Court of the Wonderful Heart: Led by Teinie the Axolotl, symbolized by the color orange and the gerbera. Values discovery, curiosity, and change. Akitu belonging to this court tend to be diplomats or explorers.   The Court of the Baleful Heart: Led by Nio the Olm, symbolized by the color green and the thistle. Values self-indulgence, judgment, and obsession. Once, akitu belonging to this court served as craftspeople and inspectors, always on the lookout for that which might bring evil into their settlements - until a tricksy adherent swiped a powerful artifact from the roaches, and that artifact made it into the hands of Olm themself. Olm fed on this power with the help of strange scriptures from the Theocracy of the Wurm, obsessing over it and causing their adherents to become obsessed with it as well. Unbeknownst to anyone, this artifact held a fragment of the Great Wurm itself. As a result, lands overseen by Dreamers of the Baleful Heart have grown rank and rotten, while members of the court have grown more prideful and less cooperative, secluding themselves in order to devote time, energy, and worship to that which has become known as The Great Obsession.
 

Siógamhór is constantly alive with the fruits of creativity and self-expression made manifest. This means something different for each akitu, leading to a chaotic cacohpany of color and sound. Akitu music sounds discordant to foreign ears, but they never play the same melody twice, often crafting their own instruments or simply bursting into song. Oral histories are also popular, with every teller putting their own spin on the tale, complete with song and dance. No matter what, you can always count on a spontaneous celebration of life itself happening somewhere. Even the rare bits of technology in Siógamhór, borrowed and not returned from the roaches, maintains a scrappy sense of self-reflection, and Siógamhór wouldn't have it any other way.

Alternative Names
‌The Flittering League   Type
‌Geopolitical, coalition   Population/Inhabitants
‌90% akitu, 2% roaches, 2% beetlefolk, 1% other   Demonym
‌Siógamish   Government System
Anarchy   Official State Religion
The Six Hearts   Dates Active
‌6 AO - today   Important Locations
‌ Flitterflows, Shimmer Coast   Notable Members
‌ Kiara the Lucky, Terent the Baleful Dreamer

Comments

Please Login in order to comment!