The Valheim Queendom of the Dsiri Northlands (Valheim)

Home of the Valir, Sovereign of the Dsiri Northlands.

Shorthand - The Queendom, Queendom of the Valir, Valir Northlands.

***It is highly advised that you read through the Valir Beastiary before this one to fully understand.***

### **Glossary**

* Queendom - shorthand for The Valheim Queendom of the Dsiri Northlands.
	+ Other substitute names may include but are not exclusive: Northlands, The North, North, Dsiri Northlands.
* Valheim - central city of the Valir where most make home. The palace of the Queen where her influential sphere lives can be found atop a giant colosseum in the clouds at its centre.

* Holds - unofficial districts within Valheim with a cresh of mothering Matriarchs in a Hall at its centre, holding significant cultural importance.
	+ Hall - large longhouse hosting Matriarchs caring for children in creshes, also hosts many feasts and celebrations and is highly protected.

* Vali - valir native tongue, origins of runes.
* Hifriya - traditional form of Valir domestic song. *(Mix of Kulning an whistle song)*

* Herskip - Valir longboat made of wood and tungsten, usually airborn, no offensive purpose, only intention to delivery Valir to a battlefield.

* Vanem - men that live within Valheim.

* Ranks and titles
	+ The Queen - elected through a Right of Queendom. Rules over all.
		- Current Queen: Thorgunna Elisifdottir, Sun Elf of origin.
	+ The Hands - two of the Queen's closest advisors/confidants, chosen by her.
		- Left Hand: Information, finances, strategy.
			* Current Left Hand: Dalla Skurdottir, Half-Fae of origin, former Handmaid of Thorgunna.
		- Right Hand: War, law, diplomacy.
			* Current Right Hand: Eir Freydisdottir, Teifling of origin, recently chosen after the death of the former Hlif Solvadottir, Human of Origin.
	+ Duchesses - candidates who wish to vie for the empty throne as part of The Right of Queendom.
		- Handmaids - closest advisors/confidants to a Duchess, help her to ascend but cannot directly intervene in affairs. Can become Hands if their Duchess is successful.
		- The Right of Queendom - the trial in which candidates for the throne, known as Duchesses, compete in an arena until there is none to stand in their way to ascension.

* Vashrok - elite warriors answering only to the Queen and her Hands.
	+ Valhergrin - Valir Bonded to out of the Calling, 1 in 2 chance when bonded by a Matron, 1 in 3 when bonded by a Matriarch. Monstrous, bloodthirsty, apathetic Valir who desires nothing but chaos and death. The Vashroks primary goal is to hunt down Valhergrin.
* Overlords - temporary mantle given by the Left Hand to experienced Matriarchs during a war.
* Chieftainess/Chieftess - akin to a police force, enforcing the law among the people and sorting disputes.
	+ Seekers - protégés to a Chieftainess/Chieftess.
* Brutesses - notable figures of power and influence, usually business owners, gang bosses, establishments owners etc.

* Arch-seer - close advisor and confidant to the Queen, head of religious affairs.
	+ Current Arch-seer: Sigrunn Katladottir, of Human origin.
* Seers - akin to ‘priests’, formers of rituals and rites, overseeing temples to Kheldir.
* Witches - protogees and assistant to Seers.

* Maidens - 0 to 21 years of age. Unstable and rebellious Valir finding order to their chaos.
* Matrons - 21/22 + years of age. Having found some order to their chaos, desires to settle down, own land and businesses, contribute to the Valir, go to war and more domestic affairs are common.
* Matriarchs - should a Matron live long enough to reach her apex and find fulfilment, she experiences the Calling, upon which she becomes a Matriarch. Deep cultural significance, valued for experience and insight, strongest of the Valir.
	+ The Calling - the point in life where a Valir will be drawn to a specific newborn somewhere in the world to Soul-Bond. Can be ignored, but comes back stronger.
* Soul-Bonding/Bond - the process of melding a small portion of a Matriarchs (or Matrons) soul to a newborn child, giving them the boons of being a Valir.
* Passive Soul-Bonding/Bond - the process of melding a miniscule portion of a Matriarch's soul to an adult/adolescent non-Valir, granting them some of the boons of being a Valir.
* Adopted - adult and adolescent humanoids that have earned their right to full citizenship within the Valir.

