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Alkgnir

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Overview

Much like winds, rains, the sun - spirits are natural forces. They do not speak (although it appears they can communicate), they do not appear in any form that is familiar to you or me. Spirits are inherent to the land, lurking in its very foundations, sitting between the rocks and water. They do not think or feel, but they certainly impact.

Spirits & Magic

Spirits manifest in two ways: magic and tribes. Magic is conducted by calling upon any spirit to do your bidding. Much as water can be used to drive machinery or steam to power engines, spirits can be used externally to influence an outcome.

Tribes

The tribes are a more inherent matter. There are currently seven: "anchored" - or major spirits in Alkgnir. They are as follows: Innihan, Valimeana, Fenlina, Rhyliah, Nahmiphant, Ingrithid, and Heskddithgr. These contribute to the 7 current tribes, all possessing their own abilities: the ihan ae, valia, ry, nhamy, pirig, and heskyn. There is also the vula, a tribe that used to be influenced by the Vulaeun spirit. However, in an event called the Day of Fires, Vulaeun lost its anchor point and now sits solely in its endlings.
Despite how dramatically the spirits can alter biology of the people it's under, your tribe is not a matter of legacy but rather location. The moment a child is born under one spirit its physiology is altered as such to fit the spirit's design: regardless of its genetics of before.

Storms

Anchored spirits are not an assured matter, however. Much like fungi will compete for space - so do the spirts. And this isn't exclusive to the anchored ones, either. There are countless spirits lurking in the land - and there are countless ways these spirits can rub up against each other. The contests for space are called storms: and they can be as simple as an area with static to countries engulfed in flames.
"We should remind ourselvs to be humble. We are nought but flesh, all of us, whether we were a crown or remain a pauper. If Alkgnir is the court: the spirits are king. I cannot contest." - Queen Svetlana Jovica in her first address as queen

& Let's Get You Info!

Tribe Overviews

The Ry

Children of Rhyliah
The ry is the tribe that occupies the southeast of Yulca, under the spirit known as Rhyliah. Rhyliah is sometimes nicknamed the hoofed and pawed spirit: being the one who lays latent in mammals. The ry are shape changers. Their form is malleable - they are a canvas, and their art is anything in the Mammalia tree.

For further reading: The Ry

The Fenwyn

Children of Fenlina
The fenweyn are the tribe associated with Fenlina, often nicknamed the spirit of petals and roots. Characterised after flowering plants, the fenweyn are in the southwest reaches of Yulca - stretching between the island's "tail" and the Yulca Gulf. Fenweyn are not shape changers the same way ry are, but their powers still lay in the malleability of their forms.

For further reading: The Fenwyn

The Vula

Children of Vulaeun
When talking about the Vula, it's important to make a single distinction: who they are, and who they were. Before one landmark event, the Vula were the tribe under the Vulaeun spirit, a spirit characterised by it's links to sound. The vula are manifest in a control of sound waves.

For further reading: The Vula

    The codex will contain all the lore you may wish to ferret in.

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