Valir

**Name**

Valir (Val-ear)

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**Place of Origin**

Dsiri Northlands

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**Rarity**

Exceptionally rare outside of the Dsiri Northlands, uncommon within

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**General Overview**

The term ‘Valir’ is an umbrella term that covers a variety of facts and features of the unique, violent all female warrior women that dwell within the Northlands that they rule much over.

Valir can mean the Queendom of Valheim, their capital, or it can mean their empire, it can mean their army that comprises of aerial warriors that take to the skies by wing or by majestic, magically propelled longships, or it can mean their citizens, or their species as a whole.

The further north one goes the more meanings, positive and negative, the word holds.

Birth-Bonding

Valir in terms of species is the most common and prominent due to their unique traits and adaptive ‘reproduction’ known as ‘Birth-Bonding’.

Birth-Bonding is the process of transferring a part of a Matron or Matriarch Valir’s soul into that of an infant, granting them some of their knowledge, their traits, and their strengths that then molds with the strongest traits of their birth dna. This infant is then considered that Valir’s child as they now contain three DNA strands from this transferral.

The Bond-Mother can bond, and will experience a ‘Calling’ to bond, once every couple of years until they have no spare fragments of their soul left to give, usually resulting in up to 6 children.

Experience and knowledge gained from Birth-Bonding is usually combat based, often leading to that infant taking a similar combative and strategic approach as to their Bond-Mother, and is not the same as knowing how to wield a sword expertly from a single digit age.

Traits gained from Birth-Bonding are the unique and identifiable wings that all Birth-Bonded Valir have. They will sprout from the Infant overnight and grow at a rapid, painful rate but are incapable of full flight until the child is 10 years of age.

Strengths gained from Birth-Bonding are both mental and physical. The infant will inherit a similar pain threshold, strength capacity and certain personality traits from their Bond-Mother that will develop over time.

The Valir blood and dna does not distract or interfere much with that of the infants biological dna garnered from their parents, meaning Elven Valir can still live very long lives and potentially be weaker physically, Orc Valir can be stronger physically, Human Valir can be adaptive and so on.

Infants are acquired via conquering tribes and jarlhoods, offerings for protection, by whisking them away, or by other means depending. Matriarchs rarely pick an infant at random, feeling a calling within their soul towards a newborn within the Northlands, though they can still meld with one at random, however, this can lead to a sense of detachment from the child. No one knows the science behind this calling, only that the Valir enter their Matriarch stage when the first calling begins.

The Calling usually lasts for a few weeks and can be ignored, but will be more potent the next time it comes around.

Birth-Bonding can happen without a calling, and is often viewed very negatively within their society, cast as a foul omen, due to the high chance of the infant becoming what is known as a ‘Valhergrin’.

Valhergrin are unstable Valir who have absorbed too much of their Bond-Mothers soul and bonded to outside of the calling, inevitably turning their Bond-Mother into a shell of who they once were as all is passed to the Valhergrin, including all negative traits, personality, weaknesses and strengths. But the chaos of a Valhergrin only gets worse.

They are drawn to death and slaughter like moths to a flame, more so than any other Valir. They experience cravings for acts of destruction, and view everyone around them as prey, even their own kind are vulnerable to their deception and horror.

To those that know of them, they have been commonly compared to Blood Elves, or newborn Vampires.

Valhergrin have power that is exponentially greater than that of a normal Valir, experiencing double the normal strength and endurance to accompany their aggressive nature.

To counter the Valhergrin, the Valir have an elusive sovereign faction with the sole intention of capturing and killing Valhergrin, as well as any other dirty work the Queen of the Valir wants kept hushed. This force is dubbed the ‘Vashrok’ and are considered the best of the best the Valir have and can get away with anything, they are the magic wand solution to all the woes. On the rare occasions they are witnessed, they are usually accompanying the Queen, however, a Vashrok is almost impossible to discern by appearance.

*(Roleplayers cannot create Valhergrin as a main character without all staff approval)*

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Adopted

The second way one can become a Valir is during adolescence or adulthood, becoming what is known as the **Adopted**.

Adopted cannot be Birth-Bonded to, they cannot absorb a soul, they cannot grow wings, but they are the women, mono-gendered and fluid people who seek out the Valir to join them loyally. Whether it be fleeing a dangerous situation, seeking shelter, wanting a better life, no matter the reason, if the non-infant wishes to contribute to the wonders of the Valir then they shall be given the chance to prove themselves.

This chance usually comes in the form of time, contributing their skill over the course of a few years to earn the trust of the Valir before formally being dubbed one by a Matriarch, whom will loosely ‘adopt’ them and ultimately be responsible for them.

