Alfheim

Alfheim, officially the Republic of Alfheim is an independent state and member of the Union of Haven, located in the geographical center of the continent of Haven. Her 6 provinces border Montroig to the north, the Chevkri to the south and east, and the Hearthstone Union to the west. She hosts one of the largest populations in Rathnir, yet still remains among the smallest nations by surface area.

Its history prior to its official founding is mostly unknown due to the lack of written records, although the country's history was heavily steeped in war. What little is known indicates that the country was built upon the past settlements of Talawans, who migrated to Alfheim at some unknown point in time. Alfheimi, the primary language spoken in Alfheim, is notably distinct from the Imperial creole spoken throughout the rest of Haven, although it shares similarities with the languages native to the regions formerly belonging to the Kingdom of Aravind.

Alfheim played a major role during the dissolution of the Second Empire of Uldarash. Alfheim has become a leading figure in Rathnir in terms of economic, cultural, and military power, and potentially qualifies as a world superpower. Breathtaking Alfheimi and Aravind architecture adorn the alpine scenery of the country, with attractions like Fort Valeria Victrix and the popular vacation spot Axel routinely bringing in tourists.

The nation was founded on the 3rd of August, 2021 by Piotik, DeltaImpact, NiftyZebra, Supereone, Bridel, Adilol and LeBoogieManerino.

Etymology
For many millennia, Talawan settlers had long referred to the area that is now Chervonstad as Álfheim, derived from Alfheimi "álfr" for elf and "heim" for home; home of the elves. The land was so named due to Talawan folklore regarding the history of the land, with many claiming to be able to 'feel' the remains of the Ljósálfar civilization in the area.

The country legally adopted the official name of the Republic of Alfheim on its founding on 3 August 2021.

The Ljósálfar foundation myth
It is known that Haven was inhabited by various races, most notably the ancient Giantfolk and Dwarven peoples. The existence of other races endemic to Haven is hotly contested, although it is known that elves, namely the Talawans, migrated into the area much later in time. One theorized race of elves that was said to be endemic to Haven, the Light Elves (Alfheimi: Ljósálfar), is purported to have first settled in what is now Chervonstad. The interior of Haven where the modern state of Alfheim lies now was a heavily-wooded region with alpine peaks; an area unsuitable for settlement except for more nimble and athletic elves. This presumably would have made the area favorable for settlement to the Ljósálfar.

Old Talawan folklore (Alfheimi: Saga) dictates that at an indeterminate point of time before any other political entity existed in Haven (or even the Old Kingdoms of Talawa), the Ljósálfar were first born in Haven's Heart, rising from the water into the skies. It was said that the great deity of remorse, Niuweht, fashioned the Ljósálfar from the light that shimmered on the surface of the pristine waters. They wandered through Haven searching for a place to live, eventually deciding to settle in what is now modern day Chervonstad after an Alpine Rooster (Alfheimi: Vetrkocklingr) perched itself upon a tall spruce tree. The Ljósálfar, interpreting it as a good omen, established the town of Cherva on the site of where the tree stood. The Vetrkocklingr remained on the stump for the remainder of its life.

The Talawans purported that the Ljósálfar had an adept understanding of magic and were a kind, humanitarian peoples. It was said they used Redstone magic, something found in Sanctuary today, to erect massive wooden cathedrals to worship their progenitor. Their great cities were houses carved into ancient trees, bridges connecting them. They routinely used their magic to hunt, obtain precious materials, and fend off attacks from wolves. Over countless generations, the very land they inhabited became imbued with thaumaturgical energy, creating a magically-rich area where life could thrive and the Ljósálfar could tap into a hive consciousness; including contacting their ancestors. For this reason, the Light Elves had little reason to technologically advance or build stone structures; magic fulfilling nearly every role in their society.

