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Ice Elf

Ice Elves are a sub-culture and distinctnive ethnicity of elves who originated in the mythic age during the Primal Elf exodus from the vale. Also known as the Vanir, the Ice Elves come from the eastern most islands of the Aedrinarian peninsula known as the Kingdom of Asrinheim. Hosting a vibrant, rich, and uniquely chimeric culture combining old elven and aedrinarian customs, the Ice Elves isolated and private nature has made them a near mythological entity within continental Prima Terra until their arrival in the 40 year war.  

History

Like all other Elven cultures native to Prima Terra, Ice Elves originate from The Vale. Friggan myth states they originated from the north-east of the country around the Dwarven Mounts and spreading into the Crag and their land was known as Vanaheim, and they as the Vanir. Like other elven groups, the Vanir were forced out of the Vale during the Dwarven invasion in retaliation for Elven subjugation of dwarven clans.   The migratory period was composed of five distinct migrations, the Vanir were the third migration and headed north across the Terrasic Ocean. Friggan tradition states this was down to Frigga having a vision that if their people went to the north, they would earn greatness and outlive all nations around them, a prophecy that would ultimately turn out to be true.   Vanir fleets started arriving in the post-golden age period of the Mythic Age, with the first ships landing on the Sudalfenland, founding Exile’s Rock, with another fleet landing on modern Asrinheim island and building their first settlements. Later migratory would land here and push up the islands, founding small clan settlements where they could. Those who landed in Asrinheim would eventually come across small migratory villages of humans and their Dark Priests who were beholden to the Forgotten Gods. The two factions would battle, with the proto-ice elves seeing the Dark Priests as enemies that Corellon would want them to slay, and freeing any enthralled humans they could.   This pattern of slowly moving, fighting enemies, and settling across the eastern most isles continued for several hundred years. The Forgotten Gods had tried to wage war on the elves, but their faith in Corellon and the leadership of their new queen, Frigga, had helped them persevere. The presence of the Ice Elves disrupted the control the cult of the Forgotten Gods had over the humans of Aedrinar and allowed Odin to begin his uprising and war. Frigga and Odin would eventually meet, as Odin journeyed to Asrinheim to entreat with the elves to help in their war. The two would fall in love, and Asrinheim joined the humans on their mission, led by Frigga, Odur, Freya, and Freyr.   The work of the Ice Elves was instrumental in the defeat of the Forgotten Gods, and at the war’s conclusion Frigga and her three other Vanir companions were also ascended into godhood. This, combined with the new and strong relationship with the human nations, began to sow the seeds of early ice elf culture.   As the memories of the war faded from the minds of humans, the Jotun launched an attack on Asrinheim, striking at their westernmost holdings. The Ice Elves, although outnumbered, pushed back and drove the Jotun out of their home using ambush tactics. This started the ancient tradition of hunting a Frost Giant to attain the rites of adulthood.   During the first age, the Ice Elves became more reclusive and at least 3-4 generations had now lived in their homeland, and their physiology and connection to the land was starting to change them. They grew paler and bluer, and their innate magics began to allow them to shift the icy landscape around them, giving birth to their ice magics abilities.   Ice Elves were culturally and ethnically distinct by at least the end of the First Age, as chronicles and myths talk of the “Blue Elves” who arrived in the west to help fight Soulthek during the fall of the Sun Elf Empire. This was their only major appearance on the continent until the Aedrinarian period of the second age, where some Vanir tried to resettle the Vale. The late second age was spent building ties with the other Aedrinarian kingdoms and Jotun, with the practice of giant hunting being abandoned.   With the coming of the 40 year war in 1002, 3e the Ice Elves were formally neutral but many did go on their personal raids against the Seldrinar, who they saw as arch-enemies. The Seldrinar had formed part of the second migration of elves and had settled the very south of Prima Terra, becoming the Southern Elves. They had abandoned Corellon, who the Ice Elves hold dear, and began worshiping Lolth, who the Ice Elves detest, forming a large rivalry between the two elven cultures. Asrinheim would formally enter the war alongside the Kingdom of Aedrinar and Jotunheim when the Commonwealth was invaded. At first restricted to protecting the Terrasic Ocean and launching raids, the Ice Elves would later be directly involved in the liberation of the Commonwealth, fighting in the Battles of the Northern Shore, Delmoor Common, and Salian Isle, earning them an esteemed image within the continent as mighty warriors who arose from the mist and turned their foes to ice.

