The SHADOW LOOMS “In truth, it was all but a matter of time. Even the most cynical of ours surely did not expect what was to come upon us all as our realm fell into disarray and madness whilst greed, ambition, hunger, and pride would lead us all into the darkest hell.” Theme - "Vengeance is Mine"
PM potential applications to all three GM's in the same message, please.
House Name: (self-explanatory, just keep in mind these are generally last names)
Head of House: (This is the Arch Elector of the imperial province your House rules over, they manage the state as well as oversee family affairs often acting as that houses leader.)
House Specialty: (Each House has favors a certain skill, or possess some unique ability. For example, one House might breed superb horses, while another are expert traders/bankers or sailors, master armorsmiths/weaponsmiths or gifted in magic etc.)
House Ancestral Artifact: (These artifacts are ancient family heirlooms that grant a unique power onto its wielder. No one quite remembers their origin but it is rumoured that Kammeth himself forged them and gifted them to the generals who fought with Lalaifia. These can be magical weapons from a flaming sword to a bow that conjures arrows to even a stave of some power. Be mindful not to make these items broken or OP. I will be looking over these carefully but if in doubt hit me with a PM on any unorthodox ideas you might have. )
Important Members: (You don't have to list every member of your house, those with great influence or positions of power should be here however or anyone else you deem important for your own plots.)
Nation/Realms Name: (This is the name of the province you control, and note this is separate from your Noble Houses name. )
Sigil: (Your house's sigil or crest oft used to identify them on the battlefield or while traveling.)
Flag: (This is different from your House's Sigil as it is the coat of arms for your province/county.)
House Motto: (Your house's famous saying, this is in fact optional, in case 'Winter Be Coming" is all you can think of.)
Region/Color on Map: (for map placement)
Race Name: (self explanatory; think of them as what a cultural group would use to identify themselves.)
Racial Appearance: (Should include height, weight, skin and hair color. The races of men are more like minor ethnic groups but can still vary vastly. Something like the races of Men in Elder Scrolls. There is no 'Human' race as it were.)
Racial Traits: (Most known abilities associated with these people, these are often rather minor, such as one people being known for seamanship, another for their preference toward martial discipline, over brute force and maybe another for their love of crafting.)
Capital: (Your house's Seat of Power, this is the land your House has a De jure claim to)
Capital Population: (Keep it reasonable)
Other Major Settlements: (These will often be the capital of those Barons, or Dukes who answer to you. Or other major settlements of note or strategic value.)
Population: (Again keep it reasonable; if in doubt use medieval demographics to get an idea, the map has a mile ratio for this reason. )
Culture: (The Customs, Arts, Fashion, and beliefs unique to these people.)
Type of Government: (Succession Laws and form of Governing/Titles used)
Influence & Relations: (Any alliances or military pacts with another family? Perhaps born of marriage ties? Any sworn enemies? Work with other players if you seek one ahead of the RP if you so desire.)
Military: (Details on the amount and types of men available. Any war vessels from navies, go here as well, it would be important to note as this is a Middle age Setting that relies largely on levies, few have the funds for a standing army, aside from the Phoenix Throne.)
Unit Demographics: (heavy infantry, marksman, etc and their equipment/training, remember no army in real life was ever able to field a fully rounded all capable army. Sometimes a lack of something makes it more interesting.)
Landscape: (What do your lands look like?)
Wildlife: (Optional)
Economy: (How well off is your county? Poor? Rich and prosperous? Somewhere in the middle?)
Religion: (As stated before Kammeth is the primary god of the Empire and will by default be what the majority of the people worship or follow *excluding special circumstances*. Worship of deities outside of the Sky pantheon is greatly discouraged IC. You can however, create a deity of your own making from within that Patheon, or if you feel ballsy, add in any minor cults that exist. Perhaps even your family secretly worships other gods not sectioned by the Empire? Be mindful that heresy is frowned upon by the Church and you might have the Inquisition breathing down your neck if they catch a whiff of heresy on you, but if you want to make a storyline in that direction go right ahead!) (Tip, don’t piss of whoever is the Arch Dawnbringer!!!)
History: (At least the past couple generations, include conflicts, major upheavals, wars, etc. You can overlook this part and fill it in as the Roleplay progresses in order to work with other players for maximum cohesion.)
Strengths: (Similar to House specialty, but often larger in scope, this could include an abundance of a resource, or the inability to field an army of much size. )
Weaknesses: (At least two, and they have to be real disadvantages, you can't really say you have a terrible navy if you're landlocked.)
Export: (Major goods that this region/nation provides, no more than five resource types to keep people from providing everything on their own)
Import: (No realm is totally self-sufficient, you surely need something ^^)
The Tribes of the North are a very different playstyle to the Houses and their sheet reflects this. They can gear toward war more easily but, can just as quickly falter and fall apart from fragmentation. Feed the warbands with plunder or watch them eat each other alive.
The main difference between the Houses of the Empire and the tribes of the north is their manner of rule. The Nordheim only recognize the strong and will never follow a man or women merely because of birthright. They do not recognize noble blood nor do they follow a tradition of voting for their ruler. Typically those who wish to rule most prove themselves in some manner of contest either a duel, wrestling and defeating all challengers, or other contest of skill that depends on the tribe. Even the most organized of the tribes of the north are limited to elective gavelkind succession in where their lands and holdings are split among their sons.
The tribes are also much more mobile than those of the south. Capable of migrating when the need arises. It is also not unheard of for sons to challenge their fathers for position if they believe they can win.
Jarl(ess): (The name of your ruler, and main character)
God: (The Nordheim follow a pantheon of gods much unlike their southern brethren, these gods play an active role in their lives, see the appeasement section under the god to know what acts will grant you unique blessings. The form these take depend on the god, but may include calm seas, or a sudden storm to cover a tribes retreat.)
Clan and Kin: The minor characters of your clan, such as your spouse, children, and vassals or housecarls. A Jarl typically has up to two Arls serving under him, as well as a number of Thanes, the Nordic version of Knights, and Thralls or slaves.)
Dynasty Bio: (A brief description of your tribes rule and history. Unlike other kingdoms, the strong rule in Nordheim rather than bloodlines, so it may be typical to see power being shared by many different families over the course of the generations.)
Tribe Bio: (A description of your tribe, their successes, defeats, or grudges.)
Military: (A generous word for the warbands that fight under a chosen Jarl, Tribes of the North are unique in that the more success they are met with the more Northmen will flock to their banner over time. Even once enemy tribes will join you if they believe loot is to be had. Win enough and perhaps you will become the next High King! Fail and...well come what may.)
House Duvard's coat of arms depicts a captured Darthii galley, a testament to the history of invasions that have been repelled on Ignesian soil. The helmet is topped with a dire boar's head, the national animal of the province. The device on the shield is taken from the flag of Ignis. Chief colors of Duvard livery are black, gold and burgundy.
Head of House:
Roman Duvard
House Motto:
“Fit via vi.” Strength is the way.
House Specialty:
The Duvards are best known for being the first house to join Lalaifia's cause. Its founder, Odvin Duvard, is known for being her closest retainer. The house owes its loyalty to a timely counteroffensive led by Lalaifia, which broke an incursion on Ignesian soil by a foreign army. Ever since, the Duvards have followed the Valariens' command and have been fast friends. Odvin Duvard became a prominent general of Lalaifia's host, serving her faithfully over the duration of her campaign. While loyal to a fault, the Duvards are also vain and can be regarded as excessively opulent by distant provinces. Its open displays of subservience to the Heartlands may be cause for some dislike among humbler houses.
House Ancestral Artifact:
After some time under Lalaifia's command, Odvin was rewarded with the privilege of carrying her personal banner. The colors of Valarien flew high, safe in the gauntlet of the Duvards' progenitor as Lalaifia's host conquered and united the tribes of Ethica. Though the banner was returned to the Valariens at the conclusion of the conquest, Lalaifia permitted the newly-erected House Duvard to keep the standard as a token of her favor. It hangs behind glass in the Duvards' great hall, proudly displayed for visitors to see. Magical enchantments have prevented the relic from degrading, and it is just as vibrant as it was in antiquity.
Important Members:
Immediate Royal Family Roman Duvard, 46 – Head of House. Dragica Duvard, 44 – Wife of Roman. Edgar Duvard, 24 – Oldest son. Married to Sophsi Valarien. Anastázie Duvard, 23 – Oldest daughter. Married to Jakinius Valarien. Olívia Duvard, 19 – Second-youngest daughter. Married to Lucius Valian. Guillame Duvard, 17 – Youngest son. Married to Helen Seval. Alais Duvard, 16 – Youngest daughter. Betrothed to Morion Tallurian.
The Province of Ignis
Ignis's flag is a stylized sun wheel, spreading its rays in all directions. The design represents Kammeth's light piercing the darkness. The flag was designed following House Duvard's alignment with Lalainia, who "brought light to Ignis."
Region/color on map:
Red (Nexus's former claim)
Demonym:
Ignesians
Racial appearance:
Ignesians are traditionally thought to have olive skin tones and dark eyes and hair. This preconception resembles the popular image of Spaniards or Mediterranean peoples, while in reality, both groups have a diverse range of features, due to immigration and varying regional identities. Genetic variations can be seen across the province and can be attributed to the mixing of Ignesians and their neighbors. The current Duvard family, for example, tends toward lighter-colored hair. Most native Ignesians are medium in stature and their builds lean towards the slender side. It is common for them to have long, oval faces with well-defined features and narrow, aquiline noses.
Influence and relations: (Any alliances or military pacts with another family? Perhaps born of marriage ties? Work with other players if you seek one ahead of the RP if you so desire.)
Military:
Ignis has historically built its military around heavy infantry, pioneering an analogue formation of the real-world Spanish tercio. Blocks of heavily-armored pikemen, supported by halbardiers, swordsmen and crossbowmen form the core of its fighting force. It also fields cavalry, but to a lesser extent than in the past. Ignesian cavaliers have begun employing bows and hand crossbows, rapidly maneuvering and harassing enemies, only to fall back and strike elsewhere. Though adept on the field, Ignesians have considerable siege experience, learned from the many Darthii and Northlander raids it has endured over its lifetime. Ignesian castles and fortresses are renowned for their impregnability, and their garrisons have many tactics up their sleeves to dissuade and combat attackers.
Ignis's army is drawn into three battalions; one for the north, the south, and the west. Each battalion is led by a Colonel, and divided into sixteen companies each. Ten of these companies are pikemen; the rest are crossbowmen. Each pikeman company has 250 men, for a total of 2,500 pikemen per battalion. The remaining six crossbow companies per battalion are made up of 200 men each, with a total of 1,200 per battalion. During engagements, these crossbow companies are typically divided and evenly dispersed among the formations of pikemen. Ignesian cavalry is not permanently attached to any one battalion; instead, the 1,600 men-at-arms of the army are recruited and dispatched by locale. Many of these riders are members of the waning knightly class, or experienced riders under contract to serve.
The average pikeman in service to Ignis dons blackened, munitions-grade plates on his breast and back, with a gorget to protect the throat and tassets over his thighs. He wears a morion on his crown; the best companies top theirs with a plume of burgundy. He carries a pike with a tapered head about 4.5 meters long, paired with an arming sword. Although Ignesian infantry is organized into “pikeman companies,” not every man is a pikeman. There are some formations made up of halberdiers, who use their polearms to chop overhead the rows of pikes. There are sword and buckler men, who maneuver through the pike shafts to incite chaos by slashing and stabbing up close. Also present are swordsmen who carry long Zweihänders, practiced in the Tellarian school of swordplay. Crossbowmen are armored much the same way, though may wear less protection than their frontline counterparts. They carry pavise shields on their backs, with which they can hide behind and fire from safety. Cavalry still fights largely in the traditional manner: gendarmes donning full suits of plate armor drop lances and charge into the enemy, formed into thin lines to maximize the points of contact. They also carry swords, picks or hammers for close-in fighting. The lead gendarmes are usually just a bit more armored than their comrades behind them, who may wear less leg protection. Some lighter cavalry carry crossbows, with which to deliver mobile surgical strikes and harass foes.
Ignis is a large peninsula, situated in the west of Ethica. Its coast features scores of rocky cliffs and small capes. The land is known for its hills and grassy valleys, which give way to forests in the west. Much of its former woodland has been stripped to keep up with the population's agricultural demands. To its east, the country touches Ethica's central mountain ranges, the North and Southpeaks; they give way to plains in the middle of Ignis's east border. This region is ripe with iron ore.
Ignis lies within a temperate zone, and has a maritime climate. Rainfall is possible at any time, but the region also sees its share of sunny, warm days. The coast experiences milder weather than further inland, save for rainfall. Compared to regions further north and southward, Ignis has a comfortable climate, with discrepancy between winter and summer temperatures reaching an average of just fifteen degrees.
The country's coastline is home to many types of maritime fauna not seen elsewhere in Ethica. These include many types of gulls, puffins, swallows, pheasants, swifts, partridges and other birds. Sealife includes sharks, porpoises, seals, turtles, dolphins, jellyfish and shellfish. Its rivers are home to salmon, trout and pikes, as well as otters and beavers. It's inland fauna is more typical of other regions of the Empire. It is populated by deer, foxes, rabbits and direboar. Direboar was chosen as the province's national animal due to their abundance and ferocity.
Economy: (How well off is your county? Poor? Rich and prosperous? Somewhere in the middle?)
Religion:
Ignesians focus their worship on Kammeth, who holds center stage for fathering mankind and creating the world. It was also by Kammeth's will that Lalaifia united the provinces when they were still petty kingdoms; a feat that will forever resonate with the people of Ignis. Other gods are also recognized, but are usually sidelined to be worshiped on specific holidays or when aid in their respective domains are needed. Lyriel is the second-most revered god in Ignis, and in many places within the province, other deities are simply not touched.
History:
Prior to the Imperial Conquest, Ignis was an independent petty kingdom. King Charles II passed without leaving a clear heir; he had no children of his own, but had supported his niece, Arienne of Giseux. However, prior to his death, his will claimed Robert of Dauphin as his apparent heir. Robert was the son of Charles' half-brother, with whom he reconciled their former estrangement. Arienne, daughter of Richeleu of Duvard, held the stronger claim; Robert was only Charles' half-nephew, and succession down the female line was permitted. Upon Charles' death, the houses of Duvard and Dauphin ignited hostilities, triggering a twenty-year-long struggle for Ignis. This war became known as the War of the Ignesian Succession. After a hard-fought campaign that resulted in the death of Robert of Dauphin, Arienne and her husband John of Duvard claimed the throne.
