The Royal Magocracy of Fjallkonan
Structure
Fjallkonan is a Fisher Kingdom, and the powers of the Witch-Queens are expansive, extending over reality itself within her domain. Her will is directly carried out by the Witch-Trinities
Witch-Trinities, trusted agents of powerful Similherez.
On a local level, governance is held by the 39 captains, tribal leaders overseeing both their clans and their fleets. Every captain is expected to be capable of leading a viking expedition when called upon, and thus many strive for martial power.
The Captains, in turn, send representatives to the Althing, a council of advisors. These representatives are administrators, overseeing much of the actual governance of their villages, while the Captains offer a more symbolic and martial role. The Althing may propose laws and decrees, but the Witch-Queen has the power to overrule any and all decisions of the body.
Public Agenda
Fjallkonan is a kingdom of Bediz, located the furthest West of any known settlement, far across the Mor Bras. Despite this, almost the entire population is Milliget or Boermerzh, having lived their lives constantly in the Bleed.
Fjallkonan maintains cordial relations with the Sidhe Courts and some human kingdoms, largely Letha and La Manche. Its strongest relations are reserved for the Fomorians of Tevenn Du, its largest trading partner.
Fjallkonan considers itself above the petty politics of Kornôgel and it has not been a major political player as a state-entity since the days of the Great Kingdom of Kernev and Dumononia, when it greatly aided in the establishment of the Kingdom. 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.
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 Kornogel and the Fortunate Isles. The island nation is known for its impregnable magical and physical defenses, such as the Black Palace of Gullfoss, considered one of the strongest and most impressive "human" castles 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
Fjallkonan was first settled by Bediz driven from The Lost Peninsula by The Erlking. Finding the Fortunate Isles in chaos, they continued Westward across the Mor Bras to reach their island home, forming a compact with the Wind Dragons residing there.
Having established themselves on the remote and barren landscape, the inhabitants quickly learned to harness Huderezh and sailing, launching raids on the Fortunate Isles and continents to secure needed resources, labour and wealth.
The last king of Fjallkonan was Harald Olafsson, who reigned contemporaneous to Conan Meriadoc in Letha. 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 Gullfoss. Malgven and Gradlon founded the Kingdom of Kernev and grand city of Ker-Ys on Douarnenez Bay on The Armorican Peninsula, 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 Milliget and the few who are not are Boermezh.
Dragons, Korrigan and Fomorians live openly, and are largely integrated into society at large. The Church of the Four 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.
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
Capital
Formation Type
Training Level
Elite
Veterancy Level
Decorated/Honored
Demonym
Fjallkonaned
Leader
Head of Government
Government System
Magocracy
Power Structure
Thalassocracy
Economic System
Barter system
Gazetteer
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
Notable Members
Related Species

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