Alfyre

Introduction/Summary
Total Population: ~140,000

Human/Wynter Blessed Ratio: 6:1

Exports: Precious gems/metals, seafood, grain, local fresh produce (including Sharuka) and Avox.

Humanoid Sentient Inhabitants: Humans and the Wynter Blessed (The difference here being the presence of magic)

Alfyre an independent western nation of Thallidor. It boasts a continued allied partnership with the Northern territories of Laenjstrym and the Droh. Comprised of two city states which have remained amicable for the last 500 years, Alfyre is currently ruled by Monarchname.

Alfyre is currently at peace.

Flag
Alfyre's flag was designed by one of the first children baring Wynter's mark to be instructed on Wynter's Isle: Elena (coincidentally, she was also the second, and longest reigning, monarch of Alfyre's history).

Geography
Alfyre is located on the southwestern Coast of Thallidor.

The Kingdom consists of two separate city states which have remained amicable throughout the past 500 years. Although the northwestern coast of Alfyre is dotted with small island-like rocky outcroppings (skerries), only one large island landmass, located further south, is habitable by the general populous. This island is called Wynter’s Isle, the home of the ruling monarch and where those children who are marked by Wynter live until their age of maturity.

The northern facing coast of Alfyre is known for its treacherous seas and sheer cliff faces.

The southern coast is home to the one large harbour of Alfyre, Dummare. This harbour was created through the use of both magic and naturally hardened sand formations on the sea floor over millennia. The northeastern edge of Alfyre is dominated by dense forest and many small streams which flow in from the regions in the northwest.

The southeast of Alfyre is bordered by a large river (The Amante River) which flows conveniently down the eastern border before bending west spilling into the sea at Dummare. Amante is freshwater until it meets the incoming tides of the sea at Dummare's harbour. During the wet season, the river rises by 2-2.5 metres making the river nearly impassable during this time.

Two thirds of Alfyre is farmland and a third is vast and almost unliveable rocky terrain void of most plant and animal life.

There are no desert regions and no volcanoes in Alfyre. There is a system of underground caverns which are mostly inaccessible.

The general altitude of Alfyre rises in steady increments from the south-east to the north-west (Where Dummare is at sea level and Alehya to the northwest resides at nearly 410 metres/1100ft above sea level).

Climate
Alfyre boasts a fairly temperate climate. Citizens can enjoy Maximum temperatures of 35C to the south and minimum day temperatures of 3-4 to the north west. At night time, due to the differences in altitude, the townships and Alehya to the north west can drop to -7/-8 during the coldest month of the year. Precipitation is fair throughout Alfyre making it perfect farming land, however, the northern coastline is often battered by storms throughout both the summer and winter. It isn't unheard of for northern inland areas to see snow, but this generally doesn't last for more than 1-2 weeks of the year.

Throughout the rocky terrain of the north, citizens are unable to access the water table through wells and rely on a dammed water source in the north west. This is fed through precipitation to the north and is a limited water source.

An oddity to Alfyre's natural fluctuating climate is the township of Wylloh and Wynter's Isle where the populous enjoys a steady temperature, humidity and calm seas year round. This area is unaffected by storms, which peter out or change course when approaching the area.

Alehya (pn: A-lay-a)
Population: 6,700

Situated due north, Alehya, is the hub of the Wynter Blessed or those with magic. Though some citizens (very few) are human, the majority of the population are magic wielders. The Lord/Lady of Alehya resides here, as does his/her advisory council.

The city is protected to the northwest by rising rock formations and is known for its production of Sharuka grown in orchards to the city's south east as well as its collection and export of Avox

Cygal (pn: See-dgel)
Population: 3,500

Across the bay from Alehya (accessible by a daily ferry) lay the township of Cygal, the home of The Institute. This township contains all three housing facilities required by The Institute, including the small bordered ‘community’ reserved for Vetaris. Residents of Cygal enjoy cheaper services provided by the learning/newly graduated scholars of The Institute and therefore Cygal is a popular choice among the Wynter Blessed to live, particularly young families.

It being close to the northern cities' water source (as the terrain makes welling difficult) is also something which draws residents, however, there are fewer human residents which have no blood relation to a Wynter Blessed here due to the proximity of Cygal to the Forests of Dean. This ratio is 2:4 where the humans who live here are most commonly the offspring of (name?).

Beacon
Population: 2 - 4 (capacity of 300 maximum in war-time)

Situated in on the north east coast at the highest inhabited altitude of Alfyre (1350ft), Beacon is a magically reinforced Lighthouse structure which seeks to warn incoming vessels of the dangers of a proposed coastal passage. Due to significant rock formations, both above and below the water line, the sheer cliff faces and turbulent weather conditions, Beacon and its lighthouse offers one of the only defences that Alfyre can offer to incoming ships and/or visitors.

That being said, the lighthouse has historically been used to lure enemy ships with the promise of safety into a natural ambush.

Due to horrendous living conditions, the yearly population of Beacon is only 2-4 people with an increase of over 150x during wartime where the ramshackle barracks located just south of Beacon's lighthouse can hold up to 250 troops of Armyname. The population of Beacon is 100% (name?) as the conditions are too poor to support human life.

If, for whatever reason, Beacon's natural defences fail, these troops will become the last defence for the northern borders.

These barracks are maintained yearly by a maintenance crew which shifts the population from 2 to 4.

