Númeriador, the final land of Varen.

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Númeriador, the final land of Varen.
(This is my shameless insertion of Dschinghis Khan into my fantasy world as a merry band of maurauding barbarians.) In the northern highlands of Númeriador, barbarians and marauders rule where no kingdom would dare settle. Of these warrior clans two stand out, rival clans led by the brothers Morktfagel, Rognal and Drognal, sons of Harnal. Drognal, the eldest, leads his clan stoicly, but fights fiercely and is feared throughout the lands. Rognal however has a decidedly different and more intriguing reputation. His clan is feared for their immense violence, but also for the entertainment and joy they get from pillaging. The clan will plunder all luxuries they can and outfit their warriors as garishly as possible, and after a raid the ensuing feast can last for days of endless song, dance, and mead. Furthermore, Rognal himself fancies himself as the jester of death and loves to dance amidst combat using his own devilish style of swordplay, leaping and spinning wildly with a curved sword the length of a claymore with enough force to send a man’s head flying should that blade meet his neck. He is known to wear golden garmets that shine even when covered in blood. Rognal also never enters battle or is seen without his generals, hand selected to form his most trusted followers. His first general is Garalon the Mage, a young man hailing from the south, who abandoned his Grai master in order to join the clan, who more fit his personal philosophies of the rights and privileges of the powerful over the weak. While fighting in the clan his skill at the arcane made him progress up the ranks quickly and earned him a place at Rognal’s side. He is handsome, with brown hair, and a clean shaven face. Next is a man known only as The Knife, his past is shrouded in mystery, and he tells no one where he came from, or what his true name is. The Knife is a bald headed man, who wields dual knives, and is adorned in furs of his hunt kills. He is immensely unpredictable in combat and employs wild gymnastics while fighting. The next general is Sylva Fargona, a skilled rider and archer who is also an adept ranger with a vast knowledge of natural herbs and plants used to make potent medicine for the clan. Sylva was the first woman to be a ranger at the Kardak Outpost at the highland’s southern border. However, the rangers at the outpost saw her less as a sister in arms and more as a distraction from the hardships of the frontier. During her months at the outpost they stared her up and down, spied on her dressing and bathing, some even went so far as to grab her and grope. Sylva did her best to avoid and ignore these beastly men, and trained tirelessly at the archery range well into the night, having her meals long after the men went to sleep. The break came though when a bodyguard of the Outpost commander (Rosh Derrenbone) attempted to force himself onto her, in response she killed him in defence by stabbing him through the eye with an arrow in her bedside table. The commander was forced to dismiss her for killing a fellow ranger, regardless of the circumstances. This enraged her, and she hatched a plan for revenge. The eve before Sylva’s departure back to Daelen, she concocted a temporary paralyzing syrup from herbs around the outpost and slipped it into the mead kegs. After the whole outpost was paralyzed (and concious) she set to work. The men that grabbed her, she cut their fingers off one knuckle at a time. The men that leered and spied on her, she slit their eyes. The commander had both his fingers removed, his eyes slit, as well as bits of his tounge cut off. And all who wronged her had her name carved into their forehead. Furthermore, she applied an acidic salve to the wounds she inflicted that would stop the bleeding to avoid death from bleeding out, but also inflamed the wounds and caused more pain to the victims. The only rangers who escaped her revenge were two, the archery captain (Ben Alecsson) who took her as his pupil and trained her as tirelessly as she worked, and the outpost cook (Gruder Farbold), who always stayed late enough to make her a meal, with an extra helping of her favorite Daelen apples. These two