Naming Traditions

Unisex names

Ice Elf names are uniquely unisex due to their cultural fews on sex and gender being fluid and constantly changing.
  • Vanus
  • Illyrin
  • Alvarie
  • Lusath
  • Frarngin
  • Aavin

Family names

Ice Elf names vary widely, with some using traditional elven naming systems and others using the Aedrinarian familial and clan naming system. Common surnames tend to be:
  • Asriliyr
  • Elwyirl
  • Arthir
  • Asrinskyn
  • Essenthir
  • Lelthor
  • Corelieer

Culture

Major language groups and dialects

Ice Elves, although speaking elvish, have their own dialect that is considered ‘old-fashioned’ by continental elves and contains numerous loan words from Old Aedrinarian and Giant. The earliest form of the modern ice elf language was called Vanir and was itself a dialect or accent of Proto-Elvish, with the modern language containing many of the same eccentricities of that tongue.   The Modern form originated in the mid-second age as the Ice Elves, Aedrinarians, and Jotun mixed more regularly. This is mutually intelligible with other elvish languages on the most part, with Vanir speaker easily being able to shift their dialect to talk to continental elves, vice-versa is more difficult due to the more unique aspects of the current tongue.

Shared customary codes and values

Ice Elf culture is militaristic by many, with martial and battle-magics common training within their society and actively encouraged. The brutal environment, lack of fertile lands, environmental isolation, and dangerous predators of the Aedrinarian Islands have bred some of the most war-thirsty and militaristic cultures and it is no surprise the Early Vanir followed that tradition. Martial training is passed down through families, with most ice elves at least knowing how to use a simple weapon, with the majority knowing how to use at least one martial weapon with a focus on bows, axes, and swords. Unlike their human Aedrinarian neighbours, Ice Elf fighting is largely focused on defence and ambush, with wars of aggression being rare throughout their history. Martial views tend to focus on protection rather than expression, and this philosophy of ‘minding your own business’ but being able to defend yourself is a standard view within Asrinheim culture.    Like their human neighbours, Ice Elves see honour as incredibly important, with the following being seen as honourable:
  • Defending the weak
  • Respecting elders
  • Fighting duels
  • Sparing the weak
  • Providing hospitality and shelter
  • Hunting
There is also a division between the north and south of Asrinheim. Northerners are seen as more traditional, spiritual, and isolated, with southerners seen as warmer and more metropolitan.   Within Ice Elf culture, cats are seen as incredibly lucky and good omens. Since felines are associated with Frigga, a former ice elf before ascending to godhood, they are believed to be the continued blessing of their patron from Ysgard. White cats are considered especially lucky, and one must always leave a treat for one if they are seen.   Ice Elf custom and belief also has other important animal and nature spirits. The most foreboding is the arctic fox, a small beast native to all of the islands, it is said that every ice elf family has a spirit fox associated with it. This spirit is said to appear the night before a prominent member of that clan dies, crying outside of the homes of the clan members. As such, they are seen as a bad omen and routinely avoided. Killing an arctic fox is considered extremely bad luck.  

Religion

As with all things Ice Elf, their religion borrows heavily from both elvish tradition and their neighbouring humans. Worship of the Seldarine is adhered too, but gods outside of Sehanie Moonbow, Aerdrie, and Corellon are usually ignored, with the Ice Elves also worshipping the honoured gods Frigga, Freya, Freyr, and Odur. Combined, these gods form their own Asrinheim Pantheon, with Frigga and Corellon seen as the chief deities.

Common Etiquette rules

Most of Ice Elf etiquette is similar to that of their surrounding cultures, never insult someone’s honour, if someone does then you defend that, you fight to the death, you never strike someone when they’re down, and you always pass the mead horn clockwise. Outside of this, the most unique Ice Elf etiquette comes down to their unwritten laws of hospitality.   When entering an Ice Elf’s home, you must always remove your weapons at the front door, brush the snow off your feet, and make a small offering to the nature spirit idol that will likely be sitting by the entrance, this can be a coin, a flower, a pat, or a prayer. Nature spirits are usually cats, but never foxes and can also be inanimate objects such as trees or flowers. You are expected to eat and drink all you are provided and never complain.   As for the host, you must never harm one who stays in your company in any way, doing so is believed to bring a curse upon your entire clan and result in a societal excommunication. You must provide lodgings for all who ask, place your holstered weapons on the fireplace for the duration of a guest’s stay, and share a quality of mead you deem suitable.   In Asrinheim, it is common to refer to everyone by they or them unless you know them intimately. Asking personal questions to anyone you are not sharing hospitality with is also considered rude.