Ohre (pn: Oh-were)
Population: 5,200

Ohre is the second largest township of Alfyre's northern settlements. Situated on the West Coast, Ohre is known for both its mining and fishing industries. The perilous coastline of the north makes fishing difficult for most fisherman, however, the deep channel which runs parallel to the west coast offers deep sea fishing unparalleled in Thallidor. The only time of the year when this industry quietens is during the (check?) months when the Whalesquids follow their annual migratory path from (name) to the Skerries of Bone and Ash, the home of the Dustmen, for their mating season. This species is considered protected in Alfyre and fishing, which would inhibit their ability to feed, is banned during this time.

Known also for its mining, Ohre produces quality precious metals and gemstones, a significant export for the economy of Alfyre.

Ships which visit Ohre’s harbour however cannot exceed a certain size (due to the natural reefs which enclose the shallow waters). This means that larger exports are then funnelled through Harbourname in the south by smaller ships and/or land travel.

The population of Ohre is mixed, human/(name?) and (name?) are solely responsible for the mining trade. This is due to the rigorous nature of mining, and the ability for (name?) to work more efficiently and for longer periods in such conditions. Obviously this is also enhanced by those who have a (name?) affinity.

Aside from the large-grained, grey beaches which sweep down Ohre’s (and surrounds) coast, the terrain is mostly rocky and void of plant life. Residents of Ohre rely on trading through Frroya to the south for grains, fresh produce and some meats.

Arbor
Population: 2,500

Arbor is the 4th major town dominated by (name?). It lies inland from Ohre, almost at the halfway point between the seaside mining town and the southern tip of the Forests of Dean.

It is known for its many hectares of densely planted orchards and is responsible for one of the main international exports for Alfyre (fruit). Many popular fruits are grown here but more importantly, it is one of the only places in Thallidor to grow Sharuka (the only other settlement to do so being Alehya, to the north). This fruit has never been successfully cultivated outside of Alfyre and Arbor is the only town to successfully grow Sharuka in large numbers.

Sharuka is known for both its unique taste and medicinal qualities.

Although a significant portion of humans dwell here, Arbor is essentially a settlement of Alehya. This is largely due to the fact that Sharuka can not be cultivated without daily maintenance by a (name?).

Dummare (pn: Dæm-air) and surrounds
Population: 50,000

Dummare is the largest settlement in the whole of Alfyre. The majority of people who live here are human, though a significant portion of Alfyre's (name?) are born here to human families. Dummare is the largest port of Alfyre and is the only harbour big enough to accommodate large international trading ships. therefore, Dummare is the main trading port of Alfyre. The city limits expand to both sides of Amante and Dummare's urban sprawl expands much further than anywhere else on Alfyre.

Although it is the largest city and hosts the largest port, Dummare is not Alfyre's capital city. It is governed by a Lord or Lady who is selected by the reigning monarch after an extensive educative and application process.

Dummare also contains Alfyre's only bank which accepts foreign currency as most of Alfyre's currency is based on the trade of goods and services.

Tryst
Population: 20,000 

Tryst shelters the eastern most population of Alfyre and considered a settlement of Dummare. Tryst plays an important role in Alfyre's defence as it is positioned on one of the only roads leading into Alfyre's south. More importantly, Tryst also guards the only horse accessible crossing/bridge across the Amante River into Alfyre. It is predominantly agricultural, lying on the eastern edge of Alfyre's farming and grazing land. There is a small freshwater fishing industry but this only flourishes for a small period at the start of the warm season, when many fresh water fish species begin their journey north.

To the north of Tryst lies what is considered the southern tip of the Forests of Dean, however due to the change in terrain, the reviled Avox has long since died out and the human population are able to hunt in this area.

Wylloh
Population: 12,000

Wylloh is a small port city which enables people to travel to and from Wynter's Isle. It is used as a pitstop/trading post and although frequented throughout the year by (name?), is mostly inhabited by a human population. A small offshore fishing industry flourishes here, where the shallow waters between Wynter's Isle and the mainland provide the perfect breeding ground for many table fish species. Wylloh is an oddity, as its weather is constant year round, making it a perfect place for garden produce, flowers and herbs. This is thought to be affected by old magics, centred around Wynter's Isle. Due to this, Wylloh supplies Alfyre's apothecaries- a trade much revered by the human population as they can service both (Name?) and local human (medi?). There are three main roads which lead into Wylloh. The (roadname) south to Dummare, north to Frroya/Arbor and east to Tryst. It is faster to travel to Frroya and Dummare by boat.

Frroya
Population: 25,000

Frroya is the second largest human inhabited settlement of Dummare. Largely a town of trade, the population here enjoys mild-warm temperatures for much of the year, punctuated by a sea breeze in the evenings during the warmer months. Froyya is the second largest port of Alfyre, second to Dummare itself, and is responsible for accepting goods/produce from Dummare for the northern towns (boat being faster than land). Froyya also accepts international imports but cannot accommodate some of teh larger ships as Dummare can due to its smaller port and shallower water.

Smaller Villages/Communities
Population: 10,000(in flux)

There are various other smaller agricultural villages throughout Alfyre, particularly in the south. These are used as way stations for weary travellers.