were still paralyzed by the tonic, but she propped them up comfortably in leather chairs next to the fire in the main hall, facing away from her carnage. Afterwards she rode northward into the night and happened upon Rognal’s clan. Sylva’s cold and justified nature earned her the position as Rognal’s executioner, and has her bow with her at all of the Warlord’s hearings and meetings. She often wears a gold and red gown, and has brunette hair, she found the respect and power she wished for in Rognal’s ranks. The next general is in fact Rognal’s son, Erenal, who at an early age showed a great skill at taming and riding horses. He became the clan’s horsemaster at only 13 years old, for this skill, Rognal made him a general only 5 years later. Erenal often wears a coat of black and gold, has long hair and sports a bushy mustache. He fights on horseback with a short handle scythe and a belt of throwing knives. The last general is Seraphrim Deldenn, who was born the daughter of wealthy merchants in the northwest. She is said to be a great beauty, with blonde hair and emerald eyes. For all of her childhood she was locked away, forced to read from all the tomes of her parents vast library. From these she learned history, strategy, politics, and poetry. Seraphrim’s parents also had her learn fencing from a very young age and she became very skilled. After her 20th birthday, she could not take the isolation anymore and escaped the family villa, fleeing eastward. She stumbled into a village being sacked by Rognal’s clan and was captured by Erenal, who recognized her beauty. At the camp she convinced him she would be of use to the clan for her knowledge of proper battle tactics and the details of politics (as well as her skill with a sword- she beat Erenal in a sword duel). She provided assistance of immense value many times, and after her marriage to Erenal, Rognal made her a general as a wedding gift. The generals themselves also posess their own politics, such as the rivalry of Erenal and Garalon, these two, being of roughly the same age, naturally found themselves vying for Rognal’s attention and praise. Furthermore, from the day Seraphrim was brought to the camp Garalon had eyes for her, and when Erenal won her affections Garalon’s distaste for Erenal evolved to nearly hatred. Quite frequently Garalon will use his superior intelligence against Erenal to pull elaborate pranks or point out major flaws in his attempts at battle strategy (at which Erenal is terrible, but is expected to learn as the son of the Warlord). Secretly, Seraphrim is aware of Garalon’s feelings for her, but keeps that a secret both from Erenal and Garalon himself (To spare their feelings, or waiting for the perfect moment to use the information for her own gain?) More intruige comes from the shrouded past of The Knife. Everyone in the clan has tried and failed to coax the information from him, he is a man of few words, but even fewer when it comes to his past. The Generals have tried many times to get The Knife drunk enough to spill his secrets, but they quickly learned that he can hold more mead than even Rognal (who often fights drunk). The only known piece about the Knife that is know is how he came to join Rognal’s clan. In the days when Rognal was a young man (20’s), when he and his brother were still generals in their father’s clan, the clan attacked a village near Mirthrand. During the battle in the mountains Rognal was knocked from his horse and fell into a canyon. When he came to, The Knife was standing over him, tending to his wounds. The Knife had fallen into the canyon days earlier, and a solo escape was impossible. Together, Rognal and the Knife scaled the massive canyon, fought off countless beasts of legend, and escaped the canyon (or so the story goes). Rognal asked The Knife to join his father’s clan, and he refused, but said when Rognal was a leader of legend, the stars would lead their paths to cross again. Sure enough, after Rognal’s legendary sack of Hightower Crossing shortly after becoming a warlord, The Knife rode into the camp that night and swore his loyalty to the clan. Rognal and his generals form a terrifying host of warriors and strike fear into their prey, and relish in their violence for days afterward with drink, food, and song.