Unfortunately for the Ljósálfar, Niuweht cared little for praise and wished only to see chaos in the world. Niuweht was a serpent who was averse to light, opting to burrow through the soil like a worm or living in the depths of the waters. Creating the Ljósálfar as an expression of his sorrow - never being able to come to land - his melancholy soon grew to rage as he fashioned the Dark Elves (Alfheimi: Dökkálfar) from the blackness of the depths. Unlike the Light Elves, the Dökkálfar were cold and selfish, using their magical talent to kill and steal from the land. Their peoples quickly began to colonize the land, erecting cities similar to the Ljósálfar's. The two frequently clashed as Ljósálfar were frequently killed by Dökkálfar raids. For the next 10,000 years, the Light and Dark Elves warred.

In an eternal deadlock, the two races began a magical arms race, finding new and more effective ways to kill their enemy as Niuweht enjoyed the generations of carnage he had created. Now bored, Niuweht informed the Ljósálfar and Dökkálfar of the Pact of the First Bourne, a way to end the war. Niuweht, unable to see the beauty of the stars at night, deceived the two races. The Pact of the First Bourne was a plot to use the potent magical powers of the elves to create a beacon of light for him at night. The father of every elven family killed their firstborn child simultaneously before killing themselves. The massive surge of magical energy being expelled into the air was harnessed by the legendary King Jägerfeld of the Ljósálfar and Queen Mildrania of the Dökkálfar each to reincarnate the souls of all the sacrificed elves into the most powerful magician ever known. Going into battle, both sides were shocked to see that their enemy had followed Niuweht's advice. Learning of Niuweht's treachery, the two reluctantly agreed to slay the deity. Niuweht, aware of the impending danger, spoke to the Light Elf Æsċlēah the Traitor and convinced her to reignite the conflict between the elves, promising her wealth. Seducing King Jägerfeld during his march to the Heart of Haven with the Dökkálfar and Ljósálfar armies, she used her magical talent to breach the King's mental defenses and possessed him. Setting up camp mere kilometers from Niuweht's abode, the possessed King instructed his officers to relay knowingly unsound orders to slay the Dökkálfar in their sleep, such that it would alert the Dökkálfar.

The Ljósálfar slayed many of the Dökkálfar in their sleep, but were inevitably caught in the act. War erupted once again as many realized the treachery of the Ljósálfar. Æsċlēah the Traitor, successful in her task, made her way to the Heart of Haven to claim her reward, only to be caught by Queen Mildrania. The Queen, distrusting of the Light Elves, slept away from the main camp. Mildrania, realizing what Æsċlēah the Traitor had done, attempted to inform the clashing elves of the ruse. Niuweht emerged from the waters and saw the distracted elves, launching the armies into the heavens by a swing from his powerful tail. It is now said that the moon's phases are caused by the warring of the Light and Dark Elves for eternity. What survivors remained soon disappeared thereafter. Niuweht, alone again, wept.

Details of the Talawan tale are hard to verify given that the Elves made no permanent structures; both the Ljósálfar and Dökkálfar were innately connected to nature and thus avoided disturbing their lands. It is entirely possible that the wooden settlements made by them have long since disappeared with no trace. The only evidence that the Ljósálfar existed is the presence of a potent field of nature magic surrounding Chervonstad today, as well as evidence of heavy mining using magic in the Valeria Salt Mines long before the commercial mining of salt there by the Talawans. The existence of the Dökkálfar is not supported by evidence at all, although leading Alfheimi scholars theorize that the Dökkálfar were instead a mythological allegory for the Giantfolk that was popularized by the Talawans, who had been driven southwards into Chervonstad.

Settlement by the Talawan Elves
The Talawans, native to Ummarnu, settled in areas of northern Haven throughout the expansion of the Old Kingdom. The dethroned Aruna the Conqueror, daughter of an unknown king of the Old Kingdom, sent her armies into Hapatmitas after being denied power in the ancient town of Lukka. Having successfully captured the city, she cemented Talawan influence in Haven whereas her predecessors failed. From here, the expansion of Talawans southward was guaranteed, as they would later compose the majority of inhabitants of Haven.