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The Queendom encompasses most of the Dsiri Northlands and is ever expanding southwards unto more territory of Jarlhoods with a concerning swiftness and precision.

But how did they get there? Where did Valheim come from?

Centuries ago, as far back as 240 on the border with the Summer Fae Court, an Ancient Elven Cor'Etriel (Queen) desperately sought eternal life and salvation at the sacrifice of her own soul, as such the Valir had been born and are the only echo of the Queen's failed efforts to save herself, having split her soul into 6 pieces.

To the outside world the Valir were only a whisper, a rumour or scary tale that none thought truly real, nevermind a threat.

They were divided, wrought with chaos and war amongst each other as each of the six Domains battled for supremacy and their ideals, but with Grelmaws on their heels they were forced not only to evolve wings for flight, but to flee further and further north out of their ravenous jaws.

However, around the year 700 the Valir had become a known and established threat in some of the most northern reaches of Aether, bringing United life to a frozen wasteland only inhabited by Snow Elves and other elusive races.

Their domains banded together for desperate survival, forming a counsel of Queens with only six inherited seats.

This counsel of Queens would soon fall to its own chaos as betrayal and assassination became common to establish dominance, resulting in the Right of Queendom they use today to find a new ruler.

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## Government

The Queendom of the Valir is presided over by one Queen who must complete a brutal Right of Queendom to claim her mantle and right to rule.

In this trial, a candidate must face down all other Valir who are also making bids to rule and destroy their chances, accomplished in an arena duel to either death or submission to determine the strongest and wittiest candidate.

However, it is not entirely uncommon for Duchesses (the candidates) to have under-handed dealings to undermine their rivals outside of the arenas walls, engaging in besmirching of reputations and assassination. These sly actions are never condoned, and if caught a Duchess would be barred from the Right and sent to a neutral Chieftess for punishment.

Queens either die on their thrones, die in war, or retire when her Hands or the Arch-seer deem her no longer capable of serving. Upon her absence, the Right is initiated and the Hands of the former Queen take temporary leadership until a new Queen is crowned and cannot make claims of their own to the throne to prevent an unfair advantage.

The current Queen is Thorgunna Elisifdottir, an Birth-Bonded Matriarch Valir, mother of three, who ruthlessly rose through the ranks and assassinated her opponents through poison and has her gaze set on expansion southward…

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## Duchesses and Handmaidens

All candidates, sometimes dubbed the Duchesses, have guides, or ‘Handmaidens’, that - should they accept the role - act as advisors and counsel to the Duchess and are selected either by the Duchess herself, or a suitable Matriarch.

Being a Handmaid is a dangerous role, as all are susceptible to the same plots the duchess can fall to such as reputation tarnishing or murder, as well as their reputation can be destroyed if their duchess is to fail to gain the throne.

Handmaidens are forbade from interfering actively in protecting the Duchess, or carrying out her will. They are merely to advise and guide, not actively take part or else they will become a duchess themselves, and therefore a threat. Many Handmaids will find it difficult to restrain themselves from protecting their duchess if they are under threat, and so some fall prey to this flaw. Each Duchess must stand her ground.

Once a Duchess no longer has any threats to her claim, she is crowned the Queen of Valheim in an exorbitant celebration, her Hands then become her advisors, with two taking the top spots of Right Hand - diplomacy, war, and law - and Left Hand - information, finances and strategy. The others will often become Chieftesses or Seers, making up the Queens inner circle.

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## Vashrok

The Vashrok are the greatest warriors the Valir have, with undeniably brutal skill and prowess. They are immune to Valir civilian law and most consequences, being given more free reign than most so long as their mission is completed with maximum efficiency.

Vashrok are most commonly Matriarchs and former Chieftesses, being granted the mantle and responsibility to hunt down Valhergrin, protect the Queen and protect the Queendom of Valheim.

