NATIONAL FLAG
"A friendly merfolk welcome to the gateway between the surface and the sea!"
- Common Aldalse Islands greeting
The Commonwealth of the Aldalse Islands (sometimes shortened to the Aldalse Islands or just "Aldalse") is a merfolk country located between Ciradon and Parthus on the islands of the Great Chain Archipelago. The nation's population is mostly made up of coral merfolk who live in the bays, harbors, and saltwater canals of the Aldalse Islands. A smaller population of elves have also been given exclusive rights to settle on land.
The modern history of Aldalse begins with the Ninth Gate War when the armies of the Forgotten completely depopulated the original human inhabitants of the islands. In the aftermath merfolk from the Amethyst Sea would begin to settle in the abandoned harbors and canals left over from the previous population. In time these canals would be expanded upon, allowing the merfolk to colonize further inland.
The Aldalse Islands would eventually become a wealthy trading port due to their location on the straits between the Ruby and Amethyst Seas as well as a supply of rare pearls. The merfolk would become annexed into the Three Dynasties’ overseas empire, but would eventually gain independence under the protection of the nearby elven country of Jaldalsa.
In the Third Age the rise of industry and subsequent pollution of the oceans has come to threaten the Aldalse merfolks quality of life. When a human tanker filled with kraken oil exploded in one of Aldalse’s harbors in 36 TA, thousands of merfolk would be killed in the disaster. This decisively turned the country against modern industry. Human ships would be banned from their territorial waters, greatly isolating East Parthus’ Lesserkin nations.
Today the Aldalse Islands remain a steadfast partner of Jaldalsa. They have willingly joined the military alliance known as the Pact of Thorns which seeks to isolate and eventually neutralize the growing Lesserkin powers on the East Parthus mainland.
Map of the Aldalse Islands general location within East Parthus.
Early History
The Aldalse Islands would first be explored by the Veltese elves during the First Age. They reported a lush archipelago covered in swampy monsoon forests teeming with wildlife. Due to the lack of natural resources as well as their lower fieldic activity the islands were at first largely ignored by the elves.
Late in the First Age the islands would be settled by the Aldalse, one of several human tribes who had begun migrating by sea out of West Ciradon. They used primitive tools to carve several villages out of the forests and had a sea fairing culture. In the aftermath of the First Gate War and subsequent expansion of Elderkin states into Lesserkin lands, the Aldalse Islands would be swiftly conquered by the elves of the Princepality of Velta. For nearly a thousand years the Veltese would control the islands, more for their strategic position between the Ruby and Amethyst Seas than for value of the islands themselves.
During the 1170’s of the Second Age whispers began to spread that the Forgotten had selected a new dark lord and that another Gate War was inevitable. In response the Principality of Velta began expanding its naval forces to counter the growing threat. Using the Aldalse tribe as labor the Veltese turned the islands into one of their most important naval bases. The island's coves and bays were turned into huge harbors. Many saltwater canals would be dug out of the landscape to allow for better transport and more secure docking. A fleet of wooden warships would be on standby preparing to defend Velta from any foreign invasion.
Ninth Gate War
When the Ninth Gate War began however the threat to Velta came from within. Prince Hadoran was secretly collaborating with the Forgotten and betrayed his own people by opening the gigantic Ninth Gate surrounding Velta’s capital city. The Principality would become a cursed land of darkness as its citizens were forcibly mutated into monstrous servants of evil. Nearly the entire population of Velta would be subdued and corrupted within days, becoming the backbone of the Forgotten’s new chimera army.
The Aldalse Islands would not be spared from this initial onslaught. Few details remain about what transpired other than the island was invaded in the opening days of the war. Any resistance by the Aldalse was unsuccessful and the islands were captured by the Forgotten. The survivors would be enslaved and transported to the Ninth Gate in order to mutate new soldiers. The entire population of the Aldalse Islands, human and elf alike, are believed to have either perished or become mindless abominations over the course of the war.
The naval bases across the islands would be commandeered by the forces of the Forgotten. They would use the Aldalse Islands as a springboard to invade the East Parthus mainland as well as to defend the Ninth Gate from any seaborne attack. The ports would undergo even more expansion as the Forgotten amassed a huge armada. The once luscious rainforests would be cut down to supply an ever increasing need for ships as the war spread across the narrow seas.