There is little knowledge of what happened in what is now Alfheim during this period, although archaeological evidence definitively shows that various unknown nomadic peoples as well as the Talawans lived in the area. It is generally agreed that they lived there independent of the Old Kingdom. The Talawans, unlike the Ljósálfar, are historically known to have created permanent structures out of stone. For this reason, the Mountains of Aravind (now the Alfheimi provinces of Faeheim and Midgard) were especially appealing, as a source of rock was always readily available.

Knowledge of what other races existed here during this time is scarce, although the Talawans were not the first to settle in what is now the Arvalian Mountains. The Giantfolk are documented to have lived in what is now Axel, while Mountain Dwarves lived in the mountains of Dunwulch. The dwarves, aware of the Giants' need for space, gladly settled underground to avoid conflict and burrowed into the mountains while the Giantfolk made expansive cities.

The Dearmani Empire, an early human lordship, led several incursions into the Aravind region, culminating in the extermination of the Giantfolk and collapse of the ancient settlement in Axel. The Talawans were forced to flee southwards to what is now Chervonstad as the migration of fleeing Giants was of a significant disturbance to the Elves. With the absence of the Giants and Talawans, the Mountain Dwarves emerged from their homes and would later become the dominant force in the Arvalian Mountains, going on to establish the Kingdom of Aravind. The Dearmani, pursuing a policy of genocide against the remaining Giants and dwarves, collapsed as a result of internal struggles before managing to exterminate who would later become the Aravind Dwarves. The Giants, however, were not as fortunate, and some of the few remains of their civilization are visible in the Axe of Axel.

Following the migrations, scholars have gleaned that a settlement of Talawans and other races founded a town named Cherva in the forests of what is now Chervonstad, although little else is known about their life here. It is theorized they were led by a town elder, although most details regarding Cherva have not been verified and have been passed down by oral tradition for many generations.

The Kingdom of Wahar and the Safiri
Many millennia later, the Empire of Uldarash, formed in part by the majority of Talawans who now lived in Haven, would grow to encompass the region that would later become Alfheim. Prior to this, the Kingdom of Wahar had, at some point, administrated Cherva within a region it dubbed 'Khainen.' Little is known about what life looked like under the Kingdom of Wahar, and even fewer is known about who they were. Wahar, being a protectorate of the Empire of Uldarash, leads scholars to infer that the security offered to the growing town of Cherva was vital in its continued success. Archaeological evidence from this period suggests Cherva was a modest settlement, capable of supporting itself but lacking any semblance of grandeur. It was also during this period that a nomadic peoples named the Safiri temporarily inhabited the Khainen region. Nothing save for their existence has been documented, and their origins and disappearance are a complete mystery.

The disappearance of the Talawans
Owing to Cherva's status as an unknown backwoods village, few first or second-hand writings have documented it. Most knowledge concerning the ancient settlement has instead been deduced from archaeological evidence. What is known is that at some point in Wahar's history, Cherva was abandoned and thereafter was briefly settled by various nomadic tribes. The reason for the abandonment and where the Talawan inhabitants went is unknown.

The Second Empire of Uldarash
The birth of the Second Empire of Uldarash saw the Arvalian Mountains now permanently settled by the Kingdom of Aravind as a member state, whereas the lands of Dearman, now a member state, were located westwards. Imperial land encompassed the remainder of what would later grow to become Alfheim. Under the Empire, the other regions that would later be incorporated into the Republic of Alfheim developed in their own unique ways, leading to the differences in culture and language reflected contemporarily. Uldarashi control of the regions where Alfheim and Cherva lie now was pivotal in ensuring it would later be resettled.

The Red Turban Rebellion
The Red Turban Rebellion was an attempt to overthrow the existing political powers in what is now Tortuga and install figures of its cause into power. The rebellion was put down, with the lead conspirators forced to escape and migrate elsewhere. The founders of the contemporary Republic of Alfheim were all key conspirators of the Red Turban Rebellion, most notably the man who would later go on to become the first Prime Minister of Alfheim, Delta 'DeltaImpact' Bolodrav.