The punishment for failing their mission is severe, resulting in banishment from Valheim unless they return with the heart from a Grelmaw in order to be welcomed back into the fold but never again a Vashrok, a feat only 1 out of 4 every banished has accomplished alone.

## Chieftainesses / Chieftesses

Chieftesses fill the role of a commander, one of the highest ranks in the Valir military hierarchy and often counsel to the Queen.

They reside over wars, enforcing the law, collecting payments and other roles that require an apathetic or brutal touch.

They oversee the collection of tributes and taxes through their protégées, the Seekers, judge the crimes and punishments of others and restore law and order amongst the people.

They also deal with any unwelcome and unresolved aftermath of brawls and disputes that failed to be brought to a close amongst those it directly concerned, sometimes a Chieftess or her Seekers will oversee such fights.

## Seers

Seers are Matrons or Matriarchs who oversee all religious affairs by the Queen's guidance. They maintain and host places of worship, festivals and celebrations. They also provide Soul-Melding services with the intention to help their fellow Valir remain clear-headed; it is also common that they engage in earthly witchcraft techniques to read the future of those that come to them.

Seers, along with the Queen, are seen as the bridge between the mortals and Kheldir, with Seers often being sought out to contact their almighty Blighted God to commune with him, see signs and pray through the Seer.

Seers have a Arch-Seer, usually a Matriarch, whose services are reserved for Vashrok and the Queen herself, often being a part of her counsel, or sometimes even one of her hands.

Maidens and those seeking to be Adopted commonly serve time under the guidance of a Seer and are called Witches, often assisting them in mundane chores and engaging in alchemy. For many Maidens this is considered a huge honour to be a Witch, and is widely honoured throughout the Valir that such a reckless or new individual would take such a huge stride to better themselves.

In return for Seer service Valir do not have to pay as Seers are funded by the Queen herself, instead Valir must only pay respects to them with sincere manners, politeness and patience and the occasional tribute of food, furnishings, cloth, and wine and other gifts. Those that displease a Seer can be thrown from the Temple and barred from ever returning if their respect is not satisfactory.

The Arch-Seer, Seers and Witches are noticeably spotted due to their tattoos and darker cloth attire, magical radiance, ominous attitudes, tattoos and markings, bone charms and crystal jewellery, and raven pets. The Arch-seer will always wear a crown of tall lit candles, usually black or white.

## Brutesses

Brutesses are the leaders of crime rings, organisations, companies and guilds within Valheim and sometimes to have the ear of one of the Queens Hands.

Whether good or bad, they are often run by Adopted Valir, and all the while they benefit a Chieftess, Valheim or otherwise contribute towards the Queendom then Chieftesses turn a blind eye to their methods, sometimes even seeking out their aid.

## Society

### Festivals and Celebrations

Valir celebrate every occasion, no matter how small; a child has learned to walk? Feast. An Adopted Valir has been declared a Matron after years of hard work? Feast and ceremony. A Matron has become a Matriarch? Week long festival throughout an entire Hold. A bonding? Feast for several days. Wedding? Courting? Parties.

Any and every excuse to eat and drink and play, and yet the novelty never wears thin thanks in part to the constant war every Valir will encounter on a regular basis. Whether brawls amongst their own, to conquering more land, fighting back Blood Elves, Grelmaws, Jarlhoods and more, all Valir are drafted for war at any stage in their life if capable, and with the Valir valuing the fulfilment of the soul and hedonism above much else, they vow to live every day as though it is their last as for some it will be.

At least once a week a Hold will play host to a general feast, for whatever reason, and all within Valheim are welcome, though mostly only those near or within that Holds Hall attend.

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### Courting

Valir do not instil the importance of monogamy, and as a result polyamourous or casual relationships are the most prevalent, with up to four people usually engaged in balanced and free relationships, though monogamy is not rare or frowned upon.

How a relationship goes is completely down to the participants, this includes marriage, proposals, dynamics and more. The state rarely interferes unless a Valir is compromised or suffering.