Great Lives of Varen: Edition #1
Lady Abylin Pillos
Born to the Pillos family of Ritania, lady Abylin had an enchanted childhood of ease and enrichment. She was average height for a woman of Titus, her skin was of tan complexion, and she had silken brunette hair that went to her shoulders. Abylin had piercing eyes, one of sky blue, the other green as a Myddarian Emerald, her face was sheer compact beauty that captivated all who beheld her. Up to her early adulthood, she spent her days in the family estate reading countless books and learning skills from music to art work, to dance and history. However her life took a sudden turn, during the Battle of Ritania at the end of the Great Demon War her father was killed by a pack of demons who infiltrated the city during the battle outside the walls. Before the same demons killed Abylin an angel left the battle and defended her, leaving her an angelic warblade to protect herself. She took this as her own sacred charge to learn combat and protect the defenseless, as the Angel did for her. Using her ability to lean skills quickly, Lady Abylin began learning swordplay from masters in all of the Alfheim kingdoms, traveling as far as Hildborg and Mazpatol to learn styles of combat. After several years of tutelage she began her wanderings, going where she was needed. The Pillos estate was also still kept under the family’s ownership, but when not in Ritania it was left under the care of her mother and the household servants. Through her travels Abylin became a legend of righteous heroism who’s mere presence spawned legends of her skill with a blade and even greater skill with matters of the human heart. Her compassion was equal to her swordplay in terms of potency, and she was hailed as a folk hero by small villages and the great cities, a source of national pride by the Titian senate, and a nightmare to Alfheim criminal syndicates.
Mythical Beasts and Beings of Alfheim
Across the continent of Alfheim, there are countless stories of mythic beasts who call this land home. Some of these being are well known and no doubt exist, while others still reside amongst the shadows and have not yet been proven to exist.
This description of the beasts of Alfheim shall begin with those who have been classified and proven to exist.
In the North are known to exist Arctic goblins, stand about the same height as dwarves but lack the human appearance the dwarves share with men elves. Their skin is leathery, usually damp, and a pale gray color. The goblins have eyes almost feline in construction and appearance, and their ears are long and rise to a top point, but this upper portion droops to actually covers their ears. Goblins have refined sense of smell and an acute knows that is not more than a minute bump on the face with two oblong nostrils. Goblin hands have long muscular fingers each with sharp claw-like nails that are nearly stone like. The goblins live in the ice fields on the northern peninsula within the borders of Ferründäl. Their settlements are typically hollowed out nests and the ice fields with miles of tunnels creating a dooming labyrinth for the unwary explorer. The goblins are not unified and live in separate tribes. These arctic goblins are omnivorous, due to their environment, feeding on elks, arctic berries, and tribes closer to the coast will fish for sustenance as well. Goblin clothing is scant as the materials are scarce. Any clothing is fashion from the occasional elk kill or from the close of passersby who unwittingly become a meal. The goblin attacks on humans gained them a status as an enemy to Ferründäl very early on, and they have had numerous skirmishes and small-scale wars with the nation.
Other being in Alfheim is the giant. Although called giants, they are not monumentally taller than average humans. A full-grown giant is usually 9 feet tall, ranging from 8 feet to 11 in some cases. In all aspects other than height giants are essentially human and share an identical physiology. (Unbeknowst to Alheim, giants were originally born into human society in the ancient times before the schism. Several people were born with a mutation for abnormal height. This cause them to be labels labeled as giants and be shunned from society. The Giants, or Tahnva as they named themselves, soon left human society formed their own communities. As time passed and they grew in number, the mutation was genetically passed down.) Villages stay in contact with one another and are fiercely protective of their kind. However, although they have the capacity for violence they choose a life of peaceful living. The Tahnva have a largely vegetarian diet, and their culture is very rural, along with an emphasis on dairy farming. There are some violent communities of giants, who blame humanity for their isolation and embrace their strength and natural gifts of stamina. These tribes have lashed out at human kingdoms, but any uprising has been easily put down by the kingdoms’ superb weaponry and tactics. Some human cities further away their respective capitals do business with the Tahnva for crops, cattle, and other goods.
In Alfheim there are also known to be some animals born with human level intelligence and the ability to speak. Theories abound concerning their origins, including divine or demonic intervention, magic experiments, and even ideas of reincarnation. However, there is no definitive answer and these animals often live in communities together and feel a bond that crosses any species barrier.
The are beings of Alfheim that have been confirmed to exist and have been studied. There are also numerous beings and creatures whose existence is more debated. These range from single beings to entire races of beings. This group also covers universal legends around Alfheim, as well as separate regional folktales from individual villages and kingdoms.