Wynter's Isle
Wynter's Isle is considered the capital of Alfyre due to the fact that the reigning monarch's residence is here. There are no cities or other townships, simply the Castle in which the monarch, Wynter Marked/Blessed and supporting staff live. The rest of the island is treated as sacred land and is also used for training/teaching purposes. For the most part, the island is self sustainable and due to the temperate, consistent climate, staff are able to grow and rear all goods required of its inhabitants.

Government, Currency and Politics
Originally a state governed by Christopher Grymm of Laenjstrym, Alfyre became it’s own governing nation in (year) though still retaining an allied partnership with Laenstrym in Thallidor’s north.

Both leaders of each city are advised by their governing council but have the ultimate power/word over their city's citizens. How these leaders are chosen is different for each city/state.

The Government of Alehya
The northern city of Alehya, predominantly inhabited by the Wynter Blessed, relies on a successor based governing structure. Although often through family lines, the current Lord/Lady will name a successor not more than one month after his/her proclamation ceremony. After this time, the Lord/lady has the ability to choose a different successor only once (allowing for a child to become a successor after he/she becomes of age if he/she is not of age at the time of proclamation). This of course is negated if the Lord/Lady outlives his/her successor at which time he/she is required to choose another successor. At any time, the Lord/Lady may renounce his/her rule, however this is not usual and has not happened historically. The successor does not have to have familial ties to the current lord/lady, however, it often works out this way. History states that there has been a fairly equal ratio of men/women who have held this role.

Due to the slightly longer lifespan of (name), the north is often ruled by the same person for more than 40 years.

Council
The north's Lord/Lady is advised by his/her advisory council. This council is usually made up of at least one (Name?) representative of each affinity. The council's role is to advise the lord/lady in times of crisis and to handle the day to day requirements of the various settlements of Alehya. (Name?) are chosen to sit on this council based on their age, or if necessary, their years of service (where the oldest living (Name?) of an Affinity sits on the council). This is negated if the selected (Name?) becomes too frail for service/due to inability, in which case it is their prerogative to nominate a proxy to stand for them.

The Government of Dummare
The southern city of Cityname is predominantly inhabited by humans and is governed by an appointed Lord/Lady who is sworn in by the ruling monarch at the time. A Lord/lady must be 7 years beyond the age of maturity (18) but no more than 50 years of age, completed his/her education and sit an 'application test'.

These names (and accompanying applications) are given to the ruling monarch who then chooses a singular man, or woman, to rule ‘the south’ for a period of 10 years. Once appointed to this position, the Lord/Lady may not withdraw his/her application and is required to sit as Lord/Lady for the duration of his/her rule. If he/she is met with an untimely death then the ruling monarch at that time will choose a second name from the original applicants. The newly appointed Lord/lady will only rule for the period owed by the late Lord/Lady. This means that the application process is renewed every 10 years without question. Once a man/woman has held the position, they may not apply for it again.

Council
The Lord/Lady of the southern settlements of Dummare is also supported by an advisory council. This is made up of 8 elected men/women usually, but not always, the unsuccessful applicants for lordship/ladyship. In this council, the lord/lady makes up the 9th and therefore deciding vote on matters of importance. It is the council's responsibility to conduct national affairs and hear issues arising from Dummare and settlments thereof. If, for whatever reason, something is unable to be solved by the council, then the Lord/Lady and/or a representative will ask the reigning Monarch for his/her intervention. The reigning Monarch is always consulted in matters which involve Afyre or Alehya's settlements.

The Monarch
The monarch lives a fairly isolated lifestyle predominantly in his/her castle/keep on Wynter’s Isle though he/she also has several homes throughout the country and often spends time at each location making himself/herself accessible to those that require attention.

He/she is responsible for overseeing the education of those children who have Wynter’s mark. From these children, the monarch informs the Lord/Lady of Alehya of suitable successors as they present themselves (not often as the monarch is looking for a very specific set of qualities).

The monarch’s responsibilities are to handle disputes between the governing lords/ladies of the north and south, handle international relations and coordinate joint war efforts if required.

It is said that the monarch is chosen by Wynter herself. Those who are chosen to become the reigning monarch have lived for an average of 90 years (higher than the human average of 60). The current monarch, Name, has ruled for 113 years and is the longest living monarch to date, showing no sign of his current age.

A reigning monarch will know precisely the date of his/her death as it will be on the date of the incoming monarch’s 20th birthday. This means that the current ruler will live for at least another 11 years as an incoming monarch has yet to be identified.

How is a monarch chosen?
A monarch is chosen at birth, indicated by a very specific birthmark on his/her dominant hand. Although several children will be born during the reigning monarch’s lifetime with the mark, only a child who’s birthmark matches his/her dominant hand will become the new ruler of Alfyre.

This causes some unrest among citizens of Alfyre, as children who are born with the identifying mark are at times hidden and their families try to coax them into learning with a specific hand. This is challenged however, when at 10 (the age when those with magic begin their extended magical education), children with the mark are sent to Wynter’s Isle. It is there, away from the influences of family and friends, those with the mark often change their ‘dominant’ hand; revealing the truth. It is said that Wynter chooses several children in a generation but waits until they develop a sense of morality/extended set of values beyond the taught moral code, before deciding on a new monarch.

Once those who have Wynter’s mark reach 18, they may choose to either live on at Wynter’s Isle or rejoin their kin on the mainland. Often those with Wynter’s mark are asked to join the advisory council of both the southern and the northern cities/towns as they are thought to bring good fortune to the cities in which they reside.