Ignis was the first province to join Lalaifia during her conquest, and the Duvards the first house. Warned of an attack from Northerners by a vision from Kammeth, Lalaifia sent her husband and general, Paragon Valarien, to Ignis. As it were, a large invasion had landed on the shores of Ignis and already clashed with the Duvards. Lalaifia and Paragon led a force to the Duvards' main keep, arriving just in time to fight off the Northerners' siege. When the fighting cleared and the Northerners had been broken, Odvin, King of Ignis, pledged his loyalty to the Valariens. The Valariens' timely support laid the foundation for a strong alliance between the two houses. Odvin joined Lalaifia in her conquest of the provinces, earning the privilege of carrying her personal banner. The two of them became fast friends, and Odvin was at the forefront of many battles in her name. Since then, the Duvards have been loyal retainers of the Imperial throne.
Ignis's west coast, then an independent archduchy under the rule of Chalarensis, was Lalaifia's next destination. Under her command, Odvin mustered his army and marched on Chalarensis. They would join the Empire, willingly or not. As it were, Chalarensis did not respond to the threat immediately; he misunderstood the intentions of the loyalists or received their demands too late. In any case, he failed to either mount an effective defense or come to a dialogue with Lalafia. The combined force of Ignesians and Imperial soldiers launched their offensive, smashing through the hastily-raised militias in their path. Odvin laid siege to Chalarensis's stronghold, whereupon he surrendered after a few days. Some historians believe Odvin launched the Imperial offensive prematurely, with the interest of gaining control of the archduchy.
Following Chalarensis's subjugation, a large percentage of his lands were annexed by the Duvards and made part of Ignis. Somewhere in the later stages of Lalaifia's conquest, plans were made between the Duvards and Chalarensis to integrate his lineage into their house. Before this could take fruition, however, Chalarensis and his retainers were to be banished to the islands of Kawachia. This punishment came following his slaughter of the entire Practen line, during the Siege of Prachtvoll. The remainder of Chalarensis's hereditary holdings on the mainland were swept up by the Duvards.
Strengths: (Similar to House specialty, but often larger in scope, this could include an abundance of a resource, or the inability to field an army of much size. )
Weaknesses: (At least two, and they have to be real disadvantages, you can't really say you have a terrible navy if you're landlocked.)
Exports:
Dyes: Ignis is a supplier of rare indigo dye, extracted from a plant called frillcaps, that are unique to the region. Ignesian dye has been used in the garments of the Phoenix King on many occasions, and is highly sought-after for the cloaks of the wealthy.
Furs: The fur of dire boars has adorned the shoulders of Duvard nobility for generations. Ignis's national animal is a fierce and enormous creature, and the risk involved with hunting one ensures a high price for the materials. Furs from other animals are also prized, like the striped mink and water badger.
Iron: Ignis has a moderate sum of iron ore deposits across its expanse, which can be used for steelmaking. It is a leading smelter of iron, using bloomery furnaces to produce steel. Its excess iron ore is never want for buyers, considering the necessity of steel.
Fish: As a coastal province, fish and seafood products are never in short supply. Ignis has an extensive fishing industry and hauls thousands of nets each day. Bounties are shipped further inland and much of it ends up in the Heartlands.
Furniture and lumber products: While Xandria boasts the best quality of lumber south of the Heartland, it is the craftsmanship of Ignis that turns it into luxury. Steelpine is a material favored by woodcarvers and artisans for its natural luster, and Ignesian handiwork is acclaimed throughout the Empire. Xandrian steelpine is imported before being transformed into furniture, sculpture and other forms of art, and sent throughout the provinces. Steelpine even finds its way into shipyards, where the wood is built into fantastic, silvery vessels.
Imports:
Precious metals: Owing to the Duvards' admiration for luxury, gold, silver and precious minerals are imported and turned into elaborate jewelry pieces. Ignis lacks vast amounts of rare minerals, so must import most of its glamour.
Lumber: Despite having renowned woodworkers, Ignis does not have huge swathes of forest. It imports much of its wood from Xandria; especially steelpine.
Alchohol: Ignesians adore exotic goods, and this pertains to drink just as well as food or costume. They import wines from many different provinces to satisfy their palettes, along with liqueurs and ales.
Head of House: Duchess Victoria Gracieux, Elector of Violette.
House Speciality: Exotic Trade. Violette, House Gracieux's seat, is Ethica's primary destination for commerce with the Eastern Continent, 'Lointaine'. All trade between Lointaine and the imperial continent of Ethica flows through either Violette herself or her sister cities, giving Violette a reputation as the premiere destination for the finest goods in Ethica. The immense quantities of coin from these lucrative continental voyages have secured the place of Violette's noble houses and merchant guilds as considerably rich and influential players in Ethica's political and economic world, a force to be reckoned with in the empire at large.
House Ancestral Artefact: The ancestral artefact of House Gracieux is the 'gilded bouquet', a golden, gem-encrusted necklace said to have been gifted to the Gracieuxs by Kammeth in ancient days. The necklace is decorated with various gemstones inlaid to represent different flowers, and the largest of these flowers is a violet, made of amethysts, in the necklace's centre. The gilded bouquet is not imbued with any tangible magical power, and is said only to bring good fortune to its wearer, at the expense of their enemies.
Important Members
Lord Reynold Gracieux;
Aged 48. Admiral of the Veletian Marine and Admiral of the Imperial Fleet East. The younger brother of the deceased Duke Frank Gracieux, the former ruler of the Republic of Violette. An exceptionally talented sailor and leader of men, but (unusually for a Gracieux) something of an ascetic. His quarters on the flagship of the Veletian Marine are intentionally austere, and he does not share in—though does not necessarily loathe or even dislike—the vanity and gratuity of the rest of his house. He is merely dedicated to his role as Admiral, and has a certain level of distaste for anything which distracts him from his crucial duties. The one exception to this is his wife, Ariette, and their children, Xavier and Tsirine. Due to the immense responsibility of administrating two of the largest fleets in Ethica, however, Reynold is often too busy to spend much time with his family.
Duchess Victoria Gracieux, Elector of Violette;
Aged 28. Duchess of Violette. Daughter of the deceased Duke Frank Gracieux and his wife, Corrine Gracieux (née Duvard). Imperious and shrewd, Victoria is a woman who places great emphasis on her image and reputation, both from the eyes of her people and her fellow nobles. The people of Violette know their Duchess as the essence of elegance and confidence, seeing her only in elaborate dresses, walking tall among her guards in fanciful processions and occasionally travelling across the republic and beyond, decked in the finest jewellery and carrying herself with the thoughtless confidence, arrogance even, that only a woman of her stature can possess. Her contemporaries know her as a lady not to be trifled with; she tolerates no slights against her or her family and is rumoured to have murdered her previous husband, an abusive drunk, after he struck their daughter. Today, the Duchess is married to Ralltene Valarien, a prominent member of the Imperial family in the running for the succession. Victoria has gone to great effort to establish popular support for Ralltene, orienting the economic might of Violette in his favour and applying great pressure on House Gracieux's allies to support his claim.
Duchess Zoé Gracieux;
Aged 29. Duchess of Ramoi, in Aeche. Zoé is the amicable sister of Victoria, the Duchess of Violette, and became a Duchess herself shortly after her marriage to Certes Seval, when her newly wed husband's father passed away under not at all suspicious circumstances. Zoé is a tall, olive skinned woman, who presents herself as friendly and courteous. Her place in House Gracieux affords her extensive connections to Ethica's largest merchant companies, which she has used to great effect to help turn her adopted home in northern Aeche into a city of commerce and class.
Lord Xavier Gracieux;
Aged 20. The son of Reynold and Ariette, and older brother of Tsirine. A boastful young man and a talented swordsman, Xavier has all of the charm and artistic talents of the Caernavirs, all of the coin and connections of the Gracieuxs, and a way with a blade that is all his own. He has won numerous duelling tournaments both within Violette and abroad, and is fond of using his family connections (especially those of his father, the Admiral of the Veletian Marine) to travel the world, having already visited the eastern continent of Lointaine once before, even at such a young age. Xavier is fond of playfully teasing his younger sister and her constant pessimistic worrying, which contrasts greatly with his own overconfidence.
Lord Elouan Gracieux;
Aged 19. A somewhat effeminate young man, known among the commoners as a patron of the arts, and among the aristocracy as a soft fool. He is the youngest of three siblings, kid brother to Victoria and Zoé. Elouan is too preoccupied with his hobbies, chiefly poetry and the lyre, to have much of an involvement (or even interest) in the political affairs of Ethica. Lately, he has gone to live in Stormgully, as a 'diplomat' between House Gracieux and House Cragmore. In truth, he is in love with Sofia Cragmore, and seeks to marry the young lady and take her with him back to Violette.
Lady Tsirine Gracieux;
Aged 12. The younger of Ariette and Reynold's children, Tsirine takes after her mother almost exactly in appearance, but is the polar opposite of her personality. Although Ariette is a lively and optimistic woman, Tsirine is a pessimist, always fearing the worst and needlessly making herself anxious over small matters. She possess a sharp wit and a love of strategy games such as chess, which she enjoys teaching to Anice, her closest friend.
Lady Anice Gracieux;
Aged 10. Heir of House Gracieux. The daughter of Duchess Victoria through her deceased first husband, Anice took her mother's name after the death of her father, and is the first in line to succeed as head of House Gracieux should her mother pass. She is an intensely shy, skittish child, suspicious and afraid of strangers and kept under close watch by her mother. It is rumoured across the republic in hushed whispers that Anice, then an even younger child, was once struck by her abusive, drunkard father. Her mother, willing to tolerate violence against herself, but not her daughter, murdered her hated husband. Regardless of the validity of these rumours, Anice is incredibly close to her mother, and no one else. The only other person that Victoria feels comfortable allowing Anice to be alone with is Victoria's uncle, Lord Reynold, and his wife Ariette. When Reynold and Ariette aren't available, and Victoria needs to leave Violette, Anice must always come with her. Although Anice is extremely introverted, she does have one close friend. Her cousin, Tsirine, is very close to her, and Anice easily spends more time with Tsirine than anyone else. This friendship is sanctioned by Victoria, who hopes that Anice's friendship with Tsirine can help make the young Gracieux heir more ready to rule.
Republic of Violette
Regional Map
The Luzerne is the name given to the republic's countryside, a region largely left to its own devices by House Gracieux and the other nobles of the republic. The peasants here are farmers and lumberers, tending the region's fertile fields and harvesting her forests' plentiful wood. Unlike in most of the empire's realms, the majority of the inhabitants of Luzerne—who are themselves called 'the Luzerne'—are free, unbound to any count, duke or king, and subject only to imperial authority. Their towns and villages are in free association with the republic, however, for the reason of mutual benefit. Violette and her sister cities offer the Luzerne profitable markets for their produce, and the gendarmerie of the republic help to keep the Luzerne free of banditry, and out of the reach of neighbouring kingdoms who might seek to claim their lands.
The inhabitants of the Fleurs de Mer are not so fortunate. Each of the islands is personally owned in its entirety by House Gracieux, the city of Estporte in the northern Fleurs de Mer the only notable exception. The peasants of the Fleurs de Mer are not free, like in the Luzerne, and instead of selling the fruit of their labour on the open market, their produce is the possession of the head of House Gracieux, and they are given room and board for themselves and their families and paid a modest wage. Most of the habitants of the Fleurs de Mer are migrants from the Luzerne; although there is less opportunity in the Fleurs de Mer, there is greater certainty in a fixed wage than in the independent farming on the republic's mainland.
Cities and Populations
The total population of the Republic of Violette, including the city of Violette itself and her sister cities, as well as the Luzerne and the Fleurs de Mer, is 1,440,000.
Violette (126,000);
The eponymous capital of the republic and one of the largest cities in Ethica. Violette is a crucial port-city, serving as the empire's main eastern economic hub and its most important link to the eastern continent: Lointaine. Violette's ports and streets are constantly bustling with activity, day and night, included among their inhabitants traders and travellers from far off, foreign lands. Violette is considered a cultural centre in addition to an economic and financial one, home to a great many upscale restaurants and taverns, and hosting plentiful musicians and other artists. Violette is also home to the headquarters of each of the four most important organizations in the republic: House Gracieux, the Veletian Marine, the Veletian Gendarmerie and the Violette Senate.
The first and last of these organizations are located on the Fleur de Violette, a small island just off of the coast of the city, connected to the mainland by a bridge. The Fleur de Violette is home to the Palais du Peuple, a gargantuan construct resembling a cathedral, built in the Gothic style and housing the Violette Senate, both its chambers and the personal residences of the senators. The island also contains the private residence of House Gracieux, a servant's quarters for the attendants of both House Gracieux and the Palais de Peuple, and a barracks of the gendarmerie. Admittance onto the island is restricted: one must either be a Gracieux, a Senator, one of the resident servants or an invited guest for the gendarmerie to permit entrance.
Confluence (23,500);
The second largest city in the republic, located in its north-western region. Confluence sits astride the meeting point of two rivers, Jamais Sur and Jamais Nur, which combine at Confluence to form the River Jamais, which feeds into the Bay of Estporte. Confluence was founded ages past as a small fishing village and a way-point across the River Jamais. It was only two hundred years ago that a prominent merchant family bought the land of most of the peasants living around Confluence, and began expanding the town to encourage settlers from the northern Luzerne. The expansion of Confluence from a small village into a significant trading town coincided with the rise of the once modest merchant family who bought the town into the now fully fledged noble family of House Jamais, with Confluence as its seat.
Île Couronne (5,800);
The smallest of the Veletian sister-cities, but a major outpost of the Veletian Marine, and an important town for the mining industry due to the large gold mine for which the town was founded. Île Couronne is regarded as a possession of Violette's ruling Gracieux dynasty, who are the owners of aforementioned local gold mine (and most of the town's other business). Île Couronne is governed entirely from Violette; the only civic government on the island is limited to a single office-holder: 'Mayor of Île Couronne', a ceremonial title awarded in perpetuity to the head of House Gracieux.
Estporte (8,700);
This sister-city of Violette sits within Calm Bay, on an island mostly owned by House Gracieux. Located along the island's eastern shores, however, is Estporte herself, the seat of House Mercalme, a noble dynasty with history dating back as far as that of Ethica's great houses. In ancient days, the Fleur de Mer to the east of Estporte were over-run with pirates, and the name 'Calm Bay' was an ironic one. Estporte was a fortress-city, with thick, stone walls running to the shore, and a heavily defended coastline built to withstand attacks from the eastern marauders.
The fleet of House Mercalme, a substantial war-fleet, charged a fee to merchant vessels that needed to traverse the bay, escorting them to ensure their safety in exchange for coin. It was House Mercalme's main source of revenue, which is why the family went broke when, several generations ago, the Veletian Marine was deployed to rid the islands of their pirate menace. The Fleurs de Mer were annexed to House Gracieux, and within a generation, House Mercalme was entirely out of money. Over time, they were forced to sell more and more of the land on Estporte and more and more of their once famous fleet to the powers-that-be in Violette: House Gracieux. Nowadays, the Mercalmes are heavily indebted to the Gracieuxs, and are rumoured to maintain their exuberant lifestyles through various illegal enterprises.