Following their excursion from Tortuga, the founders would later migrate to the Second Empire of Uldarash, settling down in what was now Chervonstad, the name having evolved from Cherva at some indeterminate point in time. Successfully negotiating with Uldarashi Empress Caterina 'Qwaser' of Montroig for the land and well-liked by the inhabitants, the founders created a new nation. A republic by the name of 'Alfheim'; the native Talawan (Now Alfheimi) name for the region, was thus born. The Republic of Alfheim was officially founded on 3 August 2021 as a member state of Uldarash.

Chervonstad, formerly an insignificant village which was still mostly forested area, was heavily developed by the founders. The original city featured architecture taken from the founders' former settlements; notably standardized and colorful box-shaped housing which appealed heavily to the Talawans used to living in modest cottages.

The Alvarian Confederation
On 1 September 2021, King Alvar II 'Silver20632222' the Foolish and PM Delta Bolodrav decided to merge the Kingdom of Aravind and the Republic of Alfheim into the Alvarian Confederation under the treaty of the Midgard Union. With this, Alfheim had gained the provinces of Faeheim and Midgard. Swiftly realizing the mistake of relinquishing his power, Alvar II attempted to pull Aravind out of the Confederation, only for Empress Caterina 'Qwaser' of Montroig to quash what she deemed to be a rebellion. Alvar II unceremoniously disappeared from the public eye, and with him, the rest of the inhabitants of Faeheim and Midgard, save for Flint the Dwarf, then mayor of the town of Dunwulch.

After the disappearance of Alvar II, the Arvalian Mountains became deserted as he claimed they all died of a "plague". Later documents discovered in Dunwulch found this assertion to be a lie, and in fact the tyrant king had committed horrific acts of genocide against his own people. The people of Alfheim subsequently tore up the Midgard Union, returning to the status quo save for the incorporation of the provinces of Midgard and Faeheim into Alfheimi land.

The Tumultuous Towns
The 'Tumultuous Towns' refer to an unstable series of towns governed by various mayors. The majority of them no longer exist or have been absorbed into existing cities.

Cravenshire was founded in the province of Jägerfeld just north of Sagan Tosu. Cravenshire's history was quaint and idyllic, however then Mayor Quick of Cravenshire was repeatedly reprimanded by the government, namely Delta Bolodrav, for his complicating of matters pertaining to national security. Cravenshire was then replaced by the Crimson Keep during the Uldarash Civil War, where it then disappeared altogether.

Twaizburg, a town first founded north of Cravenshire during the Depression, was left deserted as residents found other Alfheimi cities more favorable to live in. PM Ashley 'TheAsianAimbot' of Alfheim expressed a desire to repopulate the town to utilize the abundance of land in northern Jägerfeld, but these plans never came to fruition. The town was then claimed by Mayor KarkraK under approval from Ashley, who renamed the town Mildrania and began dutifully repopulating and developing the area. The mayor's unfortunate sudden disappearance saddened Ashley, who witnessed the area return to nature once again. Mildrania was absorbed into Axel some time after the Uldarash Civil War.

Midgard, not to be confused with the province it's in, was a well-inhabited town in the Kingdom of Aravind, which was left decrepit and abandoned following the disappearance of King Alvar II. The ruins of the town were mostly preserved, and a few months before the Uldarash Civil War, PM Ashley made attempts to repopulate and develop the town once again. The attempt saw Mayor Voicemail 'voice_mail' von Rosthorn and his companion Kash Ven Rosthorn settle down in the region, their first act being to establish the Rosthorn family castle on the regal slopes of the Arvalian Mountains, overlooking the town; now renamed Rosewood. Unfortunately, business in their homes in Eldham led to the region becoming abandoned again, then absorbed by Axel some time after the Uldarash Civil War.