Currency
Alfyre is a trading nation and though they do use Laenstrym's preferred currency of (check?) when required, particularly with foreign traders, the population mostly deals in raw materials. This includes precious metals, gems, grain and fresh produce. An exception to this is Dummare, which houses the one bank of Alfyre and deals with currencies from Laenstrym and other smaller nations.

Social Structures, Class and Power
As with many cultures, Alfyre’s power lies with those of magical power and economical wealth.

Due mostly to the fact that (Name?) are able to complete feats of great strength that are physically and mentally impossible for their human brethren, they belong to a higher social class than that of humans. This is something that is not enacted, socially, but known inherently, and is part of the reason that the two factions commonly reside in different places. Although amicable, subtle differences in morality, differences in their education and sometimes even larger differences in physical appearance make it difficult for (Name?) to assimilate into (or back into) human culture. Similarly, humans find it difficult to maintain themselves in (Name?) culture as they are unable to keep up with their (Name?) counterparts.

Technology and Travel
Alfyre has not progressed as solidly as other areas of Thallidor in terms of technology. This is because of a societal reliance on magic and those with magic to solve issues where typically technology would be invented to do the same thing.

If you were to relate Alfyre to a historical era of Earth, Alfyre is currently in the renaissance era and edging toward the industrial revolution.

Due to international travel and trade, Alfyre has been exposed to various sources of technology, such as steam powered mechanics. However, a common theme among those who travel is to bring these ideas back to their own town's (affinity L2), who then construct a similar answer using their tinkering affinity.

This is both helpful and restrictive. Where magic can achieve things quicker and cleaner than some evolving technologies, Alfyre relies on hearing these ideas from others and does not strive to invent these themselves. They are very much stuck in the 'old ways' in many areas.

Alfyre's population does travel and Alfyre does accept travellers from other friendly and allied nations.

National travel is mostly by horse, horse powered vehicle or boat. Occasionally those with a (?) affinity have used their magic in order to traverse land at speed, when haste is of the utmost importance.

Communication
Communication among those who live in Alfyre is quite stunted. Humans rely on town messengers, posted letters and, at times, the help of birds to send information from one place to another. (Name?) however have alternate methods of communication, including the use of those with a (Affinity). These (Name's) are highly sort after and often trusted with sensitive information as they are able to send messages over great lengths using the land's leylines as a communication tool.

Magic
Wynter Touched, (name?) or those with magic have the ability to wield magic in some way.

(Name?) are almost always identified by the time they reach the age of ten where they are sent to Cygal to continue their magical education. Though they have the ability to wield magic, this magic is different for every individuals and children are split into different learning streams based on these differing abilities (Affinities) by the age of 12.

An Affinity not only allows a (name?) to wield magic in a certain way but will also affect their physical appearance and emotions to some extent. Where in some regions of Thallidor these manifistations of magic appear obviously upon their skin, (name?) physical manifestations of magic are a little more subtle (but still noticeable).

There are three main levels of (name?) ranked by their affinity/affinities. Level 3 (name?) are considered the lowest in rank and usually have affinities that are considered less dangerous than others (but still no less important/useful). Those considered Level 1 are usually lucky enough to be blessed with multiple affinities and are considered highly dangerous. Level 1 name?'s are uncommon (certainly not helped by the fact that those with multiple affinities tend to be the target of random attacks/mercenaries. Those who are dangerous are also always in danger). Those with an affinity Level 2 are almost always recruited into armyname, though this title is most superfluous as Alfyre has been at peace for many centuries, both civilly and internationally.

(Name?)'s live a longer lifespan than that of human, however, they are taught from a young age that their power/magic is not bottomless. They must learn their exertion level and avoid digging deeper than their bodies are able to handle. Overuse and overexertion both ages and makes (name?) ill. During war time, the average lifespan of a (name?) decreases dramatically due to the amount of magic that is required in defensive and offensive efforts.

Talur (pn. Tah-lure)
Having a Talur affinity (either classified as level 2 or 3) is characterised by the ability to send and receive messages mentally, even over long distances. The strength of this affinity is completely reliant on the strength of the wielder. A Talur's affinity is not so different to telepathy, except only directed messages are able to be received. A Talur cannot read the minds of others. Talurs are sometimes called 'Speaks'

Physicality: (name?)'s with a Talur affinity are predominantly fair and have pale blue eyes. They're taller than average and usually have a slender build. Talurs often look fragile.

Wysp
A Wysp is similar to a Talur in the fact that it is a mental ability. However, where a Talur can only receive directed messaged, a Wysp can pick up on stray thought as well. Most Wysp's are unable to control their ability and can only take in what they 'hear' however, some Wysps have been able to master a simple 'mind reading' ability through their affinity. Although they cannot 'hear' exact thoughts, they can glean intentions and tell whether someone is lying. For this reason, Wysps are almost always classified as a Level 2, or, in rare cases Level 1.

Physicality: A (name?) with a Wysp affinity is unrecognisable. This is what makes them more dangerous than a Talur. Those with a Wysp affinity are usually blessed with a second or third which affect their physicality more dominantly and they are, as a result, often mistaken for something else.