One being of universal infamy is the vampire. Kingdoms have tales of vampires as well as unexplained deaths in which the victims have extreme blood loss and and puncture wounds in the neck, as well as occasionally other locations on the body. Vampires are believed to be created by the demon Asmodeus by corrupting weak souls with the lust for flesh and blood. Thus, angelic wards and spells can combat their powers. The vampires are known to possess keen eyesight and powers of stealth and concealment. The vampires can be in sunlight, but it does cause acute pain on expose skin, as well as dramatic mental and physical fatigue that increases with exposure and duration. There are legends of more powerful “demon-born” vampires who have made pacts with Asmodeus for enhanced powers, in exchange for eternal service to the demon.
In the northern tundra, there legends of a mysterious being who stalks unwary travelers in the forests. The being has not been known to speak, but it has chased, and in certain instances killed during dawn, dusk, or nights of the new moon. It is described as being the height of a man, average build, and wearing a thick black fur coat the covers its entire body. The defining feature though is that its head is that of a bull, survivors describe the head as reddish colored, and leathery, but shriveled and eyes that are only white. Tales from the survivors are mostly similar, at the hunting times of the beast it will stalk its pray for an hour or so, hiding between the trees, then it will chase the prey and if caught it will tear the victim apart and has been known to take parts of the body as trophies. The survivors describe guttural howls of rage if they escaped and escape is usually gained if the prey leaves the forest. Some believe that the beast is the worldly incarnation of Sonnelian, the demon of hatred and general of Berith’s army. There are many stories of heroes, or fools, who have gone on hunting expeditions after the beast, but all were in vain. Victims of the beast, who is called Taurum by those in the north, tend to be warriors or those known for their anger and malice. However, during the new moon anyone can be prey. Taurum has become a regular feature of local folklore Feründäl, and a staple of campfire horror tales.
To the south, sailors tell tales of a beast of the sea that lives in the depths off the coast of the swamps. Some say the monsters a swamp beast of that gained a tolerance to sea water. It is described as being serpentine, the eyes bulge out of the head and have been seen to move different directions. The length of the creature’s body is covered in tentacle arms, each about the length of three men. The beast itself is close to 200 feet long and is not known to require air to survive. Most attacks made by the beast occur night, off the coast of the swamps of the seven continents and most sailors believe that the beast is attracted to light. Therefore, it is common practice for all ships in the area to douse their lanterns at sundown until dawn. Some have survived attacks on their ships and have relayed stories of the beast. An attack typically begins with the beast bashing the whole of the vessel, unwary captains sometimes believe they have run across a reef and in these cases for few survive. Next, the serpent will wrap itself around the whole of the ship and constrict, forcing its tentacles within the vessel. Then the beast will drag the sinking ship beneath for waves and feast on the sailors swimming for the surface. Titian sailors have taken to calling the beast,“The Great Sea Slug" or sometimes the “Menace of the Southern Seas”.
The Gamerian Pantheon:
On the continent of Dol Gamo the residents known as Gamerians, who are not unlike the Carpanians of Alfhiem, worship a pantheon of gods. The island is known to be a magical “dead-zone” of sorts, effectively blocking anyone on its shores from using magic. Vieran mages are baffled at the effect, but the Gamerians have an explanation: their gods. In Gamerian legend Dol Gamo represents the center of Varen and the gods made it as a nexus of sorts. The planet’s ley lines all converge on Dol Gamo and create a center of resonance which blocks out Vieran forms of magic channeling. This led to Gamerian spellcraft to be developed by harnessing the natural resonance of the island. The Gamerians complete their magic by song and music which activates particular frequencies on the island. Spells come from the resonance and the Gamerians’ gods. They worship these gods as rulers, providers, judges, and protectors. Shrines to each of their gods have been found around the island in various locales from the beaches to the very mountaintops.
Gamerian Creation: (inscribed on a shrine to the god Bolga atop Dol Gamo’s highest mountain, Mount Boldin)– “The first time began anew, When mighty Bolga sang. Darkness folds, light rings true, And the chorus of the heavens rang. Rendered by his powerful verse, The choir stepped into the light. The first day and night flowered universe, And Dol Gamo was given first sight.”