Chervonliquen, first established as an industrial town north of Chervonstad at the founding of Alfheim, was quickly abandoned and absorbed into Chervonstad.

Erasure of history
On the 31st of January (or 1st of February or 30th of January) 2022, the "COCK" sign, a national monument marking the supposed location where the fabled Vetrkocklingr perched and died was erased by a strange deity known as 'admin'. A large mourning ceremony happened as the people found out.

Geography
The geography and climate throughout Alfheim remains mostly uniform given her relatively small surface area. The majority of the country lies in boreal forests, also known as taiga biomes. These forests are situated on mostly jagged terrain, especially in northern Alfheim where the Arvalian Mountains dominate the landscape. Alfheim is surrounded by numerous rivers, the water offered by which is essential for allowing agriculture. Despite once being heavily wooded, deforestation and mass terraforming have led to the dense alpine forests disappearing around Alfheim. Despite taiga constituting a majority of land in Alfheim, the Chevkri land surrounding Chervonstad consists of rainforest; considered unusual due to its proximity to the cold.

Biodiversity
The cold climate in Alfheim makes its biosphere home to only a few niche organisms, notably the Alpine Rooster which was first bred in the Arvalians several thousand years ago.

Climate
Temperatures in Alfheim have been known to drop well below -20 °C throughout all times of the year. Severe snow storms and blizzards are frequent and can occur unexpectedly. Her climate is mostly characterized by frigid temperatures sometimes dropping below -40 °C. The pattern of cold weather in the country has made farming non-viable in many regions as the soil remains covered in dense layers of permafrost. Average temperatures in Alfheim during the winter have been known to range anywhere from -53 °C to -12 °C. Summer average temperatures tend to behave even more erratically, ranging anywhere from -31 °C to 21 °C.

Government and politics
 Prime Minister:  Oversee the entire government and has significant say over what needs to be accomplished.

Vice PM: Same duty, but subservient to the PM. Will fill in for the PM if the PM is unable to faithfully serve.

The Cabinet: Composed of several ministers who manage and advise the Prime Minister on their respective areas of expertise. All vice ministers have the same relationship to their ministers as the vice PM does to the PM. Ministers may create new departments under them to serve a purpose, but may not collapse ones explicitly created by the PM. The heads of departments in a ministry do not automatically change with an election, although ministers can freely appoint and fire those underneath them.

 Ministry of Culture:  Promote and enhance Alfheim culture through writing, multimedia, preservation, and advertising.

Department of Archaeology: The Department of Archaeology is composed of historians and archaeologists eager to learn and discover more about the story and culture of our country. They are passionate about their jobs and can deftly explore our elven past. OOC, these people are explicitly chosen to manage any Alfheim-related wiki articles and will be held to a high standard of excellence and an expectation of unbiased, objective writing. These people are also responsible for creating museums, art, doing roleplay which advances knowledge of our past, as well as creating canon lore relating to Alfheim.

 Ministry of Defense:  Responsible for ensuring the security of Alfheim against foreign threats, affirming our sovereignty as an independent nation, maintaining and commanding the Armed Forces, as well as acting in the interests of Alfheim. This position must keep the Armed Forces in primed-and-ready fighting condition.

The Armed Forces of Alfheim: Infantry composed of those enlisted within the Uldarashi Imperial Empire. These forces are divided into centuries and have a rigid command structure. They must swear allegiance to the constitution and people rather than to any government official.

 Ministry of the Economy:  The Ministry of the Economy is responsible for acquiring and managing state funds, establishing a budget for spending, auditing the state bank and National Treasury, distributing funds and resources to other departments if it finds it to be within budget, enforcing taxation policies (if any exist), securing resources for the National Treasury, addressing material shortages, find ways to make the state and people more wealthy, develop the nation, and manage both the function and distribution of wealth & resources of the state corporations.