However, it becomes typical for Matriarchs to form creshes with other Matriarchs when they have Soul-Bonded, forming romantic bonds within and sharing care duties of their children and each other, working as one unit.

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### Law and Enforcing

Laws require the signing of the Left Hand, the Right Hand and the Queen’s, meaning either of the three can administer and decree laws, but must gain the authority of the others, however, it is customary for the Hands to decide most laws and for the Queen to merely sign off on the ones she likes. This is because the role of Queen is a very busy and demanding one, hence the need for Hands and counsel.

The Queen can spend hours a day sitting upon her throne and listening to the whims of the folk under her rule and their qualms, with audiences granted on a first come first serve basis to all, giving every Valir a voice. She is also expected to actively engage in war and within the community, attending feasts and festivals herself as well as granting special audiences to Chieftesses, Vashrok and Matriarchs.

Court is an exhausting affair. Fights and personal disputes are settled with fists or other actions and rarely consult a Chieftess unless unresolved. Chieftesses often decide the punishments for crimes and sniff out who is innocent or guilty, however, should a situation be so dire and convoluted that it requires the attention of the Queen and/or her Hands then they may host a court where the Queen is judge, jury and executioner and the targets in question must convince the Queen of their innocence and plights, using witnesses, testimonies, evidence, and sometimes a volunteering Matriarch will speak for them as a representative unless the target in question is Matriarch themselves. The Hands, and Chieftess if applicable, will offer guidance to the Queen during this time.

To those judged guilty by the Queen or Walord, punishment depends on severity of the crime.

For petty crimes such as petty theft, punishment is just a night or two in a cell.

For the more sizeable crimes such as assault, theft of higher value, the punishment is months in jail and communal service under guidance of a Chieftess.

For severe crimes such as spying, betrayal and murder, punishment is taken to a gladiatorial arena where the criminal will face a steady stream of hungry creatures that will test their attrition and hunt them for days until the criminal is no longer able to put up a fight, too exhausted to stand, being slowly eaten alive. This is also a highly sought after form of entertainment.

Because most disputes are settled domestically, not needing involvement of the state, the Valir crime rate is lower when compared to other nations of a similar size and power.

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### Military

All Valir can be drafted for war unless their roles, jobs or capabilities lay elsewhere, meaning from the age of 18 and onwards a Valir can be called to war, of which is considered a high honour.

Technically, there is no traditional ‘army’ like in other civilisations as all Valir are combatants for the Queendom and rank follows both lifestages and ranks listed above.

The Queen takes charge and is a part of almost every war they engage in, boosting morale heavily, her Right Hand will always remain in Valheim to fill the Queens role until her return, while the Left Hand will engage more passively, hanging back and overseeing who is doing what, where, when and how as well as resources and information on the enemy.

The Left Hand will designate several experienced Matriarchs as ‘Overlords’ who distribute commands and roles from the Left Hand; these commands will then trickle down through the ranks via word of mouth, from Overlord to Chieftesses to Shieldmaidens etc.

* The Queen
* Left Hand

From the Hands, authority is distributed through two branches. The first:

* Overlords - Experienced Matriarchs given the temporary mantle while at war by the Left Hand.
* Chieftesses - Each Overlord will have several Chieftesses to oversee and command.
* Shieldmaidens - Overseen by Chieftesses, general Valir soldiers whose authority is determined by lifestage.

The second:

* Arch-seer - Fills the role of an Overlord with their authority mostly focusing on Seers and Witches, rather than Chieftesses and Shieldmaidens.
* Seers - Commanded by the Arch-seer, instilling morale and using magic to protect and heal, usually at the backlines or at camp.
* Witches - Similar to seers, they pull injured from the field, protect and shield, accompany a Seer and aid them.

Each squadron of Valir under a Chieftess will tend to have a similar combat style as their Chieftess, allowing for maximum efficiency in working as a unit.

To accompany the Valir armada are Herskip Longships; longboats with a passive purpose of transporting Valir across long distances both on water and in air. When propelled by Air magic-users or Dokkar bought through the Sea Elf Communes, the longships can soar through the air at speeds of 70mph and move with swift agility.