The Gamerians have a rich tradition of song as it is heavily referenced in their creation story. They believe music to be a way of transcendence and amongst their brutal culture the art of song is praised.
The Pantheon: Bolga: The Songcrafter- Creator god to the Gamerians and ultimate judge, patron to crafting all things new, patron to music, patron to the faithful.
Ralga: The Composer- Brother to Bolga and enforcing god. Patron of history and records, patron to musicians and warriors, patron of the destitute.
Sitalvar: The Beatkeeper- Wife to Ralga and goddes of time and calender. Patron of mystery, patron of family and the home, patron of matters of the heart.
Dretal: The Cadence- son of Ralga, god of death and endings. Patron of change, patron of travel, patron of knowledge and understanding, patron to scholars and educators.
Illyiar: The Harmony: daughter of Ralga, goddess of nature. Patron of the earth sea and sky, patron of agriculture, patron of the hunt, patron of friendships, patron of alliance, patron of community.
Illyiss: The Dissonance- daughter of Ralga, goddess of conflict. Patron of war and strife, patron of strength, patron of decision, patron of wealth.
Finntal: The Melody- son of Ralga and god of virtues. Patron to heroes, patron to honor, patron to kindness and charity (with Illiyar), patron to independence and bravery.
Nialga: The Silence- brother to Bolga and Ralga god of mystery. Patron of dreams, patron of magic, patron of meditation, patron of thought, patron of subversion.
Ruilla: The Mute- alter aspect of Ralga and champion of silence. Patron of evil, patron of silence, patron of darkness, patron of murderers, patron of suppression.
These gods are all worshiped by the various Gamerian tribes who tell numerous stories of these mighty beings. According to Gamerian canon, after Bolga created the world and the gods his brother Ralga created instruments and the choir shaped the world. As the world found its shape Bolga saw fit to center the energies on Dol Gamo and Ralga’s wife Sitalvar played her drum to give mankind it’s first heartbeat. These beings existed not in the physical plane, but the plane of sonic energies, and in this realm of sound Bolga’s other brother Nialga despised the noise nd sought silence for himself and the world. Using deep magics he attained a new existence as silence incarnate and flowed wherever his family’s power did not pervade. Thus, wherever there is sound Bolga and his family govern, and silence heralds Nialga’s embrace. However, in this new form Nialga inadvertently created an alternate aspect of his being who wished not only for silence, but for silence to envelope and overtake the sounding world. This aspect is known as Ruilla, and is seen as the ultimate force of evil in Gamerian mythology.
These gods demand fealty and honor from their followers as faith is a central part of the Gamerians’ tribal lives. Prayer is undertaken through song and worship is a musical affair. Tribes also have many battle hymns that are sung to gain favor in battle. These multiple songspells used before major battles are also known to create major harmonic anomalies with cataclysmic results. One such event occurred when nine tribes met for battle around Mount Boldin, they all performed their songspells at the most mystical ninth hour of the day, nine hours later as the battle raged on the skies became black and lightning poured from a cloudless sky, the ground cracked beneath them and fire erupted from below, and those already killed rose with black eyes and fought all who drew breath. When the chaos ceased the ground was red with blood from all who set foot on the battlefield, and all nine armies were gone. This power was triggered by an overcharging of the harmonic energies by so many great songspells being incited at once. This is the power and the influence of the gods of Dol Gamo.