Dya (pn. Dye- uh)
A (name?) with a Dya affinity finds it easier to control animals than the average (name?) or human. Similar to a Wysp in that they receive stray thoughts of the animals they work with, they also exude a sense of calm to those around them. Humanoid, being animals themselves, can also succumb to a Dya's ministrations and healers often use those with the Dya affinity to calm traumatised patients, particularly humans. Only the strongest of Dyas are able to affect a (name?)

Physicality: Often Dya's are average looking, though their eyes are almost always a deep brown. Their skin colouring is almost always darker than average, tanning easily in the sun. Almost all Dyas are female and range in height.

Erfiit (pn. Err-feet)
The most common residence for an Erfiit is Ohre, being that a (name?) with an Erfiit affinity finds it easy to work within the forges. Characterised by the ability to affect the heat of flame to some degree (although not call it themselves) as well as the ability to 'feel' the composition of the ground around them. This makes an Erfiit perfect for working below ground, as they are able to seek out both naturally borne and magically condensed gems and precious metals. Erfiits are considered level 2 or 3 depending on the strength of their affinity.

Physicality: Almost unnoticeable in low light, an Erfiit's skin is covered with an atomic layer of hardened, crystallised skin. When in the sun, an Erfiit's skin glistens as if covered in sweat (they do not 'sparkle'). This hardened layer makes them 'durable' and gives them extra strength. Erfiits are usually smaller than average and have larger irises than the average human or (name?). This allows them to see better in the dark, although they still require some light.

Eldre (pn. Eld-ruh)
Similar to an elemental power, Eldre's have the ability to call forth flame/fire. They are also able to control any open flame/fire within their calling distance. Eldre is considered a Level 2 affinity. Eldre's have a limited power supply. As with all affinities, over use leads to ageing/illness however for Eldre's this is exacerbated due to the sheer power required to fuel this affinity.

Physicality: Eldre's are known to be temperamental (cliché) and are often the cause of house fires/wildfires when young. Eldre's are usually fair skinned and although not always, commonly have a reddish tint to their brown/blonde hair. An Eldre's eyes are almost always blue and darken to an indigo/sometimes violet when using their gift/angry.

Caely (pn. See-lee)
Also elemental in nature, a Caely has the ability to manipulate the air around them. This, depending on the power of the individual, can be dangerous to other people, specifically humans who are affected more easily by changes in their ambient atmosphere. A Caely can alter the levels of oxygen and carbon dioxide in a (usually small) area and therefore could have the capablility to suffocate another being. For this reason Caely's are immediately classified as a Level 2 and are required to undertake rigorous training in order to keep their emotions in check. Individuals who mature faster magically than their training has allowed for will often be given a diluted form of Sharuke in order to dull their magical capabilities and protect those around them.

Another ability that a stronger Caely might have is the ability to buffer themselves or others during physical activities. They cannot fly per say, however, altering the density of the air around an individual allows them to jump further, higher or alter trajectory in order to achieve seemingly impossible stunts. Similarly, Caely's can travel fast on foot by thinning the air around them, making wind resistance null and void. Caely's are often used as messengers if a Talur is unable to be found/contacted.

Physicality: Caely are often short compared to other (name?)s. Their body is often described as wiry and they have a genetic predisposition to enjoying physical activity. Caely's can often be identified as children for having boundless energy and comparably more strength than those around them. The only other definable feature of a Caely is the colour of their nail beds and at times their lips which are often blue tinged from the lack of oxygen when using their magic either intentionally or instinctually.

Vaska (pn. vah-sh-ka)
(Name?)s with a Vaska affinity find themselves most at peace in nature. They have an inherent understanding of teh growth of plants and understand (so to speak) what a plant requires or desires in order to grow to its full potential. Vaska can alter the chemical make up of the soil and therefore provide perfect growing conditions for the plants they tend. The drawback to this affinity is that plants which have been tended by a Vaska often wilt, get sick or even die when they lose contact with a Vaska or blood relation of the Vaska who took on their care. Akin to a domesticated animal, the plant becomes reliant on the Vaska to survive. This is not normally an issue as a Vaska finds themselves most at home among plants and will often commit their lives to growth, farming and harvest of specific plants. Another drawback to this affinity is that a Vaska is affected by the environment they live in, in that they must have contact with the sun in order to draw energy. They find it exceedingly difficult to live in areas which are predominantly cold and if they are required to live in such an area, they will travel to a warmer climate for the coldest/darkest months of the year.

A Vaska is a Level 3 Affinity due to the peaceful nature of both those who wield this magic and the affinity's purpose. It would take an exceedingly strong powered Vaska to be able to manipulate a plant to grow on command and therefore be used as a weapon.

Physicality: Vaska are rarely fair skinned as they, like the plants they tend, draw strength from the sun. Their eyes are commonly green though hazel and brown is not uncommon. Vaska tend to have unruly hair and the males either keep it long and tied back (dreaded), or cropped short for easy maintenance. Another defining feature, though not physically, is that a Vaska finds it very constricting to wear footwear and prefers to go barefoot.

Siana (pn. sh-ah-nuh)

Siana have an ability to heal others. Simply put, they have the ability to give part of their own life force to a being (flora or fauna) in need. This is a dangerous ability and there have been many cases where as children, a Siana has given more than they have to give in order to fix, heal or save a loved one, or pet.

Unfortunately this affinity is rare (due mostly to the fact that Siana's often die as a result of their gooddoing). For this reason, if a student at school/the Institute is identified as Siana, they are often required to remain at the Institute or under the direct supervision of another (name?) to guide them in the application of their gift.