Each Herskip can carry 20 Valir in its steel and wooden hold and decking. A Chieftess and Seer will helm and guide each ship in accordance with their Overlord, who will man a larger vessel at the head of her fleet, usually housing 30 Valir.

The Queen has her own Herskip of similar size to an Overlords, accommodating the Arch-Seer and her Left Hand on board. It is not immediately obvious to outsiders which ship hosts the Queen, as this is intentional, but other Herskips can tell by select intricacies cast into the steel designs of the hull.

These Herskips are not designed for combat, having no means of attack outside of the Valir taking to the skies or using magic to defend them. Therefore, Herskips will never be seen near the front lines, kept well out of the way and the closest one will ever come to the ground is to deliver troops of Adopted Valir warriors towards the back of the field or at camps.

As far as armour goes, Valir wear armour to suit them as individuals; tankier Valir will don heavy steel armour, the queen herself wears armour made of steel and tungsten with weapons to match, whereas lighter combatants can wear medium or lighter armour.

Seers will almost always wear light or medium armour, however the Arch-seer will oft don heavier armour similar to the Queen.

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### Economy

The Valir used to operate on an exchange of goods rather than currency, however, their first contact with the Sea Elves in 1032 brought about the change to a currency exchange upon seeing the marvels they could buy to enhance their civilisation, swayed by the Elves.

Valheim received most of its goods almost exclusively through the Sea Elven communes, creating the only amicable steading with an outside nation that the Valir have. Some outside of the Dsiri Northlands may even find themselves perusing goods passed down the chain that are Valir-made.

Traded goods that are most likely Valir in origin:

* Snow Elk tears
* Polar bear fur, claws, teeth and pelt
* Direwolf fur (if diseased of old age)
* Tungsten (large deposits can be found scattered in the Northlands)
* Odd rectangular tusks
* Abnormally thick linen
* Elk meat or venison
* Unusual wolf charms or carvings
* Grelmaw scales, bone and teeth
* Bind rune charms and symbols
* Northland clothing, thick winter wear

From the Sea Elves the Valir tend to buy:

* Alchemical ingredients that cannot be found in the North, such as reagents found in warmer climates.
* Fish, meats from other lands.
* Spices.
* Exotic fruits and herbs.
* Certain vegetables.
* Dokkar.
* Cloth, silk, velvet and other fabrics they cannot get themselves.
* Some dyes.
* Certain paint colours they cannot acquire.
* Books and some other forms of entertainment and knowledge.

Tax remains more of an exchange of service, with each Valir paying their way to the Queen and Seers by contributing to the Valir throughout their life, usually in the form of manual labour volunteering, providing services, maintenance and more.

Money is only collected from those that are seen as not contributing enough physically, so tax is using to cover the shortfall.

The Crown makes much of its money from trading with the Sea Elves, looting Jarlhoods where most of their wealth comes from, harvesting materials from their rich land, or Jarlhoods and other smaller factions paying homage to persuade the Valir to leave them alone, or protect them.

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### Fashion

Valir almost always incorporate some armour into their clothing regardless of occasion. Furs, leather and linen make up the most of their casual wear as these resources are abundant in their land.

Hair is commonly tied up in dutch braids, shaved on one side and nearly always long, sometimes coloured using chalk.

Skin is often painted in a variety of patterns and colours, frequently similar to their Bond-mothers. Tattoos are used as a more permanent symbol of role, job, rank, accomplishments or status.

### Religion

Religion is a major part of the Valir, and often loud. While they believe in Viothistic gods, they believe in the ultimate supremacy of only one: Kheldir, the God of War. All other gods are inferior to them, weaker, unimportant, and worshipping any but Kheldir is outlawed and seen as blasphemy.

However, there is a hushed fascination around Oris due to his connection to Kheldir, and the Vindicta, due to their patrolling over oaths and bonds, their violence and feminine power.

Seers, Witches and the Arch-seer oversee religion, and are seen as a bridge between mortals and their gods.