More Alfheim Family Blazons
Ivarlig: The First Royal Family of Ferründäl
Hugo: The Imperial Family of Titus
Brethold: The Usurpers of the Ivarlig Throne
Augüston: High born Ferründäl Family
Felt like making an original coat of arms for if i lived in Alfheim.
http://myblazon.com/coatofarms
Tales and Stories of Varen #1
The Legerium~
A dark and cavernous library built deep within the Howling Mountains by a corrupted Aqualian mage turned Keldor. She became a collector of stories and filled the Legerium with every history, legend, fairy tale, and horror tale in Varen. Each tome in the Legerium was transcribed by her own hand, as well as written in her own blood, directly from the original texts. She also experimented with magics dealing with stories, perception, and memory. The Legerium is told to have two specific magical powers created by the sorceress. First, she created oubliettes (as Hoggle from Labyrinth says, "a place where you put someone to forget about them") If someone is placed in an oubliette their existence is forgotten by everyone including family, friends, governments, and even whoever places them there. The Legerium's true danger is it's second magic, should someone enter the library without a special magic trinket (of which the sorceress only made 9) the Legerium will manifest the story held in deepest fear by the intruder by pulling all known versions of the story within the library and forming the horrors from the blood in which they were written. For example, if the intruder was most afraid of the ancient northern stories of Taurum then the enchantment would manifest a copy of the beast, with all its inherent strengths and powers from every version of the story, to eliminate the intruder with a supreme form of the monster. Although the sorceress died long ago the Legerium is still sought for its trove of information and knowledge as it is the most extensive collection of books in Varen (even greater the the Imperial Titian Hall of Records.) The legends say however, that the sorceress managed to collect one tome which stands out as the true treasure of the library. The stories say that within the library is a transcription of a book containing the word of god himself detailing the secrets of the universe, life, death, time, Varen's destiny, and the legendary planet of Edenris. Many have gone in search of the Legerium and this tome but none have yet succeeded in locating the library, (or escaping it to tell the tale.)
♥︎ Daily Writer Positivity ♥︎
#241
The only book you’re going to publish is the one you finish. Keep your chin up, keep writing, and finish that story!
Want more writer inspiration, advice, and prompts? Follow my blog: maxkirin.tumblr.com!
I'm very pleased to announce that after much pondering and design, Alfheim is now only a single piece of a larger whole. That whole is the planet Varen. In some earlier notes I have referenced the dwarven home of Terras, well here it is, and introducing the elven homeland of Vindarna! more updates and writings to come!
For those of you unaware, HeroForge launched today and it’s hella rad. You can customize your own 3D printed tabletop game miniature. While our GIF subject uses fantasy stuff, there are also options for other genre characters as well. The level of customization is pretty impressive (and, at times, quite amusing). If you’ve got $15-$25 you’re willing to part with to ensure you get a miniature that matches your character just right, then I highly recommend having a look.
The customization of this is indeed fantastic. I absolutely love it. I especially like how they don’t limit facial hair by gender. My only critique is that there isn’t any other armoured skirt for her.
And no exaggeration, I really like this character I managed to slap together. The mustache isn’t even for a joke or anything, I think it legitimately looks good on her.
COOL
WOW THIS THING IS SO COOL.
TRYING TO COME UP WITH NAMES FOR MY FANTASY CHARACTERS
Much Excitement! As the story has been taking shape, I have come to need more named places, so here is the updated map, with town names, geographical names, and three markers denoting the location of some very special items. I also dated the map (P.S. for post-schism) and added my initials to the bottom right and top left corners. Pretty nifty eh? Enjoy!
The Story Has Begun To Take Shape!
After writing extensive notes on the origins and backgrounds of Alfheim, I finally feel that I have a large enough canvas. I have started to formulate a story, and I'm very excited!
More news to come as it happens, as well as more of my notes.
The Mage Orders of Alfheim, and the Nature of Magic:
Before the fall of Viera, those in power wanted to ensure the survival of their practices and teachings in magic. Therefore, the first ships to flee Viera were those carrying the second highest ranking mage of each sect of magical doctrines, carrying with them their order's most sacred writings, revered records, and artifacts necessary for the continuation of magic on the continent. Once the mages made landfall on Alfheim, they did not announce themselves or the war they had undergone. The leaders of each sect simply separated and went into hiding in order to avoid any agents of Keldor who could be hunting them. The three main sects of Vieran magic were the Aqualian Order, which dealt in magics of the mind and manipulation of ice, the Pyronian Order, which taught emotion magics and manipulation of fire, and the Florinian order, which dealt in magics of the soul and manipulation of nature. The names of the sects' founders were erased from history by those who crossed into Alfheim in an attempted to protect their legacy from Keldor fanatics.