Alfheim Revenue Service: This elite cabal of pencil-pushers serve to suck the souls out of citizens by managing and enforcing taxation policies. They will function by obtaining any relevant statistics from Statistics Alfheim and meticulously executing the task of taxing people. The ARS can press extensive charges on those they suspect of not paying taxes. They may seize people’s property, income, and land if found guilty which is then moved under the possession of the National Treasury. They shall maintain an armed wing and/or work with the AFBI/the army to get people to pay by force.

Alfheim National Treasury: The NT shall be responsible for holding all items belonging to the state as well as distributing public resources. The NT shall hold a very diverse variety of blocks and resources at all times. This will be accomplished by contributions from the Alfheim Mining Corporation as well as the usage of state funds to purchase needed materials from citizens at what the Ministry of the Economy determines to be significantly less than a fair price (As selling to the NT is done to get rid of surplus material/donate for the benefit of the country). Materials may also be donated freely to the NT at any time. Citizens may purchase from the NT, prices will be determined based on the wealth of the player purchasing the materials. Profits will go directly into the state bank. Otherwise, state projects or certain greenlit projects may use materials from the NT for free. The NT also serves as a repository for materials needed for use in an emergency and to centralize goods that belong to the state (rather than having state property randomly strewn about everywhere). The Treasury shall be responsible for judiciously budgeting its resources as well as contributing to it and keeping inventory. They will work significantly with other departments as the different ministries request resources for builds.

Miners’ Union: Creates mining opportunities for the common worker, where profits are divvied fairly.

Department of Natural Resources: This department is responsible for managing the material assets of the National Treasury as well as acquiring them. They denote what is in shortage or what needs to be acquired.

Bank of Alfheim: This department is responsible for managing the monetary assets of the National Treasury as well as acquiring them. They manage state funds and their allocation. All state funds shall be stored in Chervonstad. They are also later planned to function like how an actual bank would, loaning money, allowing people to open bank accounts (and use their money by giving them interest) and making investments.

State corporations: These bad boys make us money and resources by functioning no differently than any other business; save for the fact that motive and profits are those of the state. A majority of them are owned by ashley! and as such are managed by her. She takes a portion of the profits for herself.

 Ministry of Foreign Affairs:  This position reports directly to the PM and employs a retinue of people who keep tabs on foreign politics as well as acting as diplomats in the best interests of the Republic. They must be knowledgeable, patient, and attention to detail.

 Ministry of Infrastructure : This ministry is concerned with building and maintaining infrastructure and structures at the behest of the state. They are also responsible for authorizing and planning builds made by the citizens.

The Alfheim Department of Road Management (ADRM): Department of the Ministry of Infrastructure concerned with the creation, standardization, and maintenance of roads and highways.

Builders’ League United: Government-employed workers who construct and excavate for state projects and offer disaster relief via repairs. Hires talented designers and dedicated builders.

Department of Urban Planning: Responsible for deciding what builds are and aren’t authorized, as well as meticulously designating how existing & future cities should be laid out. This department is also concerned with addressing issues related to buildings which pose a problem or obstruction for the public and managing anything infrastructure-related impairing the quality of life of citizens (e.g. constructing a new staircase on a steep hill that people must climb often).

 Ministry of the Interior:  This position deals with various bureaucratic concerns and internal affairs not otherwise managed or suitable for different ministries.

Statistics Alfheim: This department is concerned with the collection of data deemed important to the state, as well as presenting it neatly. They may be asked to perform statistical operations and therefore must have adept mathematical knowledge.

Census Board: The Census Board is a branch of Statistics Alfheim concerning the running of the census; the collection of information and demographics relating to our citizens.

Department of Cartography: This department is concerned with the creation and maintenance of accurate and appealing maps and geographical information of the state.

National Surveyor Board: This branch of the Department of Cartography is concerned with the demarcation of municipal, provincial, and national lines. All records kept by them must be organized, concise, specific, and approved. In the case of marking national borders, they must work with oversight of the PM and the Ministry of Foreign Affairs. They are authorized to call for assistance from up the bureaucratic ladder if there is a border dispute.