While the Arch-seer will live in the Queens palace and work from there, a congregation of Seers will run a temple throughout the Holds of Valheim where all valir are welcome to come worship and seek their aid.

The temples are often the largest buildings in a hall, stretching into the air above all buildings and setting the height limit for other steadings. To build above your temple's height is blasphemous and deeply offensive.

Each temple will host festivals and celebrations where the Seers deem fit, with Vogrirn and Silverhelm being a major cause for celebration throughout the entire Northlands. This celebration can be loud and chaotic, spreading outside of Valheim as Valir take to the skies in a hedonistic haze.

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### Language, Symbols and Runes

Known as Vali, the Valir written language is a stark contrast to its spoken language.

Spoken Vali is colourful, vibrant, with r’s that are often half or fully rolled, sh’s that can sometimes sound whistly with more pursed lips and raised tongue, it is one of the hardest languages to learn to those whose first language is Common, with complicated multi-use nouns, verbs and connotations in tone that can change an entire sentence. Whereas written is simple and easy to grasp.

Written Vali is largely done in runes, used not only for basic record keeping and communication but also decoration, holding a significant symbolic meaning behind each written word that goes beyond just simple communication and into binding, used for wards, charms, tattoos and more, they can be found on almost anything, from happiness runes on children’s toys, to armour, to - and most obviously - on people’s bodies in the form of war-paint and symbols.

The Valir also use these symbols outside of Valheim often, marking them on trees or making vibrant patterns on rocks and boulders and more, communication to other Valir about an area. To those that know Vali, these symbols can be useful for charting where is dangerous, what could be around, when, and more.

Written Vali only gets complicated when a direct translation to spoken Vali is attempted, in which symbols are merged together into one to create a new word, or entire sentence.

However, due to trade and convergence with other nations, spoken Vali has become a secondary language taught in Valheim and is considered a dying tongue, with Common and Elvish taking a minor priority. This does, though, mean most Valir are trilingual due to being raised as such.

Some common words and phrase examples:

* Gorfrieda - sister, close friend, very fond.
* Rothgr remnarr - “I love you”, romantic.
* Hrethgr remnarr - “I love you”, platonic.
* Vosh mar el grash - “your war is mine”, endearing.
* Gark - mild cuss, “shit”.
* Kroshkr - strong cuss, “fuck”.
* Frudik - strong insult, no clear translation.
* Darrok - airhead, stupid, idiot.
* Daerrim - slimy, weak-willed, pathetic.
* Greerr - creep.
* Drokk scurr - fool who believes they are smart. “Arrogant fool”.
* Matriah - “matriarch”, formal, polite, respectful.
* Matriryr - “matron”, formal, polite.
* Mayshin - “maiden”, formal, polite.
* Mayskarr - “maiden”, rude, patronising.
* Dottkerr  - similar to “daughter” but not the same, informal, fond, often used towards a Valir’s ward or subordinate. Seen as family but not.
* Dottir - closest translation to “daughter” in the familial ‘blood’ sense, slightly more formal than Dottker. Birth-Bonded, Passive-Bonded or Adopted daughter.

Birth or Passive Bonded Valir will have a quick grasp on Vali, taking to it quickly.

Vali runes and symbols are often seen outside of the Northlands entirely and across the Aether, their unique and simple patterns being recreated or even melded into other languages over the years.

Hifriya is a form of domestic song used to communicate over long distances, either to other Valir or their herd and work animals. It is especially useful while airborn, and regularly used during celebrations, being their main form of song expression.