The Aqualian Order settled on the peninsula north of Ferründäl known as Vlatke Van Stille. They chose the northernmost point for their citadel because the entire area is covered by a massive glacier. The original mages easily scaled the glacier and used their magic to construct a citadel of solid ice and stone called Vah Grizahl (old Vieran for "Crystal Hall"). In this impenetrable fortress, the Aqualian practitioners studied cosmic magics of the mind and complex spellwork that could affect reality itself.
The Pyronian Order made its home within the endless caverns of the Howling Mountains. This choice of location was made so that no out of control fire spells would lead to costly mistakes, such as attention grabbing wildfires. They named their cavernous citadel Vah Da'Zeer (Hall of Veiled Flame). Within the mountains the mages study magics of the heart, unlocking its secrets and even manipulation. The Pyronian mages also have regular dealing with the northern dwarven colonies also in the mountains, given that the art of forging and fire magic can be applied to each other easily (such as in the forging of magic convector weapons).
Lastly, the Florinian Order settled within the Endless Wood, a perfect place to hone their craft and go unnoticed. In the forest they built a stone citadel which they called Vah Plurmagris (Hall of a Thousand Windows). They study magics of the soul, this includes healing of the soul if cursed as well as exorcism magic. The Florinians are pioneers of light magic practices and have made many advances in anti-demonic wards and spells.
The Keldor mages also formed a sect. They called themselves "The Disciples of Berith" These dark mages built secret sanctuaries all over Alfheim and sought to grow their ranks. Keldor mages sought individuals who were unpredictable, bombastic, and wrathful; the exact opposite of the wise, peaceful scholars that the Vieran sects recruited.
The practices of each sect are kept strictly secret, as well as the locations of each citadel. The only way to join a sect is to be recruited by a practitioner. Each sect has assigned recruiters who go to towns with reports of strange occurrences with magic as a possible cause, they assess the recruit to see if he or she is right for their order, and if so the recruiter will approach the inductee and make their intentions known. Sects do not often compete for students, but occasionally interests will collide. However, while the Vieran sects settle these matters civilly, the Keldor sects will resort to kidnapping, murder, and brainwashing reluctant inductees. Once recruited, members will lead inductees to the citadel, where preliminary testing will begin. If the student passes the tests for magical intuitiveness, intelligence, and innocence, the student will be assigned a mentor from the sect. The mentor will then set to training the new mage with close observation by the order's assigned overseer. Once the overseer feels that the inductee has met the mentor in skill, he will recommend to the elder/master mage/mages in charge of the sect that the student be elevated. In turn, the master mage will either approve or deny the request. After approval there is a ceremony specific to each order that celebrates the student becoming a full fledged mage of the order, which is usually followed by a feast celebrating the student's accomplishment. Once in the order, there are many roles for mages to pursue. Each order has many specific careers as well as ones general to all three sects such as tome librarian, mage recruiter, mentor, etc. Most mages stay in the order for life, increasing their rank as they age. However, if a mage commits crimes within or against the order they can be banished or made an enemy of the order. Crimes that result in banishment can be abuse of magic, theft from the order, betrayal of the order, attacking another mage, and use of chaos magic. The punishments are always set to the severity of the crime, and very rarely is a mage made an enemy of the order. If a mage is made enemy of the order, they have two days from the formal announcement to gather their belongings and flee as far away as they can from the citadel. At dawn on the third day, if the enemy is seen by any member of the sect, that member has full authority and duty to strike down the enemy in defense of the order. This punishment carries on until death of the enemy by the sect's hands or not. Usually the Vieran sects will share information on enemies and even share whereabouts of other sects enemies, if known. Due to this, if a mage is made an enemy of the order, he will go deep into hiding and live a life of utter seclusion, or seek out the Keldor mages, who are happy to recruit enemies of the Vieran sects.