Artran (19,300);
The eponymous seat of House Artran, a noble family originating from the Imperial City that relocated to the republic far into the past. Artran is home to a great number of expert craftsmen, especially jewellers, and House Artran itself possesses one of the empire's largest collections of fine jewellery, much of it crafted right there in the city.
Ethnic Name: Veletians.
Ethnic Appearance: Veletians tend towards the features of southern Europe, such as olive skin and darker hair colours. This tendency is most pronounced in the southern Fleurs de Mer, and least evident in the northern Luzerne and the riverside city of Confluence, where lighter tones are more common. Fair skin and hair are seen by the wealthier, urban Veletians as stereotypically Luzerne (and therefore lower-class) features.
Culture: The culture of the Republic of Violette is distinguished from the rest of Ethica foremost by its enlightened nature. Veletians, especially in the cities, are much more open to new ideas than the people of the western kingdoms, and are in particular less strict about the roles of women and the boundaries between the classes. Wealth, not blood, is the primary determiner of status in the republic, and all noble titles throughout the republic are (theoretically) bestowed by the Violette Senate. Although the common man in the republic is no significant degree richer than the common men of other realms, he is substantially freer. The republic's mainland countryside, the Luzerne, consists entirely of free men, unbound to service, holding no lords and no masters spare the Emperor, and governed only by their local community.
Type of Government: Crowned Republic. Violette is governed by a unicameral legislature, the Violette Senate, which consists of five hundred directly elected senators serving three year terms. The Violette Senate determines the entirety of Veletian civic policy, in both Violette itself and her sister cities. It is also the responsibility of the Senate to determine Veletian military policy, deciding when to deploy the Veletian Marine or Gendarmerie abroad. Legally, it is even the Senate which bestows the supposedly honorary title of Duke of Violette upon the noble of their choosing, in recognition of their service to the republic.
In practice, however, the Senate always selects the designated heir of House Gracieux as the next Duke, just as it always deploys the marine or genderarmerie at the Gracieux's behest. This arrangement is seen by most of the Veletians not as corruption, but merely something of an esoteric succession practice, and one of practical benefit: a strong royal house to handle important matters, and a democratic senate to forge less important day-to-day public policy. It is worth noting that House Gracieux is popular among the Luzerne, who do not vote to elect senators and are therefore contemptuous of the Senate. For that reason, and many others, the Senators are almost without question loyal and obedient servants of Duchess Victoria (lest they be deposed). If push came to shove and there was a discrepancy between what the Senate wanted and what House Gracieux wanted, House Gracieux would win.
Influence and Relations
Although House Gracieux's impressive wealth imbues a sort of a passive influence all throughout the empire and beyond, it is those houses and those nations with especially close trade ties to Violette, and whose families have married with the Gracieuxs, who are most susceptible to the family's influence.
House Cragmore: Lord Elouan Gracieux is residing in Stormgully, and courting Sofia Cragmore.
House Seval: Lady Zoé, sister of Duchess Victoria, married Certes Seval to eventually become Duchess of Ramoi. House Gracieux is using its merchant connections to help establish Ramoni as a major trade city, and generally regards House Seval (though especially Certes' line of the house) as an ally in the west.
Military
Veletian Gendarmerie
The Veletian Gendarmerie is the republic's combined army and police force, responsible for protecting Violette and her possessions from threats both external and internal. The force is extensively trained, highly disciplined and pays exceedingly well, ensuring that its uniformed men are skilled in both combat and manner; the only thing better than a gendarme's swordplay is his etiquette. The rigorous nature of the initiation requirements and the training process ensure that only the most capable men make it into the gendarmerie. For this reason the organization is famously impartial, baring no predisposition towards corruption or harassment of innocents, as might be found in other cities.
The second consequence of the gendarmerie's strict induction process is its small number of enlisted men. The gendarmerie numbers only 7,000, policing a country of nearly one and a half million. Therefore, they must be supplemented at times with local militia groups of substantially lower quality. In the settlements of the Luzerne and Fleur de Tulipe, for instance, it is not uncommon for a village to possess only one or two resident gendarmerie, aided in their efforts by a larger number of local militiamen who report to them. This situation can also occur during times of war; when the gendarmerie are believed to be too few to counter a threat, it is not uncommon for the gendarme in charge to recruit a temporary militia to fill in any gaps for which there are too few uniformed men to occupy.
The dress, weaponry and even the behaviour of the gendarmerie is highly regimented. Their violet-coloured uniforms are tight-fitting, made of breathable, stretchable fabrics, designed to mimic the dress of the upper classes without limiting combat capability. Underneath this uniform is worn a padded cuirass, for purposes of defence, and over top is worn a helmet, as well as light armour for the shoulders, thighs, calves and forearms. The standard gendarmer in the field will be armed with a basket-hilted sword and a small crossbow, but the equipment of the gendarmerie deployed on the battlefield is more modular, ranging from pikemen to longbowmen.
As to a gendarme's behaviour, a strict code of conduct is followed, called the 'manière charmant'. It has three basic tenets: a gendarmer must act without personal advantage or favour, must conduct themselves with nobility and grace when treating with all classes of persons regardless of status, and is to exemplify courage in all their dealings within and without the call of duty. A gendarme's oath to obey the manière charmant is a serious one, taken on the final day of their training to finalize their place within the gendarmerie. If a gendarme is found to be in violation of the manière charmant, he can be subjected to severe punishment, up to and including execution by guillotine.
Veletian Marine
The pride of Violette and the mistress of the Eastern Seas, the Veletian Marine is one of the largest and most skilled naval forces in the world. Its purple-sailed vessels patrol the seas from Violette herself to the farthest reaches of the Fleurs de Mer, keeping the republic's coast-lands free of pirates and secure of foreign aggressors. The territorial breadth of Violette's empire does not represent the full extent of the reach of the Veletian Marine, however. Veletian merchant ships carrying cargo of exceptional value will often by accompanied by war-vessels of the marine, deterring all but the most foolish pirates and other enemies of commerce. These commissioned trade outings, alongside the constancy of piracy threats, ensure that the sailors of the Veletian Marine are experienced and capable of reacting quickly and appropriately to crises as they occur. While in many foreign lands, formal military vessels are often in duty only in times of war, most ships under the command of the Veletian Marine are kept in action at all times (excluding regular repairs and inspections), leaving their captains and crew seasoned on the high seas and ready for battle.
Although the Veletian Marine is a more than sufficient force for both defending the republic and projecting its power abroad, Violette also possesses a large merchant navy. Rather than for defence, they exist for the purpose of conducting overseas trade, the primary engine of the Veletian economy. Owned primarily by independent merchant outfits, the vessels of the Veletian Merchant Navy tend to focus on speed and cargo space over defensibility, and in times of conflict (either with pirates or foreign navies) are dependent on the Marine to ensure they reach their destination.
Landscape: The republic's coast-lands, including Violette itself, are Mediterranean in climate, and relatively flat and featureless. Further inland, into the western Luzerne, the climate becomes more temperate and the landscape more varied, and large stretches of forest interspersed with gently rolling hills can be found.
Economy: The Republic of Violette's economy is strongly dominated by international trade. Most crafts centre around this fact, and by far the most common tradesmen in Violette are sailors. The republic's economy is neither entirely dominated by foreign trade nor consisted entirely of seamen, however. The immense quantity of luxury goods moving through Violette and her sister cities have given rise to many speciality trades, such as gem cutters, and the wealth produced from this flow of commodities has in turn given rise to careers catering to the rich, such as artistry.
Religion: Veletians are primarily followers of Kammeth and Lyriel, the father and mother of the world. The lesser gods are not without worship in the republic, however, and foremost among them is Kayo, the God of the Sea, who is revered by Violette's plentiful seafarers.
History: The republic has existed since before the rise of the Phoenix Empire, and the story of the formation of the Violette Senate has long been lost to the sands of time. The rise of the republic to greatness, however, is relatively recent, and was largely caused by the empire's formation. Imperial authority brought order to Ethica, allowing for an environment more conductive to trade and mercantile enterprises, which Violette has always specialized in. As the empire grew, so too did Violette's base of customers. House Gracieux's immense wealth has allowed the family to become incredibly influential in the years of peace that the empire has brought on, and permitted her influence to be felt in all four corners of the continent. Separatist sentiment is almost non-existent in Violette; the empire is coin, and coin is all that matters.
Strengths
Bottomless Coffers- House Gracieux is fabulously wealthy. The family makes a fortune off of trade with Lointaine, owns extensive tracts of land in the republic, and is the primary investor of a great number of merchant companies and other businesses all across the empire. There is not a province in Ethica that isn't home to something owned by House Gracieux.
Manière Charmant- The Veletian Gendarmerie's exceptionally qualified men and the force's rigorous organizational process ensures that the Republic of Violette's lands are some of the best policed in the Empire. Violette and her sister cities in particular are kept safe and clean by the gendarmerie, and the organization's impartiality prevents corruption within the republic's government, preventing societal decay even in a society as laissez-faire as Violette's.
Weaknesses
No Masters, No Slaves- There is a reason that lords like to keep their peasants in bondage to them. A serf may be less happy than a free man, but you can use him harder, and for more than just tilling the land, such as fighting your wars for you. The unbounded nature of the farmers in the Luzerne means that they have no obligation to fight for the Duke of Violette, and thus that the vast majority of the republic's otherwise perfect levy candidates are ineligible to be called forth. This forces the republic to rely on the the Veletian Gendarmerie and its extremely limited numbers as its land force in times of war, severely restricting the republic's combat abilities on land.
Open for Business, and Other Things- Both Violette itself and all of her sister cities are unwalled, sprawling haphazardly across the featureless, flat plains of the republic's coast-lands. The cities largely ignore concerns of defensibility in order to maximize the utility of the land they occupy and further aesthetic appeal. This lack of both natural defensive terrain and fortifications makes the major settlements of the republic very susceptible to attack, especially against the large levy armies that Violette cannot raise.
Exports
Luxury Goods- Violette's trade with the eastern continent allows the city to serve as Ethica's primary (re)exporter of various exotic and luxury goods, ranging from silk, to gemstones, to rare herbs, to coffee beans and cocoa, and all the way to caged beasts from foreign lands.
Gold- Île Couronne, one of Violette's sister cities, is built around a large gold mine, which supplies a portion of its bounty to the republic's jewellers and exports the rest as solid bars, for refinement elsewhere.
Financial Services- The various merchant families in Violette, and especially the noble House Gracieux itself, are known for using their established wealth to supply the coin needed to start up business ventures elsewhere in the empire. The financial district in Violette, just across the bridge from the Fleur de Violette that serves as House Gracieux's seat, is home to a number of banks and loaning institutions, which can store or supply coin from or for various clients throughout Ethica.
Imports
Metals- Although Violette's Île Couronne is a literal gold mine, the rest of the republic's land area is sadly bereft of significant ore deposits. Both common ores, like iron and tin, as well as rarer ones such as silver for use in Artran's jewellery, needed to be imported from other kingdoms. Even stone, an extremely common material elsewhere in Ethica, needs to be imported into the republic.
Animals- There are almost no livestock farmers to be found in Violette, and everything from cows for milk and beef, chickens for poultry and eggs, and horses for both overland trade and personal transportation need to be brought into Veletian lands from abroad. This need also applies to other products derived from animals, such as fur, wool and oils.
House Specialty: Strong Generals. Men born into this house have always been exceptional generals and have been always knwon to sntach victory from the jaws of defeat in most of their battles.
House Ancestral Artifact: The Shield of the Protector - Morgas, the general that led Queen's Lalaifia's bodyguard had been able to protect her for so long for a reason. Kammeth handed Morgas for his service, the Shield of the Protector, a shield capable of forming a small magical shield around the wielder and some of the people around him. The Shield is usually handed to the Leader of the Emperor's personal bodyguard
Important Members:
Dorias Shieldbearer(Age 24)- Current head of the house and a very promising general as the people in his house usually are. However, unlike most of the previous heads, he has chosen to be rather isolationist, only making contact with other houses if necessary. Despite this, he has kept trade relations with the other house, mostly to supply his rather barren province. He is currently unmarried, however, he does try to get himself married, if it's in the interest of his nation it's even better.
Mardanis Shieldbearer(Age 32)- Older brother to Dorias, Mardanis carries on the tradition of his house in leading the personal bodyguard of the one he sees as true Emperor. However, his loyalty lies not to the head of his house, but to the Emperor himself, taking orders only from him. And as tradition has it, he can no longer claim the seat of house Shieldbearer.
Princess Remis Shieldbearer(Age 23)- Youngest member of the house and a charming young woman. While she chooses not to play any direct role in the house, she has established a rather expansive network of spies throughout the Empire, so more often than not, she knows what's happening to the realm, if the head of a house is in financial trouble, or if the member of a house is secretly ill. These secrets, will help make her house, one of the more important houses of the Empire.
Mertenis Steelskin(Age 25): While not officialy married to princess Remis, mostly thanks to King Dorias, the young Mertenis is very much considered part of the family, only to a point however, as the king does not trust this young man to become regent of Khomeria while he is gone. Like most Khomeri people, he has silver-like hair and light blue eyes, however, unlike the honest working people of Khomeria, he is very cunning. He is the brother of the current head of house Steelskin.
Vermias Stone(Age 30)- This young man is the bastard son of Regios Shieldbearer, brother to the previous king, King Karmius Shieldbearer. Like so many of the bastards in the empire, he has no legal claim of the khomeri throne and does not seek it either. As he was placed in the Iron Guard mere weeks before the start of the Purple Plague at the age of 18. Not only has he survived the plague, but he has advanced to become the leader of the Iron Guard, now accompanying his brother and king everywhere he goes.
Marianna Stormborn(Age 24)- Sister to the current head of house Stormborn, has joined the Royal Guard and is now serving under Mardanis Shieldbearer, rumored love interest of Mardanis Shieldbearer and Laikar Steelskin
Laikar Steelskin(Age 29)- Second in Command to Mardanis in the Royal Guard, and younger brother to the current head of house Steelskin.
Morgon Shattershield(Age 30) - A massive brute of a man, standing a head taller than most men and with incomparable strength. In the Royal guard along with Marianna Stormborn, Laikar Steelskin and Morgon Shattershield.
Armonia Stone(Age 29) - A strong and cunning woman, illegitimate daughter of the deceased Veritan Stormborn, previous head of the Stormborn family. Currently the Grandmaster of the Wyvern Knights
Nation/Realms Name: Khomeria
Sigil:
Flag:
House Motto: "Raise your shields!"
Region/color on map: Orange(Above the red and northwest of the brown)
Race name: Khomeri
Racial appearance: The people of this province are rather tanned, despite having lived in the mountains for such a long time. It is common for a Khomeri to have silver colored hair and light blue eyes. The average Khomeri adult has about 80kg, while in height he would be about 1.9 meters tall. Most of the men of this nation are well built, even if they haven't trained, whilst most women have a natural beauty to them that makes them very desired by the men of other nations.