The Aldalse Islands would remain a stronghold of the Forgotten’s army throughout the war, even after the Ninth Gate was sealed. The last remaining mutants would only be moped up a full decade after the war had ended elsewhere.
Merfolk Settlement
The ravages of the Ninth Gate War had left the Aldalse Islands deserted and borderline uninhabitable. Deforestation had left the islands bare and stripped of any valuable resources. The previous network of ports, harbors, and canals stood silent. Given the vast damage spread across the two continents, few were willing to invest the time or resources necessary to rebuild the empty islands.
It was during this period that the first of many waves of merfolk settlers would begin to appear. The Ninth Gate War had released several mutant sea monsters into the waters of the Ruby Sea, making life dangerous for the native merfolk. It was soon discovered that the abandoned harbors and canals of the Aldalse Islands offered a great deal of protection for the sea dwellers. Without a surviving population left to claim the land, tens of thousands of merfolk would migrate to the protected waters of the Aldalse Islands for safety and comfort.
As the merfolk population continued to grow they would further dig out the canals to expand upon their living space, slowly colonizing further inland. These canals proved to be excellent spots to grow their corals and build their underwater homes. As the centuries passed and the region slowly recovered from the scars of the Ninth Gate War, the Aldalse Islands would begin to see more ships passing by as the oceanic trade routes were restored.
The merfolk soon realized they could offer their services to these passing ships to increase their living standards. In exchange for metal tools and products made on land the Aldalse merfolk would offer safe anchorage, retrieval of goods from sunken ships, hull cleaning, and underway repairs. Pearls and black coral were also sold as well as exotic seafood. In time the Aldalse Islands would grow to become a popular trading port in its own right.
The acquisition of metal tools revolutionized merfolk culture. The Aldalse merfolk were able to use these to conquer and dominate rival tribes who only possessed stone and coral weapons. While the Aldalse Islands remained a minor power compared to most land based countries it quickly grew to become the most most powerful merfolk nation in history.
Three Dynasties Colonization
In time the growing wealth and power of the Aldalse Islands would catch the attention of the Three Dynasties and their expansive colonial empire. In 1277 SA the elves approached the merfolk and offered to make the Aldalse Islands an independent protectorate under the watchful eye of the Three Dynasties. The merfolk would be given military protection from the remaining sea monsters and a cheap and abundant supply of resources from land. In exchange the elves would be permitted to establish settlements on the islands under the pretext of restoring the natural environment.
However once the Three Dynasties had firmly established themselves throughout the Aldalse Islands they began demanding more and more concessions from the merfolk. Gradually the merfolk began to lose their sovereignty as the Three Dynasties began issuing increasing petty demands and tribute from the sea dwellers. A revolt broke out when the Aldalse began sinking Three Dynasty ships in their harbors in order to kick out the foreigners. In reality they had played directly into the Three Dynasties hands.
Back home in West Ciradon the dynasties portrayed themselves as the victims of these “underwater savages” who attacked them unprovoked. A fleet of warships was dispatched to the Aldalse Island chain. Rather than direct confrontation the elven fleets blockaded the islands for 5 years, waiting for the merfolk’s metal weapons to corrode away in the saltwater. Once this was accomplished they moved in to attack. Using a combination of lightning magic and explosive depth charges, the Three Dynasties made quick work of the merfolk rebels.
Once the last of the rebels were defeated or driven into exile the Aldalse Islands were put under the direct control of the Dynasty of Alruinck in 1333 SA. For the next several centuries the Three Dynasties would remain the unchanged masters of the Aldalse Islands with the merfolk virtually reduced to mere servants or slaves.
Colonial Era
For several hundred years the Three Dynasties maintained a relatively stable period of colonial rule. While the islands and the sea were used for minor extraction of resources, the main purpose of the colony was to control the straits leading to East Parthus and act as a base for power projection in the region. As global oceanic trade expanded post Gate Wars the Three Dynasties would extract tolls from passing ships and restrict access to rival powers. This soured relations with many of the other Elderkin countries who had their trade routes between Ciradon and Parthus restricted. However none of them were willing to face the Three Dynasties in an open fight.