Physicality: Most Siana are slight, frail looking and look malnourished due to the accidental use of their gift growing up. Only the strongest Siana could pass as 'normal' looking.

Faere (pn. Fay-ruh)
This affinity is automatically classified as a Level 2 and at times, depending on strength, a Faere can be a Level 1 with only a singular affinity. Faere's are deemed telekinetic and are able to move objects (size of object depending on strength) with a gesture or eye movement. A Faere's ability is different than traditional telekinesis in that they must have another object in order to move their target; in effect they use one object to pull another toward it (like a magnet). In order to be classified as a Level 1 (name?) with a Faere affinity, an individual would have to demonstrate significant ability in mental processing at speeds in the top .5% of the population. In order to safely move large targets on the fly, they must be able to calculate trajectory, possible obstructions and be able to strategically see several moves ahead in any given situation.

Physicality: Faere's have limited defining features, other than most commonly having brown eyes and slightly larger irises than normal. They are more easily identified through behavioural characteristics. Faere's are usually fidgety and are constantly moving. Their eyes will flick between objects rapidly and could be considered rude as they often make little eye contact. If a Faere was to be identified in the human world of Earth, they would be diagnosed with ADHD, autism or both.

Clothing
Clothing is somewhat representative of status due to the fact that cloth is an imported commodity in Alfyre; but this division is not always clearly visible at first glance. The majority of the population of Alfyre (name? and human) wear non gender specific clothing which is hardwearing and allows movement required by each person's specific job.

Where status affects clothing, humans and name? alike will be dressed in similarly cut clothing but of a finer, softer material. Some (name?) wear clothing which is more easily adaptable for their affinity. For example, those with Eldre or Erfiit affinities need to wear a clothing which is flame retardant/protective but still allows for ease of movement.

The majority of clothing in Alfyre is made from fabric sourced from Gardyna, Laenjstrym.

Religion and Spirituality
The people of Alfyre have no set religion. Their underpinning beliefs reside in family values and morals. Instead of religion, they are taught a moral code which is upheld by their family’s elders, their teachers and their city’s governing body. However, 1: 50 of the population of Alfyre is blessed with magic which is thought to be given to individuals by the deity Wynter. Wynter is a spiritual deity. Although some individuals may ask Wynter for forgiveness, ask for help during times of need or even ask for Wynter to bless their children, she is more folklore than pious. Often you will hear parents threaten children with statements such as ‘Don’t let Wynter catch you with your mouth open.’

Wynter is someone more revered in the magical community, though images of her appear throughout the country of Alfyre in Art, Architecture and Literature.

The Mark of Elena

Many of Alfyre's residents consider Elena to be their country's founder even though she was technically the second monarch and Alfyre had existed for several centuries prior. However, Elena's contribution to society and to the peaceful relationship between teh human and (name?) residents of Alfyre mean that they hold her of great import.

Her story is a sad one and no one knows where she came from or to what faily she belonged. As such her name was Elena Wynter. Alfyre does not have its own currency and as a general rule, their monarchs are not symbolically represented culturally. The only exception to this is the mark of Elena. It is known as a mark of morality and virtue and is most famously depicted on the front facade of Dummare's bank and both city's town buildings.

The mark consists of two elements, a flower and a star. The star representative of her first magical act and her namesake, a golden glow and the flower is representative of the growth she gave to Alfyre and her gentle, pure nature.

Family and Marriage
Family, in all senses, is important in Alfyre as it is the building blocks from which Alfyre's moral code is built. A child's family is responsible for teaching them from birth to age 6. It is unfortunate, however, that human families (biological) who birth (name?) children often reject (not formally) their (name?) offspring once their magic is revealed. Not necessarily a conscious thing, this is mainly due to the fact that the human and (name?) population are largely separated by education and culture.

Family, especially in (name?) culture, is not restrictive to those who are biologically related and this nom?? extends to a person's close/long term circle of friends and, by extension colleagues. In this sense, the word 'family' is used interchangeably with 'community'.

Marriage does not exist in Alfyre in the traditional sense. Couples pledge loyalty, allegiance and their love for one another through starting a family (contraception is widely used). It is morally wrong for humans and (name?) to have romantic interactions with more than one person; though this does happen from time to time, especially among adolescents and is not punishable other than familial shame.

Race
There are two sentient humanoid peoples who inhabit Alfyre and several semi-sentient fauna species which roam various sectors.

Humans
Humans (non magic wielders) have no inherent magic and live an average lifespan of 65 years.

Males are an average of 170cm tall but vary in height depending on their 'calling'. Females average at 150cm. Although the southern peoples of Alfyre do not accept this, it is believed that Wynter blesses each child (human or name?) with a calling which affects his/her future prospects and careers and. Humans believe that it is familial tradition and genetics which influences this and believe that skipped genes are responsible for children who deviate from a selection of Callings predominantly found in their family line.

The majority of the human population sports an olive completion, though there is some variation.

The average lifespan of a human is 65 years of age.

Wynter Blessed (Name?)
The difference between the Wynter Blessed and humans is the simple ability to wield magic. The existence of magic channeled through a (name?)’s body affects the way they look dependant on their affinity.