Racial traits: These people have a natural skill in smithing, and it evolved from all the mountains around the nation being rich in all sorts of minerals. This made the weapons and armors of this nation to be of top quality. However, the smiths of this nation also make the most beautiful lockets, bracelets and other pieces of jewelry.
Capital: Meraton
A very heavily fortified city with massive and thick fortifications. The city in itself is rather colourless, the city is filled with smiths to produce weapons for the ever increasing demands of weapons, armors and jewelry. The town is mostly made up of residential quarters, the military quarters, and the trading quarters and the manufacturing quarters where all the smiths and other smillar professions reside.
Capital Population: 60.000
Other Major Settlements:
Vermilias- The fortress standing at the southern entrance into this province. This fortress has been improved over the generations to be able to whitstand invasions from other provinces and is now a massive fortress complex rivaling the capital in it's size. The population of this fortress-city is of about 50.000. The Lords usually in charge of this fortress are given the title Lord Protector of Vermilias. The current head is Lord Protector of Vermilias, Fokas Stormborn
Drahmis- Situated right next to the mountains, this is where all the riches and metals of this nation come from and is one of the most important cities in the realm. It has a population of about 45.000 people, of which 5.000 are either miners or smiths. The Lords in charge of this fortress are ussually among the richest in the province and maybe sometimes the Empire. The current head is Lord Maridan Steelskin
Dertamis- This place is both the cultural and religious hub of Khomeria, the city having many towering structures and temples. This is also the place that Morgas, the head of this house was born and as such, the Khomeri consider it their most important city. The city has a population of around 45.000 people, many of which are dedicated to the temples. The current head is Lord Leimar Shattershield
Population: 312.000
Culture: Many people of the outside see the people of Khomeria as hard working smiths and proud warriors, but some see them as just xenophobic primitives sealing themselves in their own little world. In truth, they are artisans, smiths, merhcants, architects and even strong warriors when the need arises, alas, since the population has lived only with itself, it has grown rather suspicious of other peoples.
Type of Government: Feudal Monarchy with the leader of the nation taking the title of King of Khomeria and Protector of the Realm
Influence and relations: Other than being on good terms with the Phoenix Throne(after all, the head and a lot of the Emperor's bodyguard is made of Khomerians), it only has friendly relations with the only nation they consider true friends, the Kingdom of Ignis and House Duvard.
They have maintained strong relations with them, partly from necessity, as Khomeria imports much of it's food from Ignis, as such, the occasional man may whisper that House Duvard has a leverage over House Shieldbearer, however, they are quickly hushed by a proud Khomerian who consider the people of Ignis true friends.
Military - (Details on the amount and types of men available. Any war vessels from navies, go here as well, it would be important to note as this is a Middle age Setting that relies largely one levies, few have the funds for a standing army, aside from the Phoenix Throne.)
Garrisons:
Meraton: 850 guardsmen
Vermilias: 650 guardsmen
Drahmis: 600 guardsmen
Dertamis 600 guardsmen
Voldigar: 400 guardsmen
Morkias: 350 guardsmen
Armais: 300 guardsmen
Standing Army:
500 triarii- Heavy Defensive Spearmen
200 Shieldbrothers- Heavy Defensive Sword Infantry
100 Longbowmen- Medium Archer Infantry
50 Snipers- Heavy Crossbow Infantry
15 War magi
50 Reavers- Light Shock Cavalry.
50 Lancers- Light Spear Cavalry
50 Iron Guards: Heavy Defensive Spear Infantry
Unit demographics: (heavy infantry, marksman, etc and their equipment/training, remember no army in real life was ever able to field a fully rounded all capable army. Sometimes a lack of something makes it more interesting.)
The current Standing Army of Khomeria is a highly trained military force. The Triarii and Shieldbrothers are heavy and slow-moving units and as such have been armed to defend themselves rather than attack, and as such, they have learned to become a impenetrable wall of swords and spears. They are equipped with high quality steel weapons and armors. The Longbowmen and Snipers are strong ranged units, however, what they make up in high quality weapons, the lack in extensive training using them. The cavalry it's this nation's weakest link, having little to no horses, the nation focused little on the training of it's cavalry, resulting it's cavalry to be more bark than bite. The Iron Guard are the personal bodyguard of the Khomerian King and are formed of the best trained soldiers in the Khomerian army.
This nation has made one of the oddest choices a nation could do, it chose to stop conscripting troops into levies and rather maintain a small but professional standing army.
Landscape: Heavily Mountainous with forests and little to no arrable land.
Economy: Financially speaking, Khomeria is a rich nation as it is the exporter of most of the Empire's precious metals, jewelry and other metals, however, agriculturally, the nation is poor, having to import large amounts of food from other more fertile nations.
Religion:
While a large portion of the people worship Gerna to aid them in their efforts in the mine, the people of Khomeria worship a little known god that has been almost forgotten by everyone except the Church and Khomerians. This god has been in the past attributed as the patron god of Khomeria. While his name has been all but forgotten, his title still stands and resonates in the hearts of the people of Khomeria. He is called the Protector and people pray to him that he shield this nation from the threats of nature and man. The Standing army of the nation worships this little known god of the Sky Pantheon and prays that the Protector shield them so that they may see the next day again.
History: It will be built up in the RP...
Strengths:
Minerally Rich- This country, being mostly settled in the mountains, it has a massive flow of precious metals and jewelry, making it a rich nation.
Standing Army- Thanks to these riches, the nation is one of the few capable of sustaining a standing army, a small one, but a standing army neverthenless.
Nation of the Fortresses- In this nation, even the smallest castle has complex fortifications, making it all that harder to conquer by any possible invading force.
Weaknesses:
Infertile lands- Again, since this is a mountain nation, most of it's lands are infertile and uncapable of producing many crops for it's population.
Isolated- This nation has had almost no contact with the other nations for the past two generations(except the Phoenix Throne itself) and as such, it's relations with many of major and minor houses are rather poor.
No Navy- This nation, despite having a sea opening, they have chosen to not make any ships as they believe the Protector despises sailors. The only measure they take against a possible invasion is having any towns near the coast heavily fortified.
Export:
Gold
Iron
Weapons
Armors
Luxury Goods
Import: This realm heavily imports any sort of food it can to sustain it's growing population.
Head of House Kenten Cragmore, King of Erayis and Keeper of The Highlands
House Specialty Diregoat Shepherds and Handlers House Cragmore gained their wealth, which in turn gave them their rule of Stormgully and later all of Erayis, by breeding goats. House Cragmore's ancestral seat Stonereach is just as much of a fortress as it is a goat farm, and is the sole remaining source of diregoats, which have been extinct in the wild for generations. Cragmores have a natural affinity for the beasts, and though they are tempermental creatures to most untrained laymen, diregoats naturally follow orders from those with Cragmore blood.
House Ancestral Artifact The Mace and Shield of Craggan Though they are only magical when wielded together, The Mace and Shield of Craggan have been in recorded texts for "calling down great storms of lightning". In reality, however, the two serve as little more than a farming tool, as they call forth great rainclouds. The Mace of Craggan is a steel flanged mice, decorated at the hilt with the gilded bones of Craggan's own diregoat, Stonebiter. Those outside of the Cragmore bloodline find it is uncomfortably heavy for a one-handed mace, though Cragmores are able to wield it as if it were hollow. The Shield of Craggan is similarly heavy to those outside of the bloodline and light to Cragmores, and is decorated around its circular rim with more of Stonegrinder's gilded bones. The inscription on the handle reads "We Will Withstand", the words of House Cragmore.
Important Members 52 King Kenten Cragmore 33 Prince Duncan Cragmore 22 Princess Reliwen Cragmore 20 Prince Benjamin Cragmore 17 Prince Melvan Cragmore 16 Princess Sofia Cragmore 15 Prince Harper Cragmore
Nation/Realm Name Erayis
Flag
House Motto We Will Withstand
Region/color on map Navy
Race name Erayan
Racial appearance Those from Erayis are usually somewhat short, with ruddy complexions, dark hair, and brown or green eyes. They tan rather than burn, though they are more likely to turn pink-brown in the sun than copper. They frequently have jagged or pointy teeth, though this has more to do with genetics than dental care.
Racial traits Aside from their love of Harberry leaves, the people of Erayis simply aren't known for much. Though they are some of the best shepherds in Ethica, this is hardly a boastful statement. They are a very hardworking, if somewhat dry and humorless people.
Capital Stormgully Named for the frequent rainstorms as a result of Cragmores of the past dueling with their ancestral mace, Stormgully is one of Erayis's most wealthy provinces. While still a fairly small city, Stormgully boasts some of the region's most impressive glassware and stonemasonry.
Capital Population 7000
Other Major Settlements Blackpool The largest city in Erayis, Blackpool is a port for business and trading as much as it is a port for crime. Though Kenten's harsh laws have put thousands of smugglers into salt mines, Blackpool remains one of the most crime-laden cities in Erayis, with near-lawlessness in some parts of the city brought on by the corrupt rule of the region's lord, Harold Blackburn.
Tanshire Tanshire is a small city by the edge of Erayis's mountainridge. It is home to many skilled tinsmiths, goldsmiths, and jewelers. Tanshire's largest mountain, Mount Glimdir, is home to more gemstones and precious metals than any other mountain in Erayis.
Fairfield With a population just over one thousand, Fairfield is the largest village in Erayis. They supply a great deal of the country with cheese and meat, as well as fur, pelts, and other products of their local sheep and rams. They are ruled by the softspoken Lord Percival of House Godfrey.
Darrend Darrend is a city carved into the mountains on Erayis's north-western border. It is ruled by the famously brutish House Darry, whose words are "Let Them Come", and whose sigil is a freely bleeding barbarian's head on a pike. Unsurprisingly, they manage a Erayis's few river-outposts to ward off the rare river-travelling northern barbarian, and supply a great deal of Erayis's guards and soldiers.
Population 100,000
Culture Erayans are a hardy people who are as tough and simple as the lands they reside in. Aside from rarely getting sick, the countrymen of Erayis have few racial talents, and are a rustic sort who care for little of the world outside of their homeland. At best, they are viewed by outsiders as tight-knit and hardworking, and at worst they are seen as xenophobic and dim. Most are farmers, shepherds, or miners -- There is a dwindling "middle class" of merchants and artisans, though with Erayis's rise in crime and taxation, more and more move elsewhere every day.
Fensure The village of Fensure has among the lowest populations in Erayis, having grown around House Conrad's now-abandoned coal mine. It is ruled by House Conrad, which has dwindled to a sole member, James Conrad -- Erayis' prime elector, a position granted to him by Kenten Cragmore several years ago after being bribed with the remaining Conrad fortune. Type of Government Monarchy
Influence and Relations House Duvard House Cragmore has a long-standing trade agreement with House Duvar, giving them salt and the majority of Erayis' mined precious gems and metals in exchange for large quantities of iron and fish. In an attempt to boost relations, Benjamin Cragmore recently sent Guillame Duvard a neutered diregoat kid for his sixteenth birthday.
House Valian Benjamin Cragmore spent his youth in Ebonheart, becoming close friends with Elias, Lucius, and Imara Valian, who he is currently betrothed to. Valian and Cragmore have a very strong trade relationship, as Xandria now recieves more of Erayis's salt than any other country.
House Borvringska Fifteen years ago, Kenten Cragmore drunkenly lost his family's ancestral mace to King Borvringska in a round of "Hen and chicks", a popular children's game involving eggs, played similarly to bocce. Angry about his loss, he later challenged Borvringska, wagering his disabled son Harper and intentionally losing, forcing King Borvringska to sire him until his youth.
House Tallurian After House Tallurian took Kenten's offer to marry his son Melvan off to one of their daughters as an insult, relations have been fewer and colder.
House Gracieux Elouan Gracieux is currently staying in Stonereach as ambassador between Violette and Erayis, though he was only granted this position in order to spend time with Sofia Cragmore, whom he is madly in love with.
Military The military of the region is mostly devised between infantry and ram-based cavalry. Archers are well regarded given altitude and hunting culture, but are not as esteemed as those in Xandria. With that said, the region has a staunch history for using their environmental advantage for guerrilla combat, and it has been said that Erayis has won their wars "Not with swords and shields, but with very large rocks on very tall ledges". Aside from their guerrilla tactics, Erayis is known for The Black Herd, a contribution to their military from their ruling house.
The Black Herd is a specialized cavalry of diregoats, which are only bred by House Cragmore and not found anywhere in the wild -- Although not as swift or agile as horses, diregoats are capable of ramming through shield walls and barricades, as well as traversing hills and mountains without breaking much stride. The Black Herd is also used as a tool of psychological warfare, as historically, the infamous Dread Horns are sounded shortly before the cavalry’s deployment. Because Stonereach's diregoat population is kept low to create a demand for them, The Black Herd is only about 500 goats, though they are notoriously harder to kill than horses.
Landscape The lands of Erayis are plentiful with timber as well as large depths of mountains, hills, and valleys. Due to Erayis being situated in the middle of The Highlands, the weather is also a bit colder than that of their southern and eastern neighbors. Within these mountains are swathes of metal ore, occasional gemstones, and increasingly rare gold. Moreso than the rest of the mountain's resources combined, however, is salt -- Salt mines make up about 60% of Erayis's mining efforts. The vast rolling hills are also well-known for massive capacities of animal herding (ranging from sheep, ram, cattle, and fowl), hunting (deer, bear, rabbit, duck, and wolf), and general farming; though the winter seasons are harsher than that in the south of Ethica, so harvest seasons are much more regarded.
Economy Erayis is fairly wealthy, though the upper-class are disproportionately much more wealthy than their peasants, due to Kenten Cragmore's historically high taxes.
Religion The majority of Highlanders worship Kammeth, though about a quarter of the population worships Gerna, the Goddess of Mining.
Strengths Strong trade ties From the frozen reaches of the north to the southernmost tip of Ethica, Erayan salt finds its way into ports and markets. Aside from the many trade ties, Benjamin Cragmore's frequent gift-giving has cemented several long-standing trade pacts with affluent merchants in major cities.
Strong defensive army Though Erayans have no standing army other than the riders of The Black Herd, there is hardly need for any manner of trained army. Throughout the centuries, Erayans have managed to avoid being colonized despite their country's small size and wealth of natural resources through the use of guerrilla tactics. Nearly all Erayans are taught of their village's mountain's network of tunnels in adolescence -- Such secret tunnels are labyrinth-like structures that go deep into the earth, stockpiled with weapons left behind from forgotten wars. In addition, many Erayan sports and games are designed as practice for Erayan warfare. Rollby, a traditional Erayan game similar to bowling, is played by rolling a polished spherical stone, usually weighing four to five hundred pounds, down a hillside at targets made out of wood.