*(Hifriya is essentially Swedish Kulning and whistlesong. An example: https://vm.tiktok.com/ZMdHrLyPx/, https://vm.tiktok.com/ZMdHryds4/*, *https://vm.tiktok.com/ZMdHryURy/, https://vm.tiktok.com/ZMdHrF4bn/)*

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Valir surnames always start with their Bond-Mothers first name and end in ‘dottir’. Common names:

Katla

Hlif

Ingrid

Sigrunn

Dotta

Dalla

Gro

Matilda

Yrsa

Ymir

Freydis

Aldis

Hilda

Torunn

Svanlaug

Auslaug

Aemir

Arlarna

Frida

Freya

Friggr

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### Holds, The Palace and Men

Valheim has loose ‘borders’ within the Queendom called Holds, the centre of which being a ‘Hall’ that is owned by a cresh of Matriarchs nursing young, with each cresh choosing a name to call their Hall, which then becomes the Holds unofficial name, eg, Khelfir Hold, or Mjolgir Hold. These halls are often communal spaces of peace and celebration depending on the time. But as far as power and authority goes they have little outside of being vital cultural symbols and the Matriarchs own authority.

While men are a very uncommon sight, they can still be found within Valheim.

They are never referred to as Valir, but instead dubbed ‘Valem’.

Most men within Valheims walls are connected to a Valir in some way, and prejudice against them is not unheard of.

The Palace can be found atop giant pillars in the sky, where Chieftesses, the Queen and her counsel, and the Arch-seer reside, as well as any other of the most respected Valir, such as Vashrok or notable Matriarchs. All others live within its vast shadow, though this is not to be mistaken as an outskirts or where the less fortunate live.

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## Climate

The Dsiri Northlands is a cold taiga, tundra and mountainous landscape, with temperatures dropping to -60c most nights, and only raising to 13c at best during warmer summers.

Snow storms are common, yet Valheims altitude keep them largely safe from the worst of these storms.

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## Other Nations

To southern Nations, cultures and peoples, the Valir are a scary children’s story: “go to bed or the Valir will snatch you away!”, to northern folk, they are seen as very angry and brutish women. And while those views have some grounding in reality, they are heavily generalised and stereotyped.

Some sellers may even avoid stating an item is of Valir origin due to the negative stigma, runes are credited back to Jarlhoods or other cultures rather than their true origins with the Valir, and the sight of winged women can even set some prejudiced folk on edge, whether they are Valir or not.

However, up until 50 odd years ago the Queendom was not considered a real or serious threat to anyone except Jarlhoods, being easily ignored, but with the discovery of minor Valir spies, reconnaissance and infiltration into empires stretching across the aether through use of Adopted Valir or recently developed armbands of potent, dokkar-powered illusionary magic that disguise their wings completely for a time *(same as what Flemeth has)*, the Valir are now on a hushed radar of caution and suspicion to those with standing and power.

The Queendom shows no care for others views on their growing nation, with Thorgunna’s sights set ever southwards it appears her desire stretches beyond mere Jarlhoods and she makes little effort to appease foreign nobles and diplomats beyond what is the barest minimum to retain an unstable peace for the time being. Many diplomats report back that she is stubborn, chaotic and demonishly smart, finding amusement in leaving them frustrated.

The only current civilisation with an amicable steading with the Valir are the Sea Elves, whom they regularly trade with.

Silia de la Notre and the Queendom react with restrained, non-physical hostility towards each other on almost every occasion due to severe and loud religious differences, only standing together on shaky terms if Blood Elves are involved. While not showing intention to engage in war as neither are an immediate threat to the other, they have made it clear they dislike and disapprove of each other rather harshly.

The Valir and other civilisations can find common footing in their war against Blood Elves and suspicion of The Hallowed Empire, but nothing beyond that.

The Valir have little to do with the Fae, viewing with them nonchalance despite the relative closeness of the Summer Court, yet its exact location remains unknown to the Valir, lost many centuries ago.

The Queendom is suzerain to several Jarlhoods who swear fealty and pay tribute to the Valir in return for not being laid waste to. Tributes include the likes of meat, cloth, fur, metals, weapons, armour, and turning a blind eye should one of their newborns be whisked away.

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## Creatures and Monsters

The Dsiri Northlands are a harsh and volatile land, hosting many horrific monsters and placid ones. To venture this far north, one must come prepared for anything.

Below are unique creatures that hold cultural significance to the Valir or otherwise.

* Grelmaw

Enormous beasts that are unique to the Northlands, Grelmaw are - thankfully - elusive, but not enough that a Valir will never see one.