A male who is Wynter Blessed can range in height from 130cm to 230cm with an average height of 190cm, taller than the average human. A female’s height can also differ drastically, but the average (Name?) peaks at 170cm, taller than the average human female.

Reproduction
Both humans and the Wynter Blessed reproduce in the same manner as they are essentially the same species.

At birth, both human and Wynter Blessed are the same. It is not until a later stage, usually around six years of age that their ability to wild magic becomes evident. By the age of ten, children are categorised by this ability and gain the label of either Wynter Blessed or human.

Just because both parents of a child wield magic, does not mean that the child will be Wynter Blessed

It is believed that, just as with a human child’s 'calling', Wynter blesses specific children with the ability to wield magic over others. This means that two humans can produce a Wynter Blessed offspring and two (Name?)’s can easily produce a human child. However, both of these instances are uncommon.

Those that are born with Wynter's mark are always blessed with an affinity. This is the only instance that a child's race cab be determined at birth.

Sexuality and Gender
Alfyre is inhabited by females and males of both residing races.

Both populations of Alfyre rely on sexual reproduction in order to procreate. This means that the most common coupling in Alfyre is of a heterosexual nature. However, homosexual couples are accepted throughout Alfyre.

Incestuous relationships are not tolerated on Alfyre, in either culture as it is well known that they result in mutation, deformity and congenital illness. Though not punishable by death (though the death penalty is active in Dummare), if found guilty of incest, the guilty persons are asked to separate and are required to live in different cities/towns (not neighbouring). All parties.

Education
Children in Alfyre start their education at home where by the age of 6 they are expected to know the basics of reading, writing, mathematics, geography and politics, as well as thoroughly understanding the moral code and ethics of Alfyre. Children are often taught by older siblings, parents or extended family; some larger families who live locally will put all their young children together in one house to be taught in a mini-class to allow for more family members to contribute to a house’s income.

At the age of 7, children are expected to attend a local town school for a minimum of 3 years. These three years of their education are paid for by the governing body. During these years, students are taught history, extended literacy/numeracy and exposed to arts and culture.

At age 10, children are split into two/three groups, those with magic and those without; those with Wynter’s Mark making up the third, infinitely smaller, group.

It is expected that by age 10, a child will show an inclination toward magic, will show physical./medical signs of magic or this magic will be ‘felt’ and noted by the teachers who are placed in these local town schools.

At 10, children with Wynter’s mark will leave their families and are sent to Wynter’s Isle to begin their education with the ruling monarch.

Those with magic have the two choices, they may choose to have their magic bound and continue with ‘mainstream’ schooling (unheard of as it results in early death due to the body’s restriction of magic which sustains the Wynter Blessed body physically as well as magically), or they make a journey north to The Institute to begin their magical learning.

Those without magic have the option of continuing their formal education at the Southern School of Dummare at the cost of their family (or apply for a scholarship), apply for an apprenticeship (once they turn 12) to learn a trade or leave school and go back to their family where if they’re lucky they will be taught by a family member lucky enough have completed a formal education.

Apprenticeships
Apprenticeships are usually given to children who show a particular skill or interest in a trade/calling. These interests usually develop in extended families (those families with builders often produce children who also show an interest in the trade. A great aunt within one family may have been an artist and one of her great nieces or nephews may also develop this interest).

A child may change apprenticeships but this is not something that happens often.

The Wynter Blessed believe that Wynter blesses each child with a calling which they will be drawn toward from a young age (therefore a child who enjoys gardening will become a farmer by trade- though this is not something accepted by the southern population).

The Institute
Due to the extended lifespan of those who have magic, students of The Institute are required to attend school for a much longer time. Students of the institute are required to attend until the age of maturity at 18. During this time they are divided into three different categorisations determined predominantly by age, but occasionally by ability. Novus', most commonly the 10 and 11 year olds, are housed separately. They continue their formal education, learn the basics of magic and are tested for their affinity during this time.

At 12, students are then housed in the main school building and are required to attend classes based on their affinity, their ability level and at times their ‘power’. These students are called Corvus' and they stay as this for a period of 3-6 years (most commonly 4).

At 16, students are thought to have reached their magical maturity but are still required to attend the institute for self study and some mandated classes depending on their affinity or chosen profession. Some students will apprentice under others that are Wynter Blessed, others will begin their training for Armyname and others will get jobs in local villages/towns and attend the institute for scheduled classes until they reach 18. Students aged 16-18 are housed separately due to their physical maturity and are allowed more privileges than those in younger years. They are formally known as Vetaris'.

At 18, students are considered adults and are expected to become contributing members of society (they must have a job or they will be expected to stay on at the institute in order to help out with younger students). At this age, if they come from a southern human family they may decide to move home, however, due to differences between those who have magic and those who do not, this is not a common decision. If a (name?) was to move south at maturity, usually this is because they are needed to fill a position. Aleha’s Lord/Lady in conjunction with the institute keeps a running record of where their students reside and what job they have.

Southern School of Dummare
Students who have the opportunity (through wealth or academic prowess) to continue their formal education beyond the age of 10 study at the Southern School of Dummare.

This school offers scholars classes on Literature, Art, Extended Politics, Extended History International Relations, Strategy, Culture, Sciences, Extended Mathematics and History of Magic.

Students who complete their education (at age 16) will then have the opportunity to apply to the city’s council or even to become Lord/Lady.