Weaknesses Poor reputation Kenten Cragmore is known for his infamously cruel taxes, interests in the wives of his smallfolk, hunting convicted criminals -- particularly poachers -- for sport, his shady and often suspect business dealings, and his generally bombastic and crude attitude. One of the Cragmores is crippled, another is retarded, and one is too ugly to ever be married. This, combined with their relatively new affluence stemming from Kenten's slave-labor in the salt mines, leaves many noble houses to believe that the Cragmores are somewhat nouveau riche.
Dependency on trade All in all, Erayis requires the large amounts of food it receives from the neighboring Xandria to survive. Aside from their sheep, ram, goats, and cows, Erayis is only able to farm grain. As a result, nearly three-fourths of the fruits and vegetables they receive are from Xandria, who receives the bulk of Erayis's traded salt.
Exports In descending order Salt Meat Cheese Metalwork Gemstones Imports In descending order Vegetables Fruit Wine Spice Harberry Leaves Tea Fine Goods
Simply put, Kenten is the reason most put "The Once-Great" as a prefix to House Cragmore. Born the bastard son of King Ferris Cragmore and a barmaid, Kenten began life as "Kenten Black", being sired at Stonereach with the rest of the Cragmore family. He grew up mean-spirited, unruly, and jealous of the family he never truly belonged to. This, along with his propensity for violence and large frame, made him an obvious suspect in the death of his half-brother Conrad, heir to the throne.
Winning his trial by combat by naming himself as his champion, his aging father Ferris had no choice but to legitimize him, now too old to sire more children. Since then, Kenten has become famous for his wanton cruelty, with taxes highest in Erayis's history, entire generations being born and dying in the salt mines, and peasant revolts becoming more and more frequent. That being said, his use of slave-like conditions in the previously minimally tapped salt mines have made House Cragmore (And several of their vassals) much more wealthy than before.
More commonly called "Tall Duncan" by smallfolk, Duncan is the charismatic and well-liked heir of Kenten Cragmore. Though Duncan is far from a skilled ruler, he is a skilled drinker and a skilled brawler, two traits that make him well-liked among Erayan smallfolk. Aside from his large size, he is known for being good-spirited and charitable. Finding his ancestral diregoats to be too finicky and hard to train, he is known for his immense skill on the direram, which is seen in Erayis as "the common man's steed", as diregoats are only bred by the Cragmores. His direram is dinstinctly orange-brown, and is named Rootripper.
He is a jouster who has only been bested twice, inheriting his large size and strength from his father. He has little interest in ruling Erayis, anticipating he will likely put all responsibilities on his small council. Aside from his popularity among smallfolk and jousting skill, he dislikes being questioned or challenged, and has a surprisingly fragile ego for a robust, wealthy prince.
Often called the "Second Cragmore Prince" in whispered japes, Reliwen has spent the 22 years of her life honing her martial ability. She knows she is not especially good-looking, nor is she especially clever, but she is definitely skilled. Reliwen's inherited strength makes her better-suited at using a two handed sword than most her age, an advantage she holds whenever sparring in duels. Forsaking the normal life of a princess, she has refused to learn to knit, sing, or even read, devoting her life to swordplay instead. She anticipates she will one day serve as a guard for her older brother Duncan, which she has no qualms with -- She abhors the idea of marriage.
The second-in-line heir for the throne, Benjamin is the more level-headed and well-spoken of the Cragmore brothers. What he lacks in Duncan's strength or Melvan's intellect, he makes up for in his connections, as Benjamin has seemingly made allies in every corner of Ethica. It is a well-known "secret" that Benjamin rules House Cragmore behind his father's back, sending out trade agreements, gifts, and other official documents that veto many of his father's orders. Though this has been going on for three years, nobody has yet made Kenten alert of his son's actions, as they have all been more beneficial for all parties involved than any of Kenten's decrees.
Benjamin spent his youth from the ages of ten to seventeen at Ebonheart, being sired with House Valian. It was here that he befriended Ethias, Alexia, Lucius, and most notably, Imara Valian, who he is now betrothed to. After hearing of his mother's death after an attempt at Kenten's life three years ago, he returned home to Stormgully with his diregoat, Pearlpelt.
Unlike Benjamin or Duncan, Melvan is soft-spoken and sallow. He is the only Cragmore that has not abandoned Kammeth, or even religion as a whole. Having been born sickly, he believes his life was given to him by Kammeth, and follows him unwaveringly, hoping to one day become the first Cragmore Dawnbringer. He enjoys uncharacteristic hobbies for a young nobleman -- Most of his time is spent either in prayer, walking through the nearby forests, or tending to household chores. He believes keeping himself disciplined and occupied will keep him in Kammeth's graces, thinking that to be born to Kenten Cragmore is already a curse enough. He has a fairly noticable limp, and walks with a blackthorn cane, topped with a silver goat's head.
Sofia Cragmore is the youngest of Kenten's daughters. While not especially beautiful, and not especially clever, she expects that her singing voice is what will grant her a good husband, and rarely raises her voice as a result. Second to her singing is her skill as a harpist, which she is equally proud of. She is closest to her brother Duncan, seeing Reliwen as too manly and unpleasant, Melvan as too quiet, and Benjamin as too serious and prideful of their meager ancestry -- She dislikes her family history as a whole, feeling that an ancestry centered around goats is unladylike and that her father has ruined what remained of the Cragmore name. She hopes to get married soon, if only to distance herself from her house.
Fifteen years ago, Kenten Cragmore drunkenly lost his family's ancestral mace to King Borvringska in a round of "Hen and chicks", a popular children's game involving eggs, played similarly to bocce. Angry about his loss, he later challenged Borvringska, wagering his disabled son Harper and intentionally losing, forcing King Borvringska to sire him until his youth.
The Cragmore family knows little of Harper, and to Kenten, this is more than fine. Born 'different', Harper has trouble vocalizing his thoughts, speaks with a stutter, and has trouble with fine motor skills. Flat-faced and slope-eyed, it is easy to tell he was born with a defect, which garners both pity and disdain from those around him. Although he has the mentioned setbacks, he is unusually talented with swordplay, from fencing to using greatswords. He knows very little of his Cragmore heritage, having been won in a bet with King Borvringska as a newborn.
Head of House: King Aethlar VI 'The Green', also known as The Green King.
House Specialty: The Caernavir have always fancied themselves as paragons of the middle path. Traditionally seen as caretakers of sensibility, they have used their position as one of the breadbaskets of the kingdom and a major exporter of both grain and fruit to leverage themselves into a position where their intervention and carefully constructed diplomatic web has averted dangerously volatile situations on a kingdom-wide but also on an imperial level.
Many a crisis has had the soothing input of a member of this family. Arbiters of peace, the main motivation of the Caernavir is to avert war at all costs. The reason for this is simple; in times of war, the breadbaskets of the empire become increasingly valuable targets. After all, if one side can cut off the supply of bread from the other, then the war is essentially finished. The ransacking, looting and rape involved in this sort of behaviour is something that the inhabitants of this pastoral kingdom feel is best avoided at all costs. Some see this as cowardice, the Caernavir see it as sensibility.
House Ancestral Artifact:
The Lute of the Verdant Wanderer
This instrument has been recorded as an artefact belonging to the Caernavir since time immemorial. A simple device at first sight, on closer inspection one will notice that the lute is still warm to the touch, and the wood which it is made from feels slightly moist and is unvarnished, with small veins of moss running through its somewhat soft body. All of this adds to the impression that the instrument is a living and breathing entity.
All members of the Caernavir family are taught to play the lute expertly, as this particular instrument, coupled with a particular set of notes only known to select members of the royal household, is rumoured to be capable of reversing the effects of a devastating drought, flood or other crop-ruining happenstance and allowing fresh shoots of grain to come from otherwise malnourished ground. As somewhat banal as this might seem compared to a flaming sword or a bracelet that summons a dragon, the lute has been absolutely instrumental three times in reversing the fortunes of the kingdom in times of uncertain weather.
Important Members:
King Aethlar VI 'The Green' (aged 23) - Nicknamed the 'The Green King' by an affectionate people for his interest in riding out in the pastures that surround his Royal Palace, Aethlar is everything one could hope for in a young king. He is handsome, charismatic, tall, athletic, and fundamentally uninterested in the necessities of his role. The people adore him, but there are concerned whispers amongst the nobility of the kingdom as to who really holds the reigns of power while the King cavorts around and organises sumptuous jousts and games for him and his other young friends. He has dazzling green eyes and sandy hair.
Queen Eadrith of Red Roost (aged 16) - Quite why the King personally chose the exceptionally plain daughter of the Lord of Red Roost, the most northerly city of the kingdom, is a mystery to most of those 'in the know' in the kingdom. Placid, pious, timid and generally assumed to be uninteresting, Eadrith is pregnant with the first child of her husband. Is she quite as much of a wallflower as she seems?
Queen Hiltruda, the Queen-Mother (aged 48) - Hiltruda is assumed by many to be the real power behind the throne. Her husband Aethlar V was famously profligate and uninterested in the affairs of trade and diplomacy, but unlike his eldest son he was fundamentally less easy to control. It is rumoured that his mysterious death in a riding accident was organised at least in part by Hiltruda, whose son is more than happy to let his doting mother take on some of the most mundane aspects of government. Hiltruda is much more physically imposing than her meek daughter-in-law, and though age has begun to round and sag her figure, her icy gaze and raven black hair continue to inspire intimidation in all but the most foolhardy noble. She holds an enormously influential position at court.
Prince Lethlin di Caernavir (aged 20) - The second son Aethlar V and Hiltruda, Prince Lethlin is decidedly more governmental than his brother, and is somehow even further under her influence. Joked about as her 'chief henchman', Lethlin is highly educated and dangerously diplomatic, often acting as the chief trade envoy of his family when his brother is otherwise indisposed or when foreign dignitaries have trouble treating with a woman. He is swarthier and shorter than his elder brother, with a willowy figure and a slow, loping manner of speech.
Princess Alissera di Caernavir (aged 55) - The eldest sister of the deceased Aethlar V, Alissera was set for a profitable marriage with her father's most influential vassal the Count of Ygris, but she was struck down at age seventeen with the Red Pox. The epidemic also killed her father, King Lethlin II, and several other notables in Harksmoor. This left her with a curved spine and a pock-marked face, to the point where she was considered unmarriageable and left to reside at her brother's court. Never seen in public without a heavy black veil and attended by her sombre ladies-in-waiting, Alissera has gained something of a reputation amongst the poorest citizens of the nation as a mysterious and fearsome figure. Privately, she is perhaps the most educated member of the family, reading extensively on an enormous variety of subjects and writing a large amount of philosophical and religious works.
Princess Haldetrude di Caernavir (aged 18) - The third and youngest legitimate child of Aethlar V, Haldetrude is known to be closest to her sister-in-law Queen Eadrith. She is tall, with an elegant disposition, and is an accomplished musician and dancer. Considered the most eligible virgin in the kingdom, suggestions for her marriage are mooted constantly. Like Eadrith, she is not considered exceptionally political by the wider nobility.
Lord Gaewin di Faz-Caernavir 'the Blackheart' (aged 23) - Technically the eldest son of King Aethlar V, Gaewin is a bastard born between the King and Alysandra di Recksmanworth, an attendant to Queen Hiltruda. He is nicknamed 'the Blackheart' somewhat incongruously by his enemies, mainly because of his unsociable disposition. He is employed as the captain of the Royal Guard, and was ennobled in a rare act of amiability by his half-brother after his father's demise. He is known to be close to his aunt Alissera but estranged from the Queen-Mother and his other half-brother Prince Lethlin. He is also notable for the disproportionate amount of time he spends with his male valets and attendants, and his apparently unwillingness to seek a wife.
Lady Eadgifu di Faz-Caernavir (aged 20) - Sister to Lord Gaewin, second bastard child of King Aethlar V. Eadgifu is devastatingly beautiful, with a long mane of silvery-blonde hair and the characteristic green eyes of the Caernavir. She is largely kept in the company of her brother, though it is rumoured that she spends an unacceptable amount of time in the company of various prominent noblemen in Harksmoor.
Princess Gerberga, Countess of Ygris (aged 49) - Second sister of King Aethlar V, married the Count of Ygris in the place of her sister. Gerberga is not as closely involved in the political intrigues of her female family members due to her residence Autrisia, but there are rumours in grassy Ygris that she exercises a suspicious amount of control over the merchant families who have the right to export grains and cereals to other parts of Ethica. She is a plump woman with a kindly face, and famously opulent in her manner and dress.
Princess Ariette Gracieux née di Caernavir (aged 40) - Aethlar V's youngest sister and Lethlin II's youngest surviving child, Ariette is the wife of Reynold Gracieux and the mother of Xavier and Tsirine Gracieux. Known in Violette simply as 'Lady Ariette', the aging Princess is tall, with somewhat broad shoulders and long brown hair, much more reminiscent of her deceased brother than her sisters. Strong-willed and hardy, she has taken to Veletian culture even more than her ascetic husband. She is not particularly fond of her nation of birth, both because of its relative backwardness in contrast to her current station and also because she had always been fonder of her brother than either of her sisters, and the rumours surrounding his death caused her to limit contact with Hiltruda and Alissera especially. She is good-humoured and straightforward in a sensible way, with a formidable constitution that spared her from catching the Red Pox that claimed her father's life and her sister's beauty.
Nation/Realms Name: Gwethydd
Race name: Gwethyn - humans.
Racial appearance: The Gwethyn are generally fair-skinned but tan easily under the sun. The peasants are small and stocky, with a disposition towards muscle due to their agricultural lifestyle. The most common eye colour by far is green, with some 75% of the population possessing green eyes. Next most common is brown, which is largely concentrated in the slightly warmer southerly regions of the kingdom. The nobles are generally quite tall, with heights for a man averaging out at around 5'10, and are renowned for their physical hardiness too - Gwethyn noble culture dictating that they must participate as much as possible in competitive jousts and testosterone fuelled bouts of physical strength. The fashion is for men to remain clean shaven and to wear their hair at a middling length, while women nearly always keep their hair long.
Racial traits: The Gwethyn are known for their general good-nature around Ethica, and are renowned for how well-fed their peasant folk seem to be and how upbeat most people encountered while passing through the kingdom are. Gwethyn are also known for their hospitality and generally high level of diplomatic skill, though some postulate that this may be a sign of either cowardice or duplicity. The nobility of the kingdom are renowned for their jousting skills, as well as their penchant for great romantic gestures - most nobles are accomplished dancers, singers and poets, leading to Gwethyn men being regarded as somewhat effeminate by those of the northern nations.
Capital: Harksmoor is the administrative and cultural capital of the Kingdom of Gwethyn, and is the major seat of royal power for the Caernavir dynasty. Strategically located near the centre of the kingdom, all major roads were purposefully designed by King Raethlar III 'The Bricklayer' to lead back to this city. Therefore it is a bustling metropolis by Gwethyn standards, with grain arriving and being sent out to various stations around the Empire constantly. It is also the centre of Gwethyn arts and scholarship, which are not insignificant, and contains Eldva University, which is the major training post for the Gwethyn priesthood and scholarly elite alike. Harksmoor is famed for its fine marble architecture; the best in the kingdom, designed primarily to entertain ambassadors, and its wide open green spaces and plazas, which incorporate orchards of citrus trees from which local people are free to take lemons and oranges as they see fit.