The Aldalse merfolk received poor treatment during this era as the colony was set up to be controlled entirely by the elves abroad. Many would choose to leave the Aldalse Islands entirely and settle in the nearby island nation of Jalana. While still under the dominion of the elves the Jalana treated the merfolk far fairer with equal rights and freedom from serfdom. Over time Jalana would become known as Jaldalsa as the elves, humans, and merfolk united into a single nation.
Seeing the rights that their fellow merfolk had gained abroad the Andalse began protesting for equal treatment. These demonstrations were suppressed, often through violence, as the Three Dynasties only tightened their grip in response. The colony even attempted to restrict the merfolk's freedom of movement by placing large nets at the entrances of harbors, though it was noted that these were often ineffective. Still without a way to fight back against the elves magic it seemed there was little chance of the merfolk successfully breaking away from the Three Dynasties.
However regional geopolitics would begin shifting around the 2nd millennium of the Second Age. As Jaldalsa and the other Elderkin nations of East Parthus grew in size and population, they began to seek ways to limit the Three Dynasties’ influence in the region. An opportunity to do so would present itself during the Orcish Wars.
Aldalse War of Independence
While the Orc invasion spread like wildfire across Ciradon, the islands of the Great Chains Archipelago were mostly unaffected. This gave Jaldalsa greater leverage to establish itself as a regional power in its own right. As the Three Dynasties were distracted defending their colonial possessions in East Ciradon, the naval garrisons in the Andalse Islands became increasingly understaffed. Seeing an opportunity to open up new trade routes, Jaldalsa secretly used their longstanding connections with the Merfolk to offer the Aldalse Islands support in overthrowing their masters.
In exchange for offering unrestricted travel through the straits, labor tithes, and recognizing Jaldalsa’s monarch as their ceremonial head of state, the merfolk would be granted self rule over their own country. Happily agreeing with the terms, Jaldalsan merfolk began smuggling supplies, weapons, and explosives to the Aldalse Islands. The War of Aldalse Independence began in 2079 SA.
The small garrisons guarding the Aldalse were caught off guard. Though the elves fought ferociously they were badly outnumbered, especially on the smaller islands. Cut off from resupply the elves on the smaller islands were either forced to retreat or surrender. The victorious merfolk army would then swim upon the Great Aldalse islands capital of Fort Tuzlo. The Three Dynasties however were able to hold on to the port with their magic and their land based fortifications. Now alerted to the rebellion a hastily put together fleet was sent from the Three Dynasties homeland to quell the uprising.
Arriving in 2 Margust, 2079 SA the fleet docked in Fort Tuzlo as they prepared to retake the outlying islands. However Jaldalsa’s spies had been alerted to the Three Dynasties fleet. Not wanting to directly fight, Jaldalsa instead recruited the infamous Shawnaese pirate captain Stella Naheed and her crew of former Lesserkin slaves to plunder the ships after they docked in port.
Paid handsomely for her services Stella’s pirate flotilla launched a surprise attack on the Three Dynasties in coordination with the merfolk army. Fort Tuzlo would fall later that day. Unwilling to send more reinforcements away from East Ciradon, the Three Dynasties called for a ceasefire and reluctantly withdrew from the Aldalse Islands. With their independence won the Aldalse Islands would become a commonwealth nation under the protection of Jaldalsa. For her valiant efforts Stella Naheed would be pardoned for her crimes and retire to a life of luxury in the Aldalse Islands.
Rise of the Commonwealth
With the Three Dynasties ejected from the islands, Aldalse quickly recovered and rebounded. The Aldalse merfolk could once again benefit from their own labor and resources. As per the agreement with Jaldalsa the straits through the islands were made an international waterway free to all commercial shipping. While this did remove a valuable source of revenue, it eventually made up for it with the increased amount of ships stopping to dock. The nation’s status as a neutral freeport proved beneficial to most of the surrounding countries.