Department of Immigration: Where the Department of Tourism is concerned with bringing new people into Alfheim, the Department of Immigration is concerned with vetting these people, officially introducing them to the state as well as clearing them of any suspicion. They are to work closely with the AFBI and the army to run background checks on people as well as execute warrants. They manage all processes relating to granting citizenship to people, including the application and approval process.

Graverobbing Committee: This branch with a macabre name of the Department of Immigration is responsible for keeping track of citizens who are inactive and evicting them from any house they live in. Although the punishment they choose to exercise may vary, they are authorized to seize the property and assets (to be contributed to the National Treasury) of anyone found to match all of the following criteria: -Inactive for more than a month -Inactive on Discord/has left the server -Has not responded to warnings of eviction -Action permitted by the PM

Department of Tourism: This department is concerned with attracting as many people as possible into the country by advertising the country and creating promotional content. Other means exist, but how this is accomplished is the job of the department.

Recruitment Office: Where the Department of Tourism is concerned with creating media as a means to attract people, the Recruitment Office is focused on distributing these items and going out to aggressively advertise. Think door-to-door salesmen. Recruiters must be sociable, remain professional, and adapt to the personalities of those that they advertise to so as to create maximum interest.

 Ministry of Justice:  This position is responsible for maintaining the rule of law in Alfheim and interpreting the law; applying it through the judgments of the Supreme Court (We will work on a common law system). They also manage the police and public safety.

Municipal police forces: Any municipal police force created must have the permission and oversight of the Ministry of Justice. They also answer to the Minister of Justice.

The Supreme Court: The Supreme Court is the highest court in Alfheim, and all courts exist beneath it. They have the final say in the interpretation of the law and in impeachment trials. Furthermore, they are responsible for investigation accusations of corruption or the miscarriage of justice.

The Alfheim Federal Bureau of Investigation: The AFBI is Alfheim’s federal police force. They have jurisdiction over the entire country and are to be well-equipped to deal with bandits. The AFBI is a joint defense-justice venture, with the ministry of justice dealing with domestic intelligence and defense with foreign. They are also tasked to investigate matters deemed of importance to the state. They may or may not need to work with the PM or Foreign Affairs when serving the capacity as a foreign intelligence agency.

State Settlements
Chervonstad City - The capital and biggest city of Alfheim. Most citizens of the state reside at Chervonstad. It houses the parliament and the National High Court of Alfheim. The city is characterized by its industrial era buildings, cozy streets and high walls surrounding the bustling city.

Axel Town - The main trading hub in Alfheim. This city is Alfheims first port city and has a unique rustic architecture. Known for having a very active playerbase and having very big projects

Sagan Tosu City - A japanese themed town known for having a mayor with the title of Shogun and amazing architecture.

The Crimson Keep - Home of The Crimson Blade. The Guardians of Alfheim and protectors of law and order.

Dunwulch - Founded 12th of July a dwarven city once being the Capital of Aravind until King Silver lost the city for legal reasons and Dunwulch was annexed into Alfheim. They used to be a dwarf settlement, previous owners where displaced along their regents and replaced with Alfheim Dwarves, Current regent to date (12/14/2021) is Grímmar Ashenforge (Socialix).

Houses and Influencial families
Afheim is made up of large population of acitve residents. However, the majority of these residents are in fact related to each other. The following houses are the largest families in Alfheim: House Von Alfen

House Van Barcht

House Von Burg

Clan Asagrim

Economy
The Republic of Alfheim has established a number of tax-free markets, where trading of all sorts occur. This allows for many citizens to set up their own businesses and increase overall economical growth of the nation.

The following are the various company businesses established within Alfheim.