Unfortunately this extended formal education is not subsidised by the ruling body and students must either win a much coveted scholarship or come from a family who is wealthy enough to afford such an opportunity.

Architecture
The architecture of Alfyre can be classified/indentified as anywhere between medieval and industrial.

The majority of smaller townships consist of several small-mid sized, single/double storey buildings which line a main roadway/surround a port/harbour. Houses inhabited by families are usually one to two storeys and constructed of stone, or in the newer, outer rings of larger cities, bricks (due to a rise in technology).

The main cities of Alehya and Dummare, however, differ greatly, as do the townships of Cygal, Beacon and Ohre.

Ohre's main structures are actually built right into the rocky terrain of north western Alfyre. Usually with low ceilings and a 'warren-like' feel, these domains are kept warm due to the heat which is 'piped' in from Ohre's forges.

Beacon's barracks are built into the rocky terrain, just the same as Ohre, but due to disuse require attention at least once a year to maintain their integrity- rockfalls happen often. On the penninsula sits the lighthouse. One of the only structures of Alfyre to predate its time, it is a tall narrow structure of steel which seems to rise from the rock below like a sword jammed in stone. This structure accomodates 2-4 people at any given time. It is called the Lighthouse

Cygal, home of The Institute boasts the most modern architecture of Alfyre. Cygal is one of the only towns which actively uses and has the ability to replace glass and as such, The Institute contains many windows which seemingly 'glitter' by the torchlight/mage light of its inhabitants. The Insitute also includes two multi story buildings to house Alehya's students.

Wynter's Isle's only large structure is the castle in which the monarch lives. This structure is medieval in design but lacks the intricate battlements often seen on such domains. The castle is surrounded by several outbuildings which house the support staff and include the stables/training arena. On the inside, the castle is warm and furnished sparsely although comfortably. The Monarch believes that those with Wynter's mark must remain humble in order to best serve their country (although they really do want for nothing_

Alehya is Alfyre's prettiest city. Due in part by its wealth and in part by the ability of its residents, who take great care in the upkeep of their gardens all year round. Alehya is a strangely laid out place, with no set structure or grid like 'map' of roads as found in Dummare. In fact, at times Alehya's layout changes. Mostly comprised of mid-large style homes, Aleyha does not look like a city as there is no set 'town centre' or castle.

Sharuka is a species of fruit only grown in Alfyre. Although many people have tried cultivating Sharuka outside of Alfyre's growing region, these attempts have been unsuccessful, even when grown in stabilised climate controlled areas.

Characterised by it's tough, deep purple coloured skin and red/pink flesh, Sharuka is known for having a unique taste which differs between humans and the Wynter Blessed. Where humans find the fruit sour though refreshing, Wynter Blessed describe the taste as sweet and highly addictive. Though the Wynter Blessed will eat the fruit occasionally with no ill effect, Sharuka in high quantities (such as steeped and drunk by someone with an addiction) is known to dull and at times nullify a (name?)'s affinity. For this reason, growing Sharuka is highly restricted and only allowed by specific growers (regardless of the fact that it cannot be grown anywhere else).

Sharuka has also been found to be useful as a conduit, so to speak, in allowing Wynter Blessed' remedies to be used on humans. The fruit, having been dried, powdered and stored in simple earthenware vessels, is then used as an additive/fixer. This simple breakthrough has had a significant effect on the relationship between the humans and the Wynter Blessed of Alfyre.

Avox
The Avox tree, which grows throughout the northern Forests of Dean is a tree of medium height (5-8 metres) and sports a dark green foliage. The wood, when cut, is highly durable and hard to burn making it the perfect material for construction.

The Avox tree's sap however is highly toxic to humans, where even the smell of a freshly cut tree can make an adult lightheaded and cause a child to faint.

If touched, Avox sap has an acidic effect and blisters human skin. If ingested, a human must seek medical help immediately (from a Sianna) as the acidic effect will burn the person from the inside out if given enough time and in large enough quantities. At the very least it will permanently damage the intestinal tract. Most domesticated animals are prone to the Avox's negative effects as well and it was used for a short period of time as a pesticide in Dummare. Unfortunately/fortunately, widespread illness due to the toxicity built up in the food chain meant that this was stopped shortly after its first use primarily through the advice of Aleyha's advisory council. Within a month of the pesticide being banned, the illness faded.

For this reason, the Forests of Dean are avoided by the human population (particularly in the north where the Avox tree is more widespread).

Although the wood is effective in construction, most (name?) avoid using it as they know it could have a detrimental effect on their human visitors. Similarly though, some, less favourable (name?) will use this material on purpose for the exact same reason.

There are humans who are immune to the damaging effects of the Avox tree. These humans are the offspring of (name?) parents. Many years ago a human man kidnapped such a child and tried to make a vaccine against the Avox's effects using the child's blood. He tested the vaccine first on a squirrel he captured in the eastern fringe of the Forest of Dean. After watching the squirrel for a day and seeing no ill effect, the man tried the concoction on himself. After ingesting a teaspoon of the Avox sap in its purest form, the man died within a few minutes. Unfortunately, the child also died from exposure and was found several days later by her family. The man's diary the only explanation for the gruesome scene they happened upon.

It was determined that the squirrel suffered no ill effect due in fact that the man had captured an animal from the Forest of Dean itself, not considering the idea that the animals residing within the forests must have already built an immunity to the Avox's toxicity.