This combined with security guarantees from Jaldalsa meant that the Aldalse Islands seldom faced the threat of invasion. While still technically under Jaldalsa’s vassalage, their overlordship was considered unusually benign by the standards of the era. The islanders paid yearly tribute to Jaldalsa’s royal family and would defer to them for any foreign policy decisions, but were otherwise granted full self governance, especially when it came to local matters.
In times of war Jaldalsa could levy troops from the Aldalse Islands as auxiliaries for aquatic combat. Many military families would emerge amongst Aldalse’s merfolk whose descendants would serve for generations. The Jaldalsan elves were granted exclusive access to live and work in Aldalse’s inland regions where the merfolk typically couldn’t reach. These elves were often employed for construction and mining by the merfolk.
In turn the elves often used their water magic to help the merfolk reach otherwise inaccessible areas of land. The mutually beneficial relationship between the elves and the merfolk helped to create one of the most prosperous Lesserkin nations per capita throughout the remainder of the Second Age.
Third Age and the Tidewater Disaster
As the Second Age drew to a close, the first signs of human industry would arrive at the Aldalse Islands in the form of steamships. As a popular port the commonwealth was no stranger to human sailors or any of the nations they hailed from. However the merfolk began to encounter strange sailless ships belching out foul black smoke. While seen as an oddity at first, more and more of these steamships would appear with each passing year. Humans stopping in port started asking for unusual requests such as to purchase coal or to weld steel.
As the War of the Dawn raged, rumors began circulating that human ships were dangerous and that their dark magic cursed the field. At first the Aldalse dismissed this as superstitious Elderkin propaganda. As a fellow Lesserkin species the merfolk were unwilling to turn away human ships and the money they brought. However things began to change as the seas became increasingly polluted. Human garbage began washing ashore as ship discharges made merfolk sick. Propellers began injuring or even killing merfolk who wandered too close to these vessels. Public opinion worsened against humanity as the Aldalse attempted to control the sailors' conduct with increasingly hefty fines.
A decisive turning point would occur on the 25th of Gatefall, 36TA. A Turangarian tanker ship filled with kraken oil was en route to Sudragh when it struck a merfolk reef in the port of Tidewater. The ship exploded, killing all on board and spilling over 100 thousand gallons of flaming oil into the sea. Over 2000 merfolk would be killed in the environmental catastrophe now known as the Tidewater Disaster. The entire northern coastline on Aldalse was badly affected and Tidewater itself would have to be evacuated.
This horrific incident would have drastic consequences. The Tidewater Disaster brought worldwide condemnation as news of the tragedy spread. Despite their swift apologies, financial compensation, and attempts at cleanup efforts, the nations of Turangar and Sudragh were held to be criminally negligent by the Aldalse government. With their grieving citizens demanding action, the Aldalse Islands took an unprecedented decision. Aldalse began forbidding the passage of any non-sail powered ships through its territorial waters, effectively blocking the straits to most human traffic.
Modern Times
In modern times relations between the Aldalse Islands and the Lesserkin nations of mainland East Parthus have only worsened. Attempts to encourage deindustrialization through economic sanctions and trade embargos failed entirely. With each passing year the march of technological progress proceeds unimpeded, and may have even begun to accelerate. Many have begun to fear that the oceans are dying and that the merfolk will suffer as a result.
Knowing that they stand no chance against human technology alone, the islands have chosen to forgo their previous neutrality. Despite Sudragh’s best diplomatic efforts to keep the commonwealth unaligned, Aldalse chose to join an Elderkin led military alliance at Jaldalsa’s beckoning. With the signing of the Lavnerum Agreement in 38 TA the Aldalse Islands became an official member state of the Pact of Thorns, latching their future to the success or failure of the East Parthus Elderkin countries.
Recent military drills and war games were held to further integrate the merfolk army into the overall Elderkin chain of command. Meanwhile the straits between the seas have become an ever more contentious issue as the embargo has become a full on blockade. Several ships have been caught and sunk, while occasional blockade runners try to make it through. As diplomacy has begun to break down many now see war as inevitable. The Aldalse Islands are increasingly militarizing with new fortifications going up on land and exoctic magical ships arriving by sea.