Once fully committed, the Adopted are viewed as one and the same of any other Valir, a valuable asset to their community and are permitted rights to own housing, marriage, children, businesses and more. An Adopted can aspire to be any role within society given they have the skills, talents and ability to contribute effectively to that area, meaning that with enough dedication, an Adopted can even become the Regeena.

However, only in the last few hundred years has a new anomaly been discovered, whereby a Matriarch can passively Soul-Bond to a non-Valir adolescent or adult. This passive bonding is the act of a gradual transferral of a fragment of the Valir’s soul into the target, granting them enhanced strength and endurance and, in the case of magical targets, phantom and spectral wings of the user's elements that serve no practical purpose.

This has only been known to happen if the Matriarch takes an intense motherly affection and inclination towards one individual or more, kickstarting this passive process over a period of a few months that can only be halted if the Matriarch acknowledges the imminent change and makes efforts to avoid the intense motherly urges.

Once passively bonded, this daughter is now theirs by blood and dna the same as normal Soul-Bonded infants, however, it is weaker. These passively bonded cannot Soul-Bond nor Soul-Meld.

*(To pass the point of no return for passive bonding, the roleplayer must have the explicit consent of the other roleplayer)*

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Valir experience three major changes across their life that hold deep meaning in their culture.

* Maidens - Valir Maidens are young, from infant to 21 years of age they are at their most chaotic and volatile. Risk taking, aggression and insubordination is common as they learn to adapt to their new genes and lifestyle, often being more fun-loving and selfish. Maidens are viewed as naive and weak-willed among the higher standings of Valir.
* Matrons - The middle stage of a Valir’s lifespan. From 21/22 onwards until their Calling, Valir Matrons will have calmed from their Maiden days, finding an order to their chaos and being fully contributing to the Valir kingdom. Matrons may experience hot flushes revolving around war and fighting, akin to adrenaline but more empowering and dubbed the ‘War Blood of Kheldir’, their desire to fight. Matrons will establish themselves into society during this time. Matrons will also grow an extra few inches once reaching this stage. Adopted Valir will automatically be deemed Matrons once fully accepted into their society, and until accepted they are dubbed Maidens.
* Matriarchs - Valir Matriarchs are rare due to war shortening the Valir lifespan, but once a Matron has reached her apex - or is nearing it - and fulfilled herself she will begin to experience the Calling, a draw towards Birth-Bonding with an infant. Matriarchs are the highest tier of society, akin to nobles or royals, and are the most respected and honoured due to their experience. Matriarchs are often respected - with or without fear - even in other cultures across the Aether. Matriarchs will find they can grow up to 8 extra inches in height once reaching this stage, however, this process is painful and fast. Bond-Mother Matriarchs will often band together into a cresh to share caring of the younger children. It is common for the Regeena to be a Matriarch along with her council as they often take higher standings within the Kingdom. Adopted Valir can become Matriarchs, however, this usually only happens if the Adopted has reached her apex in life, or has contributed greatly to the Valir, or is too old to continue serving physically.

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Valir can be deeply and passionately religious. While they believe the gods of Viothism exist, they believe in the power and superiority of only one: Kheldir, the God of War. All other deities are lesser in their eyes, a disgrace, outlawed, flawed or false. Yet Kheldir is heralded as the bringer of a new age, as such he is celebrated, and so is Vogrirn.

During battle, they will often shout prayers to Kheldir for strength and a worthy fight, though the Valir definition of a worthy fight is more ‘the more bloodshed the better’.

It is a common belief, or superstition, that Kheldir can channel energy into a Valir that fights in his name, granting them vastly superior strength and endurance.

A Gods status holds no meaning to the Valir, with all gods representing the best and worst in mortals, and only Kheldir representing the best of them all.

Vogrirn is celebrated with rowdy, chaotic festivals that can leave a clean up duty that lasts for months.

Valir will take almost any excuse to celebrate, from Vogrirn to a new bonding, mealtimes to having a celebration. Each time is filled with alcohol and exotic foods prepared usually by Adopted Matrons.

These celebrations, or at least meal times, take place within Halls found across Valheim and usually owned by a Matriarch who plays host, making Valir one of the most sociable races of Aether despite their violence.

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The Valir language is uncommonly used, mostly for reconnaissance, private discussions around outsiders, or during dinner times at halls if a Matriarch requests.

Valir have taken to learning many languages, as such each Valir can potentially speak around 3 fluently, and perhaps another few basically. The most common is Common, due to convenience with Outsiders and popularity.

Due to this, the Valir language, Vali *(Icelandic outside of the following list, Futhark for writing)*, is considered a dying language and rarely taught outside of Valheim, despite being appropriated throughout the world unknowing of its Valir origins.

* 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.

Along with Vali, Valir can commune with eachother through high-pitching song *(a mix between Swedish Kulning and whistletone song)*, their voices being carried far and can be heard miles away due to their powerful lungs. This is called Hifriya.