Capital Population: 41,000
Other Major Settlements:Red Roost (population: 19,000) - The Count of Red Roost is often held to be a powerful vassal in the kingdom, not due to the wealth of his lands (which are mainly forest and so not arable) but due to the situation of his capital in the far north of Gwethydd. Red Roost is located in the depths of the Heldamar Forest, which has led to a common joke in Harksmoor being that it actually doesn't exist. Nonetheless, as the most northerly city, Red Roost is generally the first stopping point for travellers from the more northerly parts of the Empire and has, in this vein, picked up a minor reputation for licentiousness and bawdy-houses.
Autrisia (population: 17,000) - The Count of Ygris holds an unremarkable capital in the far west of the nation. Consisting generally of wooden residences with Castle Austri-Heinder dominating the skyline with its tall black parapets, this town serves as the administrative and trading capital of perhaps the most fertile crescent of land in the entire kingdom, and so its population can balloon to over 30,000 after the harvest when the local peasants and small-holders gather to flog their wares to be sent back to Harksmoor or beyond.
Farlook Post (population: 24,000) - The second most populous town in Gwethydd is also its main port, situated in the east of the nation. It is something of a misnomer; it was established just over a century ago by King Aethlar IV and was originally a small post - a cursory expedition by the generally inward looking and insular Gwethyn, but quickly expanded as various foreigners gathered to trade luxury goods and spices into the kingdom. It is currently governed in tenure by a group of influential merchants called The Convocation, who keep a close check on international merchant behaviour and act as a sort of unofficial bank in all parts of the kingdom.
Population: 1,500,000 (of which c. 130,000 are urbanised).
Culture: The Kingdom has a reputation for excellence in scholarship and arts, most generally associated with Harksmoor and its university. Poetry and music as well as the composition of treatises on religion and philosophy are commonly produced in Gwethydd and distributed throughout the Empire.
Generally regarded as a somewhat patriarchal society, inheritance laws mean that the existence of Queen-Regnants and Ladies who rule suo jure is relatively rare; though the kingdom has a reputation for its wily women and dull-headed men. The deaths of several of its kings in questionable circumstances have led to long and prosperous regencies under a succession of Queens-Regent.
Fashion wise, the poor of Gwethyn favour sturdy leather or cloth to be worn in the fields and used for tilling, and generally reside in small cottages collected in hamlets or villages. Most farmers are directly tithed to a landowner who himself will probably answer, along with six or seven others, to a minor noble or 'Swaysman' who owns the land at the grace of a local Baron, who may himself do so either in his own right or under the vassalage of a Count, the highest level of nobility.
The wealthy members of Gwethyn society are unafraid to show off in terms of fashion, with elaborate hairstyles amongst the women being particularly popular. Unmarried women wear their hair down and brushed straight so that it collects around their waist, and usually only decorate it with thin golden bands or other less extravagant items. Married women are distinguished by wearing their hair up in tall and elaborate hairstyles, often fastened with diamond broach pins and signets of the house that they are married into. Apart from that, Gwethyn fashion is generally conservative, with the bearing of cleavage being generally seen as vulgar.
Type of Government: The King is advised by a Conclave of Elders, which consists of five councillors selected at his own will. Traditionally these would have comprised of the most senior members of the Gwethyn aristocracy, but over the years successive monarchs have moved this into a more appointment based system.
Aside from that, the King operates a relatively loose amount of control over his vassals. Centralisation is low and usually only necessitated by the unparalleled infrastructure provided from Harksmoor, and so the vassals rebel sparingly.
Influence and relations:
The Heartlands - Tilrinics and Gwethyn are very similar culturally, both cultures are known for producing good orators and love the arts. The Imperial Family has traditionally kept good ties with a breadbasket of the Empire. There has even been a marriage alliance or two over the years. The Caernavir capitulated without a fight in the beginning of the Empire, only the second peoples to do so. To this day they make up a good number of the Imperial regiments since the common folk of both provinces get along so well.
Kawachia - The Kawachians are frequent students at the Eldva University, and grain is exchanged with the Kawachians in exchange for pearls, but the Gwethyns are suspicious of the disloyal nature of their far southern contemporaries. Furthermore, an incident at a tourney around fifteen years ago where Mottay 'Hammerhand' Vagot killed King Aethlar V's cousin Garold di Caernavir at a tournament, leading to the Brigadier-General losing his hand and the confiscation of House Cragmore's ancestral mace (which Mottay had just won in a bet) have caused a small amount of tension between the two otherwise tolerant nations.
Military - Standing army - none. Full levies raised - 35,000 men. Normal levies raised - 15,000 men.
Unit demographics: The Gwethyn army is largely based on mobility, and is largely comprised of skirmishers and archers. The nation is also famous for its slingers and spear-throwers, who have been known to hit a target at a hundred paces. Cavalry is also well accounted for, but is generally comprised of light cavalry that is used to harry and chase down fleeing foes or heavier, less mobile enemies. There is a noted lack of both heavy cavalry (i.e. knights, which are absent apart from the small privileged class who can afford heavy armour) and heavy infantry. It is also slow to muster, and takes valuable men away from agricultural work.
Landscape: The landscape of Gwethydd is temperate and generally quite flat. There are some forests to the north and some hills to the west, but apart from that the main crescent of its land is well sourced with a criss-cross of minor rivers and protection from the western hills so as to provide perfect conditions for the growing of most major grains and fruits.
Economy: Well off to a point, but enormously disproportionate. Some 90% of the Gwethyn population are serf peasants who live in tithe to the land.
Religion: There are rumours of a host of folk deities being venerated in the northern forests, and efforts (which some would call desperation) are made in the theological and philosophical capital in Harksmoor to bring these into line with more traditional imperial theology. There are also strange whisperings that members of the royal family, particularly the Queen-Mother and her sister-in-law, have made dangerous investigations into the mysteries surrounding Azueral.
History: Gwethydd was one of the first kingdoms to capitulate into the Empire, almost without a fight. It swore its allegiance under the reign of King Aethlar I 'The Prudent', who oversaw that it took its rightful place as one of the chief suppliers of the most basic commodity that any nation requires in order to increase its power. Before that, Gwethydd had been a loosely backward conglomeration of unaffiliated nobles, with only the area immediately surrounding Harksmoor being ruled as any sort of 'kingdom'. It was partly bluff to convince the first Empress that Aethlar held control over as much land as he claimed to, and it was only as a vassal that he was able to claim the vast majority of the province.
The Kingdom holds the distinction of being one of the only vassals to never have rebelled against the Empire and so has a reputation, depending on who you ask, of loyalty or of complete cowardice and spinelessness. Famous for mediating in disputes, the kings of Gwethydd have been an almost constant presence in correspondence with those who ruled Ethica, some of whom regarded the kingdom as a nuisance and others who saw its worth and kept it close.
Recently, King Aethlar V was killed in a riding accident and his profligate son Aethlar VI succeeded him. Rumours abound about whether the Queen-Mother or any other members of the royal family were involved, and the Kingdom must resolve its own shaky hold on power as well as offering its effervescent council to the Empire at large.
Strengths: Diplomacy, a major breadbasket, peace within the kingdom.
Weaknesses: Weak army, dangerous infighting within the royal family.
House Specialty: House Viriathus has recently become renowned as innovators in the design and construction of plate armor. Thanks to their ore-rich lands and strategic location in Gwethydd, along with the careful fostering of a now-famous smithing guild, House Viriathus rightfully boasts the most advanced armor in all of Ethica.
House Ancestral Artifact: Although not nearly as potent as the relics given by Kammeth, House Viriathus has (at great cost to the House) purchased an enchanted dowsing rod from a Magus in Solcere. This rod is used to find new ore deposits in Viriathus lands.
Important Members: Lord Edryd Viriathus (23 years) - A man of muscular build, Edryd stands at 5'11, and weighs roughly sixteen stones (160 lbs). His arms are slightly longer than normal, and his hands are heavily calloused. Edryd has a clean-cut face, and a closely cropped haircut. His eyes are deep set and dark green. He possesses strong, angular facial features, along with thin eyebrows and a small nose. Most would consider Edryd at least moderately handsome. Edryd works hard to come across as a graceful man with a noble demeanor. Off the battlefield, his words brim with charisma and eloquence; on the battlefield his tone is clipped, strict, and brokers no debate. He has cultivated a reputation as an honorable man, though he has demonstrated a streak of ruthlessness in his past; though nothing that goes against the rules of chivalry. Edryd is incredibly ambitious, and possesses the utmost confidence in himself, bordering on complete arrogance. He is a cunning and opportunistic tactician, and these traits follow him off the battlefield as well. He values friendship very highly, though he holds long and sometimes petty grudges. He is prideful of his abilities and though he does not outright boast, he lets everyone know of them. He is oft said to be somewhat stubborn, absolutely convinced of his abilities.
Lady Gwendolyn Viriathus (17 years) - The younger sister of Edyrd, Gwendolyn is pale-skinned, has light green eyes and auburn-red hair. Her freckles have mostly faded as she's reached young womanhood, but there are still some visible, dusting her cheeks and nose. She has a ready smile and is considered one of the most eligible maidens in the realm. Gwendolyn is quite educated and intelligent, often surprising others with her quick wit. She is a hopeless romantic, though not the most proper of young women.
Lady Aerona Viriathus (46 years) - The mother of Edryd and Gwendolyn, Aerona is a statuesque woman with long, fair hair and a refined, beautiful face. Though well into her middle years, she looks surprisingly young. Aerona is extremely intelligent and used to enjoy participating in the political arena but as she grew older, and after her husband died, she became more straightforward and less concerned with social standing and reputation. She can be coy and sometimes a little manipulative, a remnant from younger days, but is every inch the noble matron: gentle, strong, and keeps a clear mind in a crisis.
Realm: County of Harndon (southern province in the Kingdom of Gwethydd)
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House Motto: Honor et Virtus
Race name: Gwethyns; Harndons
Racial appearance: Besides being a bit more tan on average, they look like normal Gwethyns.
Racial traits: Harndons are a famously hospitable people, willing to open up their households for all manner of strangers. They have a very dry sense of humor, delighting in telling jokes that fly over some unfortunate's head. Besides that, they bear little difference to their brethren Gwethyns.
Capital: Albinkirk was originally founded two centuries ago as the fortress of Montfort. Constructed on a hill overlooking the Albin river and miles of flat plains, it allowed whoever holding the fortress to control huge swaths of land. As Montfort grew in importance, villages sprouted up around the fortress, and it eventually became a trade hub. When the lands of Harndon were granted to the House of Viriathus seventy years ago, the House declared Montfort as its seat and constructed the city of Albinkirk around it, thereby making Montfort the citadel of the city. Since then Albinkirk has exploded in growth, becoming a major economic center in not only Harndon but in the entire Kingdom of Gwethydd.
Capital Population: 27,000
Population: ~240,000
Other Major Settlements: Wealdstone(8,500): A medium-sized mining town in the heart of Harndon. Dumbria(6,000): A somewhat small town on the lake serving as the main thoroughfare between Gwethydd and its neighboring countries. Portlethen(12,500): A large port, at least by Gwethydd standards, on the eastern coast of Harndon.
Culture: Harndons bear little difference culturally to the rest of Gwethyns.
Type of Government: Similar to the King, the Count of Harndon is advised by a small council made up of the lower nobility who are proficient in their respective fields, such as theology, politics, etc.
Influence and relations: Being a relatively new, albeit prosperous, House, Viriathus has few good relations beyond those with their liege lords. Whether through jealousy, perceived slight, or the break in the heavily-traditional nobility, House Viriathus has made few friends in the court. Even so, they regularly import horses from Dreiden and have a very strong influences on the merchant and trade guilds in Gwethydd.
Military - Crimson Company: 1,200 Professional Soldiers Full Levies: 5,000 Men Normal Levies: 2,500 Men
Unit demographics: Edryd heads the Crimson Company, a professional army-for-hire consisting of two-hundred fully equipped lances, which is roughly twelve-hundred soldiers. Each lance has six members: a heavily armored man-at-arms (plate armor, barded horse) and his similarly equipped squire or page, a slightly lighter armored serjeant (plate armor, half-barded horse), and three longbowmen in the Gwethyn fashion (coat of plate). Every soldier is mounted and has at least two horses; one for riding and one for battle.
Besides the Crimson Company, Harndon is able to raise perhaps five thousand levies and equip them somewhat well with partial mail and leather armor. Levies are armed in the Gwethyn fashion.
Landscape: Harndon is full of rolling hills and wide plains. Towards the west are mountains where the majority of ore mines are located. The north contains a large citrus growing industry involved with the export of grapefruit wine. The Albin river cuts through the center of the province, on one stretch which the capital of Albinkirk sits.
Economy: Harndon is a fairly prosperous province as far as Gwethydd counties go. While the majority of the population are poor serfs, Harndon has a thriving merchant class and many large trades Guilds.
Religion: Harndon is traditionally imperial in their theology.
History: Harndon was granted to the House of Viriathus after the previous House holding it died out. Viriathus had previously been a small chivalric house without land and possessing little more than their title of nobility. However, due to their well-regarded integrity and attentions to the chivalric code, Harndon was granted to them.
The House quickly set to work with their new lands, turning what had been a province of under average wealth to a relatively prosperous realm with large trade and merchant guilds. The development of Albinkirk was heavily invested in, as well as new roads leading to the city and a wharf to facilitate trade over the Albin river. The ore mines in the western hills and mountains were expanded, and the farms to the east were reinvigorated. The House continued along this course of development and investment for two generations, including under Edryd's father.
However, when Edryd came of age, he left Albinkirk to pursue his dreams of adventure and fame. He was not likely to inherit the family lands for many years, and believed he had learned all he could from the city. He sold the the majority of his worldly possessions and took some small loans to recruit the first five lances of what would come to be known as the Crimson Company. One of these lances persist to this day, and make up some of Edryd's closest advisors, commanders, and friends. Initially he took small work such as reinforcing garrisons and driving out bandits, marauders and the like. However, as word spread of the professionalism of his company, he gained ever more lucrative contracts, which in turn allowed him to expand his company.
Eventually the Crimson Company was hired by a minor Ethican county in their war against two of their neighbors. There, Edryd displayed his tactical prowess by achieving an incredible victory against an army three times his size while leaving his company relatively unscathed. He would go on to achieve several more impressive feats of arms over the following years.
Following his father's untimely death, Edryd has returned to Albinkirk with the Crimson Company. He has already made several changes to the estates, further developing the trades guilds and completely revamping the Harndon military. He has adopted the non-traditional (in Gwethydd) style of war involving heavy cavalry and infantry, though retains the Gwethyn longbow as the standard over other bows.