DeltaImpact
03/08/21-31/08/21

Title: "The Creator"

As the first Prime Minister of the nation, Deltaimpact oversaw tons of improvements. During the first week, the capital city of Chervonstad saw a big and fast expansion in construction and population. Parliament road and Republic street were constructed, giving home to the ministers and the first citizens of Alfheim. Delta started the construction of the stables, the miners union worked on the public mine, and several pubs were opened.

By the begining of the second week, a severe housing crisis began, as dozens of people flocked to the capital. Most of the people found their way to the other Alfheim cities of Sagan-Tosu and Chervonliqen. However this was not enough, and Alfheim still had numerous people without homes. The Prime Minister declared that anyone who built a house would receive a reward. After a few days, Democracy Square and Adilol avenue were constructed, with several new homes, putting an end to the housing crisis.

DeltaImpact doubled the size of Alfheim through negotiation with Aravind, however many found that the cost of the land was too much for the price. Within Delta's term Alfheim became big and populous, causing many smaller states to envy the rapid expansion of Alfheim.

Overall, many saw Delta to be a good PM overall and a PM that suited the needs of the people

Piotik
01/09/21-8/10/21

Title: "The Depression"

As Piotik took the baton from DeltaImpact, many eyes were on him. He had claimed to be significantly better than Delta, and now he had to prove it. However, this cocky attitude would not serve this leader well in his term. As schools opened again in the real world, Piotik struggled to keep players active and engaged in Alfheim, some players even begining to leave Alfheim, Delta, at the start would try solving this issue as the Minister of Culture, however, progress wasn't looking to good during the first month of school. This led to the rise of a monarchist party, which began plotting to have a king instead of a Prime Minister. Piotik, realising the mess created from his incompetence, decided to take advantage of the issue, attempting to get a vote on emergency powers, which succeed, but did little. However, with these emergency powers, Piotik was able to delay the elections until the 8th With these issues on the last few days, NiftyZebra stepped in to go on a recruiting race for the last 5 days, in order to help them with votes on their elections. He racked up a total of 30 players to join Alfheim.

Ashley
Title: "The Warmaiden"

8/10/21-28/11/21

Ashley played a key role in the history of Alfheim. After the Depression of Piotik, Alfheim suffered from severe depopulation. Ashley was able to tackle the mistakes of Piotik during October 2021, with a rapid increase in population to counter the previous month. During this time, Alfheim saw the completion of the largest fort in Rathnir, Fort Valaria Victrix, constructed by Ashley. This fortress was surrounded by trenches going all the way to bedrock.

During Ashley's term, the coup of Empress Caterina occoured, starting the Uldarashi Schism. Ashley took a hard stance against the Coup, and with the help of DeltaImpact, the nation underwent large-scale militarization. Alfheim would be considered by many to be the backbone of the Loyalist Forces by the majority of the Allied Military. Alfheim also opened a mining company in Eldham called The Alfheim Mining Corporation. Ashley commanded several armies during the Uldarash Civil War.

Nifty
06/12/21- 02/1/22

Title: "The Absent"

Niftyzebra was first apointed by Ashley to continue her term, as Ashley was missing in action. During this time a power dispute occoured, as many did not recognise Nifty as the true PM. This power dispute was swiftly shot down by the upcoming elections, which were catalysed by Vic van Barcht after he assumed emergency powers. Nifty won these elections and continued working as the new PM. During Nifty's term, many lost hope in the leadership of Loyalist Uldarash. Many looked up to Nifty to increase Alfheim influence in Loyalist Uldarash. Hopes which were abandoned after Nifty took a "sabatical". During this time, Adilol11 was temporarily Prime Minister. Adilol managed to bring back steady growth to Alfheim with the help of GameOnFinn and Vicdomen. During this time the Hot Headed PM made deals with the Chevkri to remove their claims in Alfheim territory. Although this seemed succesful at first, Adilol was unable push the deal on the Chevkri after Sabizos decided to break the deal. Eventually Nifty did "officially" return. However, he refused to make anymore significant changes before the end of his term