They use this to communicate with each other in the skies where words are drowned out, and is one of the first and only warning signs of their imminent attack, leading many Jarls to have the saying: “If hear sirens call amidst the sky, your end is surely nigh.”

The song is often seen as beautiful and all who are bonded to a Valir, passively or actively, will have an understanding of what is being communicated through this song.

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Along with Soul-Bonding, Valir also have a process known as Soul-Melding whereby any Valir over the age of 18 can metaphysically link their soul to another's for a brief time. Soul-Melding is seen scientifically as a watered down version of Soul-Bonding, with less strings attached, as no dna or traits are transferred, rather, select small pieces of information and visions can be shared between the two melding.

Soul-Melding is seen as intimate, shared with only romantic partners - whereby visions and memories are the most commonly shared - or closest of companions - where information is the most commonly shared. However, it can also be used as intimidation by flashing violent or disturbing imagery intended for shock, making aggressive melding the Valir equivalent of an extreme rude gesture.

Melding holds great meaning within their culture as it symbolises true and total trust and respect for the other, having nothing to hide and dedication.

Matriarchs have been known in the past to temporarily share aspects of each others metaphysical or physical traits in times of dire need, however, this has chaotic and dangerous consequences as the Valir will experience all the possible flaws and side effects of the others abilities post-melding. This does not have adverse effects on the target melded.

Soul-Melding is obvious and reliant on the melders must be within a few inches of eachother at the very least.

The eyes of the melders will be alight with a yellow/white glow that will spark like lightning, their skin will ripple with this same glow through their veins and small wisps of soul magic and lightning can be seen between the two. The two’s minds will join together and the world around them will be absorbed with wild and vivid displays of imagery, either from shared memories, information or from emotions taking a visual form. Melding can also leave those new to the experience feeling instantly feverish, these symptoms can last for some time after.

If a melder dies during Soul-Melding then the tearing is agonising emotionally, the alive melder will feel everything the other does as they slowly slip away, allowing a brief moment of communication with the deceased.

*Information on law, government, Valheim and more can be found on the Valir Minor Kingdom page (wip).*

Valir key words

* Regeena - Queen of the Valir.
* Valheim - Capital of the Valir.
* Vashrok - Elite force obeying only the Queen, mostly tasked with hunting Valhergrin.
* Valhergrin - Infant bonded out of the Calling that has absorbed much of the soul of their Bond-Mother. Violent, powerful, and destructive. Seen as all around bad news.
* Birth-Bonded - Infant who has had part of a Matriarchs (or Matrons) soul transferred to them. Infants are often called Valing.
* Adopted - Adult or Adolescent woman, fluid, or mono-gendered individual who has joined the Valir. Cannot be bonded to.
* The Calling - Once every few years for three weeks, a Valir Matriarch will experience a draw towards a random infant. This is the Calling.
* Hifriya - Valir song *(Swedish Kulning and whistletone song)* used to communicate.
* Vali - Valir spoken language.

Noteable figures, historical or otherwise.

* Sigrunnrr Elfriddottir - First Regeena of a united Valir empire, viewed very positively.
* Keshgarr - Mother of all Grelmaw, the largest and deadliest, said to be as big as a mountain. Revered and heralded, she is often depicted in art in borders and frames.
* Melfrid Fridashdottir - Legendary warrior dating back 400 years ago, unknown if she was real or just a myth. Widely revered and used in many tales and stories, most notable revolve around her taking down a Grelmaw singlehanded and living through a fight with Keshgarr.
* Jarl Kalf - A villain of many stories, historical or mythical figure dating back 300 years, stories revolve around him ensnaring Valir and Adopted and exposing them to horrific treatments and experiments. Unknown if he actually existed.
* Boorsif - Last name unknown, philosopher dating back 200 years who earned the trust of the former Valir Queen Thremina, aided the Valir but was killed during an assassination attempt on the Queen.

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**Race Alignment**

Chaotic neutral / any neutral

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**Natural Race Abilities/Affinities**

Birth-Bonded Valir will take the traits of their three parents, their biological ones and their Bond-Mother, providing the Valir with diversity through their variance. Not all Valir have the same strength or endurance capabilities, depending on their biological parentage, for example, Fae and Elf Valir will be weaker or smaller than Human Valir or Orc Valir, etc.

* Enhanced Strength - Valir strength varies not only on biological traits but also the current lifestage. Maidens can lift anywhere between 70lbs to 200lbs with ease, Matrons can lift anywhere between 100lbs and 400lbs, and Matriarchs can lift anywhere between 300lbs and 500lbs. Wings themselves can boast up to 400lbs of force behind a prepared swing. However, these numbers are with ease, a Valir can lift up 50lbs over their easy lift limit with great strain, but upon going 100lbs over a Valir will tear muscle. Those who have been passively Soul-Bonded to by a Matriarch will find they can lift up to 200lbs more than normal depending on their birth species, for example, a Fae or Elf will be unlikely to receive the full 200lbs extra, but an Orc might. The max limit for total strength is 700lbs.