Strengths: Modern and well-equipped army, ore-rich, relatively wealthy
Weaknesses: Upstart house (animosity, few friends, small house, few connections), young city and somewhat lacking in infrastructure.
Head of House: Grand Duke Ormoneric Tribal, Lord Steward and Khagan of the Kawachian Islands, Malefactor Advocate to the Emperor of Ethica, Despot of the Island of Verbera, Khan of the Island of Acantha, Anax of the Island of Balatro, Emir of the Island of Iecur, Jagir of the Island of Cetus, Supreme Sentinel of the Southern Sea, True Ruler of the Province of Ignis, the Province of Dreiben, and the Sun Isles by Right of Conquest and Merit, Grand Admiral of the Kawachian Navy, Fleet Admiral of the First Fleet of Kawachia, and Grand Marshal of the Ducal Forces of Kawachia. (M, 52, Single)
Governors:
Sarapis Tribal, Governor of Acantha (F, 24, Single)
Ephidel Tribal, Governor of Iecur (M, 31, Single)
Amatus Phano, Governor of Cetus (M, 38, Married)
Knossos Argider, Governor of Balatro (M, 34, Single)
Haughray Vagost, Major General Acantha First Ducal Army (F, 75, Single)
Aechalchleon Tribal, Vice Admiral Second Fleet (M, 27, Married)
Mottay 'Hammerhand' Vagost, Brigadier General Iecur First Ducal Army (M, 40, Divorced)
Trianne Argider, Admiral First Fleet (F, 46, Divorced)
House Specialty:Siegecraft House Chalarensis has a longstanding history of being highly effective at waging sieges. From the ancient times when their founder Chalarensis sacked the city of Prachtvoll, to their successful repulsion of the Veletian Usurper Andrea's siege of the capital city of Indignor, any learned scholar of history in Ethica can be relied upon to cite numerous sieges waged by House Chalarensis when asked to recount pivotal battles of the reunification.
The Derecho Blade
The Derecho Blade is a heavy cavalry saber, reputedly the same one emblazoned upon the crest of House Chalarensis and purportedly used by the founder himself in the unification wars. Originally owned by an unknown Duke within the now-province of Ignis, it was seized by the House Founder as a prize of conquest prior to their subjugation by Empress Lalaifia. Despite the historically turbulent affairs of House Chalarensis, the artifact has by all accounts been kept more or less secure in a small number of vaults for most of its documented existence, with few recorded instances of use by house members. For a time in the late thirteenth century some members of the house brought it with them as an official armament to tournaments, though due to various circumstances it never saw use. This ended when Mottay 'Hammerhand' Vagost nearly lost the blade as a bet in a children's street game, leading to its permanent storage in a high-security vault of the Ducal fortress of Indignor.
The actual power of the blade, if any, remains a mystery to modern scholars. Ancient accounts from the wars of unification vary wildly in regards to its potency. Some stories state that the blade was slow-forged in arcane fire, necessary to render steel strong enough to withstand blows from its wielder (whether this was the original Chalarensis or the nameless Duke is unknown), purportedly strong enough to shatter any normal weapon they used. Other tales state that when used, the wind always turned to be at the back of the wielder. Still others say that the weapon was capable of conjuring actual derechos whenever thrust straight up towards the Heavens.
There is little actual evidence to support any particular claim. No living member of House Chalarensis claims to have wielded the blade or to know what powers, if any, that it might possess.
Racial Appearance: The peoples of the Kawachian Islands have been indigenous to those lands since before the wars of unification, being considered ethnically distinct from any of the peoples of mainland Ethica. They are generally dark-skinned, with hair that grows to increase a greater amount of surface area across the top of the brow, and with all hair amongst their population being black in coloration and growing straight, being neither wavy, curly, or scraggly by circumstance of birth. Any additional differences from the other races of men present on the mainland or otherwise are considered to be negligible. Interbreeding is possible and commonplace, they possess an average degree of magical potency and natural talent relative to other species of men, their lifespans are equivalent, and their physical capabilities are equal in all regards.
Cultural Traits: Prior to their subjugation by House Chalarensis in the wake of the unification wars, the native Kawachian people possessed a modest culture wherein they worshipped a pantheon of foreign gods distinct from those worshiped upon Ethica. The extent and depth of their culture was limited by their oral tradition and (relatively) low numbers, complicated by frequent skirmishes with local Mongerl populations and cicada-timed plagues. Upon their subjugation, any cultural identity they may have existed was effectively obliterated as a side effect. The modern Kawachian natives worship a small number of their original gods, although these are obscure and vary by island. Little to no documentation of their religion exists due to widespread apathy by the administration of House Chalarensis. Kawachian culture otherwise varies wildly depending upon island and the relevant geopolitical climate, the best-known being the decadent and hedonistic populace of Northern Verbera, particularly within the city of Lautitia but extending out as far as the small village of Venatio. Little official documentation of other forms of modern native culture exists due to the xenophobic and paranoid tendencies of House Chalarensis.
Capital:Indignor (Verbera) (Pop: 12,000). Major Settlements:
Lautitia (Verbera)
Iugulum (Verbera)
Sudor (Cetus)
Kayo Lighthouse (Balatro)
Claustra (Iecur)
Meridies (Acantha)
Population:1.2 MillionExcluding Mongerls
The history of House Chalarensis begins not on the islands of Kawachia, but on the coast of Southeastern Ignis, several decades prior to the unification wars. The house founder Chalarensis (whose last name is lost to the annuals of history) was born to an obscure Baron, who inherited his holdings at a young age due to war. Responding in kind, Chalarensis apparently conquered several surrounding lands and regions, eventually defeating an unknown Duke in battle and thereafter proclaiming for himself the title of Archduke by right of conquest and merit, planning to eventually assimilate additional surrounding lands to become king.
Such plans never came to pass, as Empress Lalaifia then entered Ignis and was enthusiastically joined by the neighboring kingdom of House Duvard. Due either to a mishap of communications or a poor initial evaluation by the Archduke, the Empress swept through Chalarensis' lands, sweeping aside the militias therein and laying siege to his ancestral hold whereupon he was forced to surrender. Most of his lands were remitted to House Duvard as part of the unification of Ignis, though at the time Archduke Chalarensis was permitted to retain possession of his ancestral palace.
Despite the disastrous initial conflict, Chalarensis nonetheless became a vital and valued vassal of the Empress. His natural talent and skill for siegecraft and as a tactician led him to victory many times in battles across Ethica. The Archduke became fairly popular and renown for his effectiveness, and official plans and negotiations were made to absorb his bloodline into House Duvard through marriage in order to retain him as an adviser in a direct capacity to the empress.
These arrangements changed near the end of the wars, during the unification of Dreiben. At first Chalarensis was merely called upon to combat the horselords and their armies, as he was amongst other things an accomplished leader of massed cavalry charges and was noteworthy for leading a number of such charges personally. However, after a failed initial siege of the capital city of Prachtvoll by another House Chalarensis was instructed to siege and capture the city in their place, and also to capture several members of the Practen nobility alive. For reasons that are unclear, Chalarensis allegedly either instructed or permitted his soldiers to defile and murder every noble prisoner captured in and out of battle directly in contravention to the direct orders of Empress Lalaifia, resulting in the nearly complete purge of the Practen bloodline during the sack of Prachtvoll as a result.
Due to the Archduke's popularity and his service to the Imperial Throne, the Empress waived execution in favor of stripping Chalarensis of his title, relegating him to the status of Grand Duke within the Imperial Hierarchy. He was then awarded the Kawachian Islands for his service during the unification wars, and promptly but quietly exiled there along with the entirety of his house and general staff.
At the time, the Kawachian Islands were largely unexplored, home to a threadbare population of natives plagued with disease and frequent skirmishes with Vilespawn Mongerls who infested the islands. Initial surveyors had simply mapped the ridges of each island, named them, and then left, and as such the islands were never truly unified. The official record of the Imperial Throne indicates that there was insufficient cause to do so given the lack of a preexisting, widespread populace to unite. It is understood by most historians that the Empress Lalaifia intended Chalarensis' exile to the islands to effectively be a death sentence intended to extinguish his line and house.
Such did not come to pass. Having been exiled with the rest of his house and general staff, Chalarensis was able to organize several small villages of natives, gathering their numbers together at his landing site while erecting barricades and palisades to fend off the Mongerl hordes. Using medicinals brought from the mainland in conjunction with practical applications of hygiene control (including the use of latrines, quarantine huts, and sterilization via boiled water), he was able to stabilize their numbers and began forming them into a trained militia. Eventually forming a small military force, Chalarensis then began a decades-long campaign to conquer the five islands.
According to notes penned by Grand Duke Chalarensis himself around the time, he felt a pressing need to populate the islands as quickly as possible so that he might build a sufficient military power to ensure his line would eventually reenter the graces of the Imperial Throne. He knowingly implemented policies depriving women of rights, confining them to harems and brothels with the intention of breeding a new generation of soldiers and laborers necessary for his vision of a unified Kawachia. While these laws are no longer in effect in the modern day, their influence can still be felt culturally as most women are treated as property. The Grand Duke also unintentionally laid the groundwork for future policies by his descendants and their totalitarian governance of the islands through extensive writings on his own personal grievances and resentment for his exile, many of his documents remaining preserved and being held as manifestos by his House and descendants.
Eventually Chalarensis faded from history, and rule of the islands was passed on. Over the centuries, without the firm and seemingly invulnerable rule of their founder, House Chalarensis experienced a series of seemingly nonstop political disasters and catastrophes that modern historians refer to as the Reign of Horror. The House constantly struggled to retain control of the island through a number of military coups, native revolts, and several instances of internal schism. The primary cited reason as to why the islands' overall population is not greater is the deaths in the hundreds of thousands caused by the senseless bloodshed and skirmishes within that span of time.
Approximately 700 A.U., then Grand Duke Eutiende Tribal managed to assert a modicum of order over the islands by implementing the basic agreement to permit members of the House apart from the Head of House to govern the four smaller islands, where previously the Head of House asserted total incontestable sovereignty across every island. This deceptively simple measure marked the beginning of a truce between the four most prominent family lines amongst House Chalarensis, who stood together in order to enforce a proper sense of stability amidst the lineage whereas previously most of the individual house families had acted on the principle that they alone were the trueborn heirs to the title of Grand Duke and rule of the islands.
One of his brothers, Konoave Phano, was designated Governo of Acantha, unusual amongst his House for his marriage to an outsider and native to the Xandrian Sun Isles, one Duchess Andrea. She encouraged Konoave to declare himself Grand Duke of the Kawachian Islands, and shortly he was murdered. The responsible party remains unknown to this day, although nearly all authorities of note agree that the most likely suspects were Duchess Andrea herself or Grand Duke Eutiende. Regardless, Andrea proceeded to blame Eutiende, declaring herself Grand Duchess of the Islands of Kawachia and mobilizing both a Kawachian and Sunvale fleet to sail on and lay siege to Verbera's capital city of Indignor. This came in the wake of several of the governors of the other islands revolting, requiring Eutiende to sail between each one with his own fleets and armies in order to pacify them. Once he received news of Andrea's incursion, he was forced to abandon his campaign and rush to the defense of Indignor.
With Eutiende's fleets having been greatly weakened by their campaign, Andrea's joint fleet was able to easily surmount and sink them. However, Andrea lost nearly her full complement of Kawachian vessels during the engagement and was left without any commanders with experience in siegecraft. Her forces were thus unable to effectively attack or even blockade the city, suffering terrible attrition the entire time until the attack was ended by a boulder, hurled by a catapult on the shore battlements, crashing through the main cabin of Andrea's flagship, killing her in the process. The remaining Sunvale fleet fled, and Eutiende assumed full control over the islands once more and continue to implement new policies that would reinforce the rule of House Chalarensis.
Four decades ago, a regular band of surveyors mapping the deeper portions of the Ambages mountain chain discovered a volcanic vent emitting fire-retardant gas, now referred to as Helium. This spurred the eventual creation of the volcanic harvesting industry upon the islands, and led to the innovation of gas-balloons, concussive clay pots, and numerous other devices exploiting natural gasses found on the islands. To this day, many of the gasses are utilized throughout Ethica for a variety of purposes.
In the present era, House Chalarensis' rule remains excruciatingly firm and intractable, with the islands ruled largely though a combination of fear, force, coercion, and corruption - though all at the hands of a largely unified Ducal house, in accordance with Chalarensis' original vision.
The Rule of House Chalarensis:
Put simply, House Chalarensis rules the islands of Kawachia using a mixture of force, fear, coercion, and money.
The Head of House is technically merely the Governor of Verbera, but only permits other select members of the family - all designated solely by the current Head - to govern the other four islands in his stead, with an understanding that the Head has final say in all decisions and may step in to investigate and conduct affairs at any time.
Members of House Chalarensis consist and appoint themselves as admirals, generals, and leaders of all military forces. Advancement is contingent both on a combination of merit and relation to the family. Due to the highly promiscuous habits of most members of the House, a greater degree of fluidity between the ranks (figurative and otherwise) is observed than might otherwise be expected. In effect, all militias, armies, fleets, and armed forces within Kawachia are controlled exclusively be members of the House, with native officers and commanders often being confidantes and lovers to them, precluding most instances of rebellion within the ranks. The military and the soldiers within it are granted special dispensation in regards to personal rights, rationing, and training - and thus form an unofficial upper class within Kawachian society.
There exists no other forms or families of nobility in the Islands. This is due largely to the excessive paranoia of House Chalarensis, who have been killing would-be-troublemakers for centuries now and like to remind everybody of the fact. The most influential positions held by natives outside of the military tend to be aides, landlords, and plantation owners - who are leaned on heavily and suppressed. A scarce number of foreign traders and merchants who live either temporarily or permanently in the islands are carefully monitored and required to observe a number of regulations concerning their operation as free foreign traders.
Due to semi-regular skirmishes with the seemingly endless native population of Mongerls on every island, the Province is considered to be on war-time footing with full rationing in effect, and with travel between islands by natives being heavily monitored and restricted. The geopolitical and cultural landscape of each island is thus, drastically different and each is a practical microcosm unto itself.
At the end of the day, all authority in the islands is backed with the threat of imminent violence. House Chalarensis does not claim to rule by divine right, but instead by right of the fact that they own all the men with swords and spears. They show no hesitation whatsoever to kill and make examples of troublemakers, and they have gone to great effort in order to arrange the geopolitical landscapes of each island in such a wa as to permanently suppress the possibility of rebellion.
(Work in Progress)
House Valian of Xandria: Embargo -House Chalarensis, in addition to resenting Xandria for failing to intervene during Andrea Dustin's coup, have also been unilaterally embargoed by the Southern country due to the Grand Duke maintaining 'True Ruler of the Sunv Islands by Right of Conquest and Merit' as part of their spurious list of self-proclaimed titles.