Historically the biggest enemy of the Valir, their power and strength can put a dragon to the test, with 8 appendages and the head akin to a dragon, and tail that can span hundreds of feet, the only advice shared for Grelmaw encounters is to run and pray.

They burrow deep under the earth, will lay in wait in mounds of snow for weeks at a time, have a slow metabolism, are brutally territorial against dragons and other Grelmaw, are resistant to ice, air, and earth magics, can rebuff anything worse than steel, have an impeccable sense of smell, and can leap thrice their height into the air if needed - though this causes them great pain and they must rest for a while after.

Their greatest flaws are their extreme vulnerability to fire, dense intelligence, weight that makes them slow and prevents them from being above ground for long or else have their organs be ripped from bone and flesh within and poor hearing.

Grelmaw would never be able to eat enough to sustain their mass and output, hence their diet consists in small part the eating of flesh, but also the eating of souls. This is why they are so aggressive even towards small humanoids.

Currently the Valir have - at great cost - captured an adolescent Grelmaw using food, wit, sacrifice, colossal chains, and mind magic to keep it in a trance. Why did they do this? Blood Elves on their border pose a major threat to the Valir and so they made a desperate decision for a backup plan…

* Parasitious

Lethal creatures only a centimetre or two big, they tunnel under the skin and through the victims body until they reach the intestines, where they feed off the hosts sustenance, the lining of the intestines, and secrete their own waste within the host, as well as lay up to ten eggs per week as they do not need a reproductive partner.

They will cause a slow, agonising death if not removed quickly. To those that venture North, it is advised to come prepared to the forests due to Parasitious.

Seers will often have them as pets, for Alchemy or keep them prepared should the Left Hand need them…

* Bukavarr

Six legged monsters with gnarled horns, slimy skin and a long, whip-like tail, Bukavarr live in freshwater ponds and lakes, only to surface at night to hunt. It’s name is garnered from the “buka” sounding shriek it makes at night.

It lurks in wait for its pray and leaps at them, jumping on them and strangling them.

Bukavarr are isolated creatures and rarely are seen together.

Valir use their parts, especially their skin, for alchemy and use their horns for decoration. Their skulls are common decorations for Seers.

* Valrarr

They are extremely common to be seen after battles and wars where the dead are still fresh in the fields. They feast on dead flesh exclusively and are unique to the Northlands; many Valir songs feature Valrarr.

It is unknown what happens when one dies, like a mythical creature they are ominous and mysterious, making no noise even in their footsteps. Those that have touched Valrarr have reported extreme disorientation and no recollection of sensation.

Their presence can spook most Valir, who wish to avoid them due to their bad omen cultural significance. Because of Valrarr, the Valir are quick to burn their dead after they are deceased to avoid an unwelcome visit.

Others include:

* Direwolves - unique to the north, they can average 7ft tall and are elusively, intelligently graceful. They hold a lot of cultural significance with the Valir due to their deep history with them as allies in the wild, helping eachother hunt, gather and survive dating back to the time of the 6 Domains, because of this history Direwolves always react amicably towards the Valir and likewise, seeking aid in eachother and fighting for eachother, to other races, the Direwolves will be evasive or hostile. The Valir believe them to be descendants of Kheldir, however, they are actually descendants of Oris.
* Aelarr (Snow Elk) - very common in the Northlands, they travel in large herds and are the Valir’s primary source of fur, leather, bone and meat. Hunting them is considered an act of war on the Valir. Their tears have potent healing properties, should they be given willingly by the Elk. Unlike their ancestor, the giving of tears does not kill them if collection is spaced several weeks apart.
* Lefrim - an ancestor to the Snow Elk who seem to be naturally dying out. Giant elk that appear old, with flora clinging to them or growing on them. Their tears can bring back the deceased, but they must be willing and will die within hours after.
* Polar bears - found around the edges of the Northlands, occasionally used as work mounts.
* Alarma - large herbivores with giant horns and tusks used for fur, leather and work for the Valir.

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**Created by Impy**

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