* Flight - Valir can fly up to 50mph. However, this is only if the Valir has had regular training and meeting that maximum is rare, most common is around 35/40mph.

* Enhanced Endurance - Valir have a high pain threshold and are resistant to blunt forces and blows, taking half damage compared to a Human, however, they are not resistant to the shock of such blows. Valir are also resistant to concussions and pulled/torn muscles. Those who have been passively Soul-Bonded to will find they have a higher pain threshold and are resistant to blunt forces, but not pulled/torn muscles.

* Hollow Bones - Valir are surprisingly light due to having hollow bones. This allows them to fly with grace and ease, yet this does not impact on the bones' strengths. Those who have been passive Soul-Bonded too may experience pain in their bones and joints as they become much lighter during the later stages of passive bonding, extremely close to irreversibility.

* Soul-Bond - A Valir can experience flashbacks in their sleep to their Bond-Mother’s memories, they also may experience random knowledge they cannot recall learning, or having a proficiency with a particular weapon.

* Soul-Melding - With explicit permission from the target’s roleplayer on what to be shared, a Valir can share or receive small tidbits of information through Soul-Melding equivalent to no more than a sentence or two, or alternatively, the two can share a memory from either participant. This can only last for 3 turns, and has a 15 turn cooldown. Possible side effects for non-Valir include fevers for 4 turns for those new to the experience, headaches, nausea, drowsiness and confusion. Possible side effects for Valir include headaches, drowsiness, and fatigue. Valir are incapable of using this ability during combat.

*Soul-Bonding, Soul-Melding and Hollow Bones are passive abilities, meaning they do not contribute to a roleplay character's max of 5 starter abilities, however, Flight, Enhanced Strength and Enhanced Endurance do.*

All Birth-Bonded Valir, regardless of variance, will have the same flaws, on top of their biological race flaws.

* Once gone, its gone - Valir wings do not grow back, they barely even heal at all. Feathers, while difficult to pluck, do not grow back, and injuries take double the amount of time to heal as they would to a human limb.
* War Blood of Kheldir - The closest equivalent to this is ‘seeing red’ while enraged. Once experiencing this, a Valir can black out and be almost impossible to control as they will be forced into a state of pure blood-lust and lashing out in a ruthless, unhinged manner. This most commonly occurs during war, but can flare when the Valir feels threatened or their ‘fight or flight’ is activated, in which case they will nearly always choose to fight.

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**Appearances**

Birth Bonded Valir can have up to 4 wings - though 2 is most common while 4 is very rare. Passive-Bonded Valir will not grow wings, however, if they have magical abilities they may find strange apparitions akin to wings via their element during times of intense emotion, but this is purely cosmetic.

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**History**

Traces of Valir presence can be found in written records dating back to around 240 post-great-awakening, however, evidence of a firm and established Valir presence only appears around 700 post-great-awakening.

Some believe the Valir to be the evolution of an ancient race from before the awakening, akin to Elves and Ancient Elves, while others believe the Valir to be alien, or a cosmic mistake, or created from the Fade.

In truth, 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.

The Soul-Bonded did not evolve with wings at first, nor the enhanced strength, nor any modern Valir trait.

The Queen created and raised 6 Valir, each with a unique trait gained from their Bond-Mother, and with the uniqueness of each came differing ideas of how to proceed forward.

Their differences were too vast to unite, splitting into 6 Domains.

For the next 400 years each Doman grew in size, evolved and warred. Creating chaos and division that wrought so much destruction to their homeland that they forced each other to the north.

However, living in the Dsiri Northlands would prove lethal. Between the harsh environment and the ominous Hellion-esque creatures dubbed the ‘Grelmaw’ that lurk underground, the Valir were struggling to survive, nevermind carry on wars amongst eachother.

It was the Grelmaws that eventually brought the Valir together over the next few decades through desperation, and it was the Grelmaw that caused the Valir to develop wings within a single generation.

United in a shaky alliance, the Valir established themselves and began to build Valheim, ruled by a Council of Queens.

Wars were waged with the local jarlhoods, other minor kingdoms and civilisations for supremacy and resources, the Valir evolving to have superior might.

The Council of Queens would evolve themselves from an inherited royalty to a government of assassination and power grabbing in the shadows until only one Queen remained: Sigrunnrr Elfriddottir, whose reign wrought victories and wealth and prosperity, as well as an iron fist. She is often credited with making the Valir what they are today, and without her, they would likely have fallen to the brutality of the Northlands.

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**Created by Impy**

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