The Royal Magocracy of Fjallkonan (V)
Structure
Compared to many other political entities, the powers of the Witch-Queen of Fjallkonan are expansive within her domain, controlling the island nation with absolute authority. Below her, powerful Trinities of witches and clan leaders carry out her political and martial bidding.
On a local level, much of the governance is held by the 39 captains, tribal leaders overseeing their own villages and fleets. These captains must pay homage to the Witch-Queen and send representatives to her Althing, a council of advisers. The Witch-Queen has the power to overrule any and all decisions of the Althing.
Public Agenda
Fjallkonan balances the knife's edge between Bedouar and Faerie, a kingdom of Bediz (Human) within the mists beyond the Veil. It maintains cordial poltical relationships with the Sidhe Courts and the Formorians. Fjallkonan considers itself above the petty politics of Bedouar and it has not been a major political player as a state-entity since the days of Ys, when it great aided in the establishment of Kernev. However, Fjallkonan captains frequently launch Viking raids against the continent and the Witch-Trinities will occasionally carry out their own missions there over long-stretches of time. It is not uncommon for these witches to mother children by local fathers during these extended visits.
Fjallkonan and other Viking raiders settled in Normaundie, creating what would eventually become that Duchy. Despite cultural roots, the Normans largely assimilated with the local population and has little to no political connection with their country of ancestry.
Assets
Fjallkonan is rich in gemstones and silver, as well as obsidian. The Viking and Witch raids increase the wealth of Fjallkonan through plunder throughout Faerie and Bedouar. The island nation is known for its impregnable magical and physical defenses, such as the Black Palace of Gullfoss, which is rightly considered the strongest and most impressive "human" castle 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 Tuatha de Danann silversmiths or the Formorian Ironmongers.
History
The isolation of Fjallkonan and its connections to Faerie have obscured its history considerably. Fjallkonan was subsumed into Faerie quite early in Bedouar's recorded history, possibly even prior to the Tearing of the Great Veil, a seeming impossibility under current scholarly understanding of the event.
At the time of the Remusan Empire, Fjallkonan operated similar to other northern realms, launching Viking raids into Kingdom of Gallia and Normaundie, the latter of which was largely settled by these groups. Magik permeated more and more of Fjallkonan society, leading to its present state as a fully magical entity.
The last king of Fjallkonan was Harald Olafsson, who reigned contemporaneous to Conan Meriadoc in Breizh. Falling into a severe, prolonged sickness, he was slain by his wife, Queen Malgven and her lover, Gradlon of Kernev, who had previously attempted to besiege Fjallkonan. Malgven and Gradlon founded the Kingdom of Kernev and grand city of Ys in Bedouar, culminating in the Battle of Meneziou Are. Malgven returned to Fjallkonan, solidifying her power over the 39 fleets, continuing to reign into the present.
Demography and Population
Although traditionally considered a Bediz realm, the truth is more complex, as magik has so permeated the society. The majority of the population are technically Milliget and the few who are not are Boermezh. Dragons, Re Vihan and Sidhe live openly, and are largely integrated into society at large. The Southern Church was 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 consists of a small island far to the North of the Mor Breizh that has been entirely subsumed by Faerie. Rocky cliffs 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. a forbidding stretch of permanent Faewylde. Volcanoes are often active, spewing ash and smoke into the sky, which often has an omnious red and black sky. On clear nights, the Gaoithe Sidhe the Faerie Winds are brightly visible, capable of lighting the island and sea as if in early morning light.
The sea surrounding Fjallkonan is often shrouded in Fairy-Fog. 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.
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 are the special units of Fjallkonan, trios of powerful magic users. 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.
Foreign Relations
Despite its traditional connections to both Kernev and Normaundie, Fjallkonan maintains no active political connections with Bedouar, although individual Fjallkonaned may. The Mages of Menez-Mikael have numerous Fjallkonaned in their numbers, although these individuals are seen as traitors by many on the island. Witches operate in Bedouar if the need arises, and viking raids are still common along the Ar Mor of Breizh, Normaundie and Logres . Witches are prevented from marrying Fjallkonaned men, and will often mother children with other Bediz. The offspring are often left behind, but are welcomed if they seek out the island.
Fjallkonan maintains cordial relations with the Sidhe Courts, especially the Unseelie Court of Winter, and hold numerous treaties with the Formorians.
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 artifacts 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
Formation Type
Training Level
Elite
Veterancy Level
Decorated/Honored
Demonym
Fjallkonaned
Government System
Magocracy
Power Structure
Thalassocracy
Economic System
Barter system
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
Neighboring Nations
Notable Members
Comments