Art & Architecture

Ice Elf architecture is similarly Nordic to their human neighbours with a heavier reliance on stone than wood, as stone buildings will last more than one-elven lifetime whereas the wooden buildings likely will not. The most impressive and famous Ice Elf structures are built of actual ice, forged using their ice magics they never melt and are as strong as any other material.

Coming of Age Rites

Ice Elves are most famous for their coming-of-age rites. When a young ice elf feels prepared, they can endeavour on the Rites of Adulthood far from home and hunt down a mighty foe. This foe can be physical or metaphysical, and the rite is only completed when the journeying elf ‘feels’ they have accomplished it. As one of the most important rituals, this rite can sometimes take decades before they feel it has been completed.   In ancient history, it was customary to journey to Jotun and slay a frost giant. This was due to a war of aggression Jotun waged on Asrinheim in the early first age and a declaration of endless blood feud This feud would not be endless, and relations did improve between the two peoples so that tradition was gradually dropped, although some still practice this old rite.   In the modern day, it is most common to hunt down powerful monsters such as dragons, yeti alphas, wyverns, demons, devils, or elemental myrmidons. For others, the destruction of a powerful beast is not enough, and their journey is entirely spiritual, such as overcoming doubt or mending emotional damage.   An Ice Elf can take this ritual at any time, and afterwards they are culturally considered an adult even if they are fully matured. This means they have the right to form a clan, build and captain longships, join the military, and take on an ‘adult name’.

Funerary and Memorial customs

In Vanir tradition, the body is simply a vessel for the soul, and once you die your soul transcends, becoming either a new child or joining to gods in Valhalla or Arvandor. Therefore, treatment of the body is purely for the satisfaction of the living. There are two forms of tradition around funerary rites, tomb internment or funerary pyres.   Where the space and resources can be found to construct tombs, they are usually cairn like structures that can be found within mountains, below ground, or on the outskirts of settlements. These cairns will house entire generations or family units and some go back thousands of years whilst remaining in active use.   The second tradition is most commonly found in the forested areas of Asrinheim, traditionally in the south and far north of Nordspiyr. A pyre would be formed of logs equal to one-third the wealth of the individual, and if they owned a longship, the body would be placed within at the very top of the pyre along with flowers, offerings, and any possessions they had not designated to be left to another. The fyre and celebration of life would last for at least 24 hours.   When Ice Elves live outside of Asrinheim and these customs are not always attainable, they usually settle for whatever local burial custom is allowed. Since the largest Ice Elf population outside of Asrinheim is within Jameleska or the Kingdom of Aedrinar, at least some form of cremation is always available to them so tombs are rare to find.

Historical figures

Known Ice Elves

Ideals

Gender Ideals

Ice Elf culture shares similarity with their other elven cousins in a relaxed few on sex and gender. It is not uncommon for Ice Elves to routinely change their gender to anywhere on the spectrum, with the practice normalised and available at religious temples of Corellon throughout Asrinheim. It is likely this practice is a continuation of ancient primal elf customs. As such, most ice elves tend to use a they/them pronoun, but may lean to other traditional pronouns at other times, but find the pronoun need within common as ‘tiresome.’   Ice Elves are one of the few cultures where the practice of Corellithe and Aerdrithe are commonly practiced. These ancient traditions, done in honour of the Seldarine gods Corellon and Aerdrie Faenya, involve changing ones sex with the seasons in honour of either deities own transitions throughout the year.

Courtship Ideals

Marriage, dating, and courting within Ice Elf culture is largely monogamous. Due to the population being small, isolated, and island dwelling, polygamy or having children with different ice elves is discouraged to ensure the gene-pool does not become too linear, but is considered fine when other races are involved.   Whilst Ice Elves tend to only court and stay with other Ice Elves, this is more down to circumstance than any sense of racism or superiority as Asrinheimers prefer to keep to their own lands and territory as adults outside of war time. Additionally, there is no guarantee any children with a non-elf would yield the ice magics often needed to survive in Asrinheims harsh and rugged climate, so those in the more isolated settlements and islands will rarely have non-elf children, but in larger cities such as Thevensyne or Exile’s Rock, more half-elf and non-elven Asrinheimers can be found.   Proposals are traditional done with flowers instead of rings, with wedding bands only becoming common in the third age with a ‘thawing’ of relations with the other island nations of Aedrinar and some cultural merging. Divorce or separation is simply declared between the spouses, with arbitration available from the local nobles or priests to help divide assets, but separations are considered amicable.
Encompassed species
Typical Ice Elf Warrior

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