Most magic in Alfheim is derived from the Elderns, who are one of the three beings that inhabit the universe. Those are the Celestial Beings (Angels and Demons), the Eldern (who govern the forces of the universe), and the Children of Earth (men, dwarves, elves, etc.). There is a pantheon of Elderns and each holds dominion over a specific aspect of reality. There is an Eldern for Time, Nature, Fire, Freeze, Heart, Mind, Soul, Darkness, Light, Energy, Life, Death, and presiding over this pantheon is the Eldern of Reality. These beings were created to work in junction with the angels in keeping order in the universe and to combat the threat of a demonic rise to power. The Vierans were the first to learn about the power of the Eldern, as well as how to summon and channel their energies. The Eldern freely give these powers as it is their duty to create, disperse, and recycle all energies of the cosmos. The Eldern themselves do not hold any alliances between one another, despite being all brothers and sisters, but they will only obey the direct word of the Eldern of Reality. Over millennia, the Eldern have fallen in and out of favor with one another, but have never gone to war. This is a thankful fact, because an Eldern war would destroy the universe as we know it. However it is prophesied that there will come a time when the Eldern will be forced to choose sides in a war of biblical proportions. Alfheim is not the home of the Eldern, they reside in the cosmos, each inhabiting a star which acts as a gateway to another plane of reality.
Magic itself, in fact, is the very essence of the Eldern. They create magic as naturally as we breath. The talent of a mage or caster lies in having the ability to call forth and summon these energies at will. This practice has come to be known as Eldern Magic. There is also another form of magic separate from the domain of the Eldern. Mages who are devout in faith, and prove pureness of heart, can receive blessing from the angels of heaven. this blessing acts as the key to the second type of magic, Holy Magic. Each Arch Angel is capable of bestowing a blessing on those whom they deem truly worthy, and each angel's blessing comes with specific powers and boons. Many faithful mages seek to gain the blessing of all the Arch Angels, for if that was achieved they would wield untold power. Along with Holy Magic, there is one final form of magical energy, Chaos Magic (sometimes labeled Demonic Magic). Chaos Magic is derived from the powers and energies of Berith, as well as his host of demons in the underworld. Chaos power was first discovered by the Vierans, but they recognized its destructive potential and locked away all of their findings (The Chaos Tome). The Keldor siege of Viera brought the Chaos Tome into the hands of Keldor mages. They took the rudimentary findings of the Vierans and delved deeply into the dark magics, discovering more twisted powers than the Vierans ever feared of. Chaos Magic is summoned through rituals, sacrifice, demonic bargains, and the pledging of the soul. For this reason, anyone who knows the rituals or chants has access to Chaos Magic without being a practiced mage, making it all the more dangerous in the hands or a master mage. If a mage calls upon Chaos Magic and holds an angelic blessing, he will lose the blessing. There are sigils which can ward against magic of all kinds, but they are very complex and precise, and therefore take immense skill and practice to craft.
Using all three kinds of magic, time passed, and the mage orders grew. As their numbers swelled, the sects began to live less in the shadows. They acted as peace keepers, wise men, and mediators to inter-village and international affairs. The Disciples of Berith stayed confined, but to fund their machinations, they began hiring themselves out as assassins and mercenaries. All the while, the Vieran and Keldor factions carried on a secret magic war with roots in the earliest days of Alfheim itself.
A note on the fast kingdom timelines
Just to clear a few things up. I know that the cities and kingdoms have grown VERY fast, such as the events happening by the year 30 already. To be clear, the first tribe had existed for a long time preceding the schism, so the humans of Alfheim were advanced enough to leave the first tribe and form new cities rather quickly. Think of the schism happening at their technological equivalent of an earth's medieval age (But not necessarily 1100 years)