In 40 TA the Aldalse prime minister and his closest confidants were summoned to a meeting held in Jaldalsa’s capital city. There in the darkest, most secure chambers, top secret plans were brought up. Plans to avenge the Tidewater Disaster and snuff out industry in East Parthus permanently...
As part of the Great Chains Archipelago, the Aldalse Islands consists of 4 main islands, 18 minor outlying islands, and numerous smaller cays and reefs. By far the largest of these is Great Aldalse Island located in the south of the country. Home to the majority of the country’s population, the island is covered in dense forests and swamps. These wet conditions have also created the largest springs and rivers in the country, which are frequently inhabited by the Merfolk.
The country’s highest point, Royal Summit, is located on Great Aldalse Island. It should be noted however that none of the islands have points high enough to qualify as true mountains. Great Aldalse has numerous protected harbors on the north side of the island thanks to Breakwater Bay which provides much needed protection from waves.
The most important of these harbors is Fort Tuzlo, the country’s capital and largest city. Originally constructed by the Veltese Elves prior to the Ninth Gate War, Fort Tuzlo has expanded over the centuries into one of the largest ports in the Great Chains Archipelago. It is a city of winding canals and deep pools where the Merfolk have come to reside.
The other islands have a smaller, more defused population. While many live in bustling port towns such as Port Petral, Fort Kett, or New Ateya, many of the more traditionalist minded merfolk choose to reside in the plentiful coral reefs just offshore. In between the islands are numerous straits and passes between the Ruby Sea in the north and the Amethyst Sea in the south. The largest of these are the Ilygre Strait and the Strait of Kyrzgal, both important shipping lanes.
While the commonwealth does not have any physical borders with other countries, the Aldalse Islands have a maritime boundary with the nearby elvish nations of Jaldalsa and Kyrzgal, both of which are less than 50km away at the closest points. The entirety of the Aldalse Islands have a tropical monsoon climate with year round hot temperatures and seasonal storms. Most islands are covered in tropical rainforest teeming with wildlife.
Map of the Aldalse Islands
The Commonwealth of the Aldalse Islands is a sovereign parliamentary democracy under a constitutional monarchy. Aldalse’s head of state holds the title of prime minister, and their second in command is known as the deputy prime minister. The current monarch of Jaldalsa is the nominal chief of state and serves as Aldalse’s ceremonial monarch. The Aldalse pay yearly tribute to Jaldalsa’s royal family and honor their noble titles whenever they visit the islands. In exchange the islands are given a significant degree of self governance.
The one exception is foreign policy decisions, which are mostly dictated by Jaldalsa. The Aldalse Islands and Jaldalsa have a centuries old joint security pact where Jaldalsa will come to the commonwealth’s defense, while Aldalse is required to levy troops for Jaldalsa in times of war.
The capital of the commonwealth is located at Fort Tuzlo. General elections are held every 5 years. Here parliament is held in a large coral compound in the harbor beneath an ancient fortress built by the now extinct Veltese elves. Parliament is divided into two chambers, the grand assembly and the senate. Members of parliament are elected to serve five year terms with term limits set at ten years. A judiciary branch known as the high court consists of 12 justices led by a chief justice. These positions are appointed for life and can only be changed by death, resignation, or impeachment.
The Aldalse Islands are divided into 7 administrative districts known as parishes. These consist of the Capital Parish, South Great Aldalse, East Great Aldalse, Little Pen Island, Aldalse and the Northern Quill Islands, South Lasil and the Serpent Islands, and Razorbill and outlying islands. The leader of each parish is known as a governor. In order to be eligible to become prime minister, one must serve at least one term as governor.
The Aldalse Islands have a two party system, the two parties being the Loyalist League and the Blue Party respectively. The Loyalist League is generally considered the more traditionalist of the two with a strong emphasis on strengthening ties with Jaldalsa. Meanwhile the Blue Party is more focused on social reforms and free trade. Since the Tidewater Disaster the Loyalist League has enjoyed a supermajority in parliament.
Since the time of their independence, the Aldalse Islands have grown into a small but wealthy economy centered around oceanic commerce. For centuries during the Second Age the Aldalse enjoyed a high living standard by Lesserkin standards and were perhaps the most prosperous merfolk nation in Tyrrell. Leveraging their unique biological, geographical, and geopolitical characteristics, the islands market themselves as the “gateway between land and sea”. While the Aldalse are forbidden by international treaty to collect tolls on passing ships, its location combined with a commitment to armed neutrality makes it a popular destination for trade.
Many rare and exotic items from the seabed such as pearls, black coral, exoctic seafood, and fish oil are traded for metal tools and other products made on land. Additionally the Aldalse Islands have a developed service economy based around international shipping. As they are able to breathe underwater indefinitely the merfolk have become experts in fields such as ship repair and maintenance, shipbuilding, sea towing, salvage, and dockworkers.
In recent decades however the Aldalse Islands have experienced a prolonged recession. Their refusal to adapt to modern technology has resulted in them being outcompeted by seafaring human nations. In particular the use of mechanical cranes, steel hulls, and diving suits are rendering many of the merfolk services obsolete. The ban on human ships entering their waterways has led to a steep decline in traffic and trade throughout the Aldalse Islands. As a result they have become dependent upon the Elderkin nations, with Jaldalsa in particular subsidizing their economic wellbeing.
SUB HEADING
The Aldalse Islanders have mostly chosen to forgo industrialization and utilize little in the way of modern technology. Due to the effects of water pollution, especially the threat of oil spills, things such as steampower or the internal combustion engine are forbidden. There is no electricity available on any of the country's islands. Most forms of technology are limited to Second Age inventions such as dams, windmills, or waterwheels.
While primitive compared to mankind, the large-scale importation and use of metal tools gives the Aldalseans a huge advantage. This has given them power over many of the more primitive merfolk tribes who are often limited to using stone and coral items. Small metal forges located on dry land next to canals are sometimes used for blacksmithing. Cranes are used in most of the port towns throughout the country, though these are driven by beasts of burden rather than mechanical machinery.
Like many of the other advanced merfolk nations, the Aldalseans sometimes use semi-submersible sailing ships to travel between islands. While slow and cumbersome compared to their swimming abilities they nevertheless provide much needed cargo carrying capacity and offer rest on long open ocean journeys.
The Aldalse Islands merfolk are widely considered to be the most “land dwelling” of the merfolk nations. Centuries of port expansion and dredging has resulted in a significant system of saltwater canals and waterways that cut across the islands. The abundance of rivers, marshlands, and springs on Great Aldalse Island has also contributed to this lifestyle. As a result much of the architecture across the Aldalse Islands offers a unique blend of shallow water buildings constructed with stone or coral.
Most of these structures are fully submerged and located at the bottom of harbors or built into the canal walls. However many of them are located at the surface to facilitate commerce with land dwelling races. Piers, docks, jetties, and shallow pools are common meeting areas. A unique feature across the islands are “swim up stores” along the canals. These stores are divided into dug out dry areas and flooded sections divided by short walls and countertops for the benefit of land dwellers.
Haggling is a way of life in the Aldalse Islands. Nearly every transaction’s price can be adjusted by the buyer or seller. This tradition is believed to have arisen during the early days of bartering between elven sailors and the merfolk. Numerology plays a big role in Aldalse culture and is often reflected in these prices. Aldalsean’s tend to avoid the number 9 as it's considered dangerous in superstition.
To help traverse on land some merfolk employ the help of sturdy wheelchairs. Wealthier merfolk sometimes employ the help of other races to carry them around in large tanks, or even use Elderkin water mages to swim artificially created water paths. Thanks to the millennia long interactions with the Elderkin, Aurathesism is the most common religion throughout the islands.
Most people speak the Aldalsean merfolk language, though those living around South Lasil Island instead speak the Jaldalsan merfolk language. Communications sung in Aldalsean are typically described as loud and fast paced compared to other merfolk languages. Regardless, nearly all Aldalsean islanders can use Ruby Sea sign language to communicate amongst each other and also with land dwellers.
Work in Progress
The Aldalse Islands were created by SolarSailor3 with input from UsedHatSalesman on the World of Tyrrell discord.