House Duvard of Ignis: Ancient Animosity -House Chalarensis views House Duvard as imperial lapdogs, and also resents them for their integral tie to House Valarien, whom House Chalarensis despises. They also resent House Duvard's possession of the founder's original ancestral home. However, to this day Ignis and Kawachia are active trade partners who exchange numerous goods and services.
House Gracieux of Violette: Mixed Tension -House Chalarensis has not forgotten the small incident concerning a certain Duchess from Sunvale and her attempted coup. To this day, House Chalarensis waylays Veletian ships heading to and from Sunvale, while also engaging in brinksmanship and intimidation tactics via naval maneuvers in proximity to the Sun Isles. However, the two Houses do moderate trading in luxuries and currency despite this.
House Cragmore of the Highlands: Vague Bemusement -Some git won a rain hammer from some scag playing a children's card game, killed some other guy, got James Lannister'ed, whined for his toy back, then some stuff happened. Also he 'won' one of the scag's disabled kids too, who got sent to the NOT-Tower of London. The end.
House Caernavir of Gwethydd Vague Annoyance -Those pricks stole that rain hammer we won playing a children's card game!
The Kawachian Islands have a (relatively) large standing army and navy, due in part to members of House Chalarensis widely considering themselves career soldiers and due to the cultural setting of the islands. However, this is not immediately apparent upon initial observation since most of the additional soldiers are seen in the navy as opposed to the army, with only select cities and fortifications possessing professional forces.
Most villages and towns possess temporary militias, which are regularly shuffled between locations with other militias. These bodies tend to be of low overall quality, possessing minimal training and little in the way of armor, typically only possessing a collection of mass-produced weapons in the line of either short-swords and spears. These soldiers nonetheless possess additional rights relative to the civilian populace, and are incentivized by increased rations and access to military brothels. The rate of turnover amongst these militias is moderate, most casualties being due to skirmishes with Mongerl raiders. When needed, militia forces are replenished by levying directly from associated villages and towns with suppressed natives typically leaping for the opportunity to have a better life.
Within regional strongholds, there is a different matter altogether. The forces there possess actual, although minimal training. They possess weapons and armor, although these are not castle forged and generally either bought or manufactured in bulk. Moreover, they tend to be led by commanders who have extensive experience battling the Mongerl menace, who have received at least some formal education in field tactics, maneuvers, siegecraft, and history. Forces between multiple fortifications may be quickly rallied together to form armies of modest size, and smaller groups amongst their number may be expected to garrison and effectively reinforce and hold key positions against most threats. Specializing largely in archery and spearwork, these garrison troopers are a largely defensive force. The rights and privileges of the average soldier are not much greater than that of a militia fighter, but the commanders typically have a relationship of some kind to House Chalarensis, usually by reference of merit but on the odd occasion personal. Unlike the standard militia, these forces are drawn from separate islands altogether, so that they will not instinctively hesitate to march on rebellious villages and towns within their station.
Finally, within the Capital of Indignor and strategically stationed in smaller numbers within the most prominent region of each island, there reside wholly professional soldiers who possess castle-forged arms and armor, possessing a fair degree of formalized training and drills, and typically led directly by a member (mostly but not always distant) of House Chalarensis. They possess nearly unquestionable authority, answering only to House Chalarensis and with many of their number having slight to strong personal relationships with members of the house. There are divisions in function amongst them, with those trained with spears, bows, lances and riding, siege engine operation, sapping, skirmishing, medical aid, communication, and organization.
The true might of House Chalarensis is fully observed in the Navy as opposed to their armies. Each serviceman and woman is trained to the same degree as Kawachian garrison troopers, while each Carrack usually possess a small number of professional soldiers trained to serve as marines. A small number of Kawachian Carracks thus excels at boarding operations, and may unload a modest but nonetheless dangerous and effective strike-group of professional soldiers anywhere that can be reached by boat.
The smallest arm of Kawachia's military is the Ducal Aerial Service, made up of fewer than 200 Helium balloon pilots. Each one is hand-picked by the head of House Chalarensis, and has received a thorough education in history, regional politics, diplomacy and mediation, trade, mathematics, and naval protocol. They are all additionally trained in the use of the saber, the traditional weapon of House Chalarensis. Each one is entrusted to act as an envoy of House Chalarensis, to ensure and defend their interests, to uphold their honor, and also to fly their Helium balloons around. They are the best-trained and educated individuals in the islands who are not members of House Chalarensis, being the closest there is to a form of nobility outside of the family as an analogue to knights.
The (again, relatively) large size of Kawachia's standing military is support in large part by their enforced system of wartime rationing, maintain perpetually for centuries due to the pretense of actual war with the Mongerl menace. Whole harvests of Hiven fruit is regularly sent to storehouses near the coast on the mere offchance that a passing Kawachian carrack may need to resupply, though often it merely sits and spoils without ever being touched.
All in all, Kawachia supports approximately 24,000 soldiers, around 2% of its population, at any given time.
Verbera As the island Chalarensis was originally exiled to, Verbera is the center of what passes for Kawachian culture and the House's influence. Accordingly, it features several stark schisms in the form of effective law.
The best-known area is to the Northern end of the Island, where the famous and decadent city of Lautitia is located. It, along with the three smaller towns and villages along the Northern coast, are deliberately manufactured facades designed to rival the grandeur and opulence of the other Houses. It is agreed by most that this area is actually fairly nice to live in. The area is bereft of Mongerls entirely, and is also home to the Calorwoods, which serve as the Ducal and Imperial hunting grounds.
Just south of the Vitare river however, things take a darker turn. The city of Arx on the West coast is little more than a fortress surrounded by slums and ghettos, while the lakeside city of Circen is little more than an occupied labor camp. The Capital city of Indignor, over the centuries, has been built, partially torn down, and rebuilt multuple times in order to accommodate newer, progressively more esoteric and arcane theories of warfare and siegecraft in order to render it impregnable, turning it into a nightmarish bramble of stonework.
To the South and West, the cities Cybam and Nemus are very nearly approximations of regular coastal towns on the mainland. Iugulum acts as the bread-basket of the Islands, growing fields of crop in the fertile volcanic soil and serving as a center of foreign and commercial trade, possessing the most civil atmosphere as a result.
The towns of Messis and Eo, along the bases of mountains, were both erected in the last fifty years in order to exploit long-running series of volcanic vents emitting valuable gasses. It is in these places that workers toil in hazardous and perilous conditions to harvest toxic and volatile substances from the blistering-hot emissions of the earth, separating and distilling each one into a viable industrial product.
Finally, there is the fabled, lost mythical city of Cro Beska. Undiscovered for more than a thousand years, the darkened halls and towers of this mountainside city hosts naught but horrid Mongerls, which breed there endlessly and plan new and dire ways in which to torment the peoples of Kawachia.
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Acantha The mountainous island of Acantha was originally settled in the hopes that it would prove to be rich in valuable minerals and ores. Unfortunately, early surveyors discovered that most the mountain range was actively volcanic, rendering most of the subterranean climate hazardous - excessively so, to a much greater degree than expected of such an already dangerous profession. For centuries, Acantha was used purely as a military stronghold, with large fortresses and barracks where most of Kawachia's military was trained and where they built up their navy in drydocks. After the discovery of Helium four decades ago, the three strongholds on the island were rapidly converted to house loborers who would now exploit the previously detrimental volcanic features of the island in order to produce the name famous chemical crops of the Kawachian Islands. The conditions therein are actually of a lax and nearly wholly peaceful standard, as the strongholds were originally built to house relatively privileged garrison troopers, commanders, and professional soldiers in training. The native populace thus perform dangerous jobs but retain a high overall standard of living for mere peasants. Whether this will remain true as the strongholds are forced to expand remains to be seen.
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Iecur An island of oddities, Iecur has the dubious distinction of being the poorest of the Kawachian Islands. This is despite the town of Rupes, built directly into a cliff-face, being home to several prominent pearl farms. Divers, many of whom do not own homes and sleep on shanties and wooden balconies perched hundreds of feet in the air, handle treasures worth hundreds of crowns on an almost daily basis. Most of the populace is homeless, but is one of the most well fed amongst the islands due to their excellent skills as fishermen and hunters. They experience frequent storms, taking shelter either in cliff-side caves or alcoves. The city of Claustra hosts the largest shipyard and dam in the islands, but has not produced any ships in more than a decade. Venam, originally intended to be the biggest producer of lumber in the isles, has constantly had its operations stalled and halted by a series of fire regions in the Hebeto region. The volcanic vents on the hill Casula was built to exploit went dry years ago, leaving onto water-based hot springs and mud pits for them to harvest from. Altogether, the peasants are even more deprived and miserable than usual, and the soldiery cranky. The island is usually given as a punishment detail and posting to many amongst the military and even House Chalarensis itself.
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Cetus Where Iecur is the poorest island in Kawachia, Cetus is truly the most disparate and filled with grief. Cetus is the home of the majority of the isles' cattle plantations, where farmers-turned-slaves grow rows of barley just to see most of it fed to fat, lazy animals while the rest is shipped off-island. Most of the laborers do not even receive rations, and are expected to grow food for personal consumption in their own time. Militia patrol the fields and pastures, with orders to kill any unaffiliated workers too close to the boundaries of the plantations. Despite their severity, and the greater than normal amount of beatings and abuses by soldiers, the foremost cause of death on Cetus is by starvation. A consequence of the severe cultural isolation of each island is the impact on logistics; the island does not have enough space to service both cattle and to grow enough food for its entire population to live off of. Unfortunately for them, House Chalarensis has decided that their year-round death toll is acceptable, in order to provide their soldiers with meat.
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Balatro Until 40 years ago, Balatro was considered one of the nicer of the Kawachian islands. The village of Caput was and is home to one of world's only Ammacre Pearl farms, while Inguine was merely a quiet cattle town One of Ethica's most elaborate lighthouses provided a stunning, unparalleled view of the Southern Sea. That all changed, with the discovery of Helium. Almost overnight, the island of Acantha was converted from a training stronghold into the Grand Duchy's biggest industrial center. House Chalarensis needed a new place to train and billet their soldiers, and Balatro became the sacrificial lamb. Ships and legions came to the island, with soldiery forcing the peasants from their homes and out into the wilderness. The towns were converted into forts with keeps made to match the conditions of the strongholds in Acantha. The natives were given no alternative lodging, provided with no suggestions or solutions, and expected to go away and stop being a nuisance. They nonetheless managed to endure, with difficulty, managing to establish meager fields of crop along the Eastern and Western cliffsides that the soldiers would not crush underfoot during training manuevers, and managed to erect crude huts and yurts for shelter. The island is prominent for its notable boundary of tiny campfires, marking the thousands of people living around the edges of what used to be their home.
The worst part is, since they stopped raising cattle, Cetus had to pick up the slack. Apparently they do not have enough room for crop over there to feed both the cattle and themselves. One wonders how they deal with that.
As written by Aldric Endlil, Lord Adviser to the Emperor of Ethica
The province of Kawachia is the object lesson of what happens when the righteous permit the wicked to go mad with power. The entirety of the islands is literally shaped, politically and culturally, to service the needs of House Chalarensis. The house itself is made up of megalomaniacal blackguards with delusions of grandeur, each harboring intense, almost religiously instilled resentment towards most people on the mainland, most prominently you yourself. They are convinced that they are owed the whole of the world for deeds and wrongs centuries past, and not only will they not let anybody forget it, but they are decidedly on the verge of being very violent about the whole affair.
Thus it should come to no surprise that the whole of their province is a dystopian nightmare intended to build their House up at the expense of everybody else.
The warning signs are everywhere. Even though the people on Cetus are dying of starvation, House Chalarensis maintains a relatively large, and importantly, a well-fed military. I estimate that the percentage of their population that qualifies as at least a militia-member may be as high as 2%, and all fairly well armed and trained at every level. I doubt their armies would be a full match for forces of the Imperial Throne, but the size of their navy is sufficient to be worrisome.
It also goes without saying that this whole business with the Kawachian Ducal Aerial League has created no end of headaches. Of course, the forces of the Imperial Throne were wise enough to retain some of those marvelous balloons for our own use, along with enough Helium in depots to keep them in the air for weeks if need be. The fact remains though, that the Kawachi islands are the only source of Helium in all of Ethica. If there should be some disturbance in logistics and trade for an extended period, they would be the only ones capable of maintaining the blasted things. The obvious advantages in regards to scouting and reconnaissance go without saying, but the latest reports from Imperial agents in Indigor indicate that Ormoneric is perfectly willing to use them as terror weapons, raining plague and fire on cities from the sky. Naturally, this exact problem also extends to their and our supply of those fire pots. We have some, to be sure, but we might run out. They never will. Combined with their historical knack for siegecraft, I fear no stronghold would be able to stall an advance of theirs for long.
As if that were not enough on its own, House Chalarensis remains unnervingly wealthy. They do good trade even with their enemies, mostly exchanging goods and services for more of the same, and they loan large sums of wealth from Veletian banks using pearls and spices as collateral. They probably have sufficient reserves to bankroll their forces for some time even in the event that war should break out.
All of these are formidable advantages. Lesser foes working with lesser means nearly extinguished the Empress Lalaifia herself, during the unification wars. However, House Chalarensis draws all of these strengths into the body of their House to the detriment and degradation of its foundation.
Most clearly, while the possibility of a military coup is nearly wholly absent, House Chalarensis has practically no popular support whatsoever. Their own peasants and servants would welcome almost any invader as liberators - possibly even the Drathii! Sufficient withdrawal and absence of their forces from the islands will inevitably result in a number of revolts. This also presents many opportunities for internal subterfuge. While House Chalarensis is very cautious about the movement of its natives between islands, they are less meticulous concerning the whereabouts of foreigners who come and go. They will keep an eye on anyone who stays in any one place for too long, but it is easy enough to pull the wool over the eyes of their port inspectors if, say, our friend in Indignor were to take in the sights.
The next noteworthy vulnerability is the supply of cereals to their military. With a large amount of arable land, enforced wartime rationing, and extensive importing of wheat and barley, they barely come up with a surplus. A single moderate to severe disruption of any of those factors would lead to instability amongst their forces.
Also in good tidings, is the near complete absence of any magical experts or authorities amongst their number. Considering themselves professional career soldiers, each and every one, House Chalarensis is scornful of magic and believes that expertly applied traditional tactics and solid troops can overcome any cantrip or incantation. Clearly they have forgotten that Vilespawn mummery has not a patch on the Divine magic you and I are more familiar with, not to mention the other respectable magical orders who might oppose them.
Furthermore, while House Chalarensis is quite fond of forts and siege theory, unfortunately for them their strongholds are largely decentralized, and their forces too specialized. On any specific island they can move troops around quickly enough, but between islands is a different matter entirely - not to mentioned between their islands and the mainland. They could very well lose a whole island before they could move to intervene! On a related note, they are used to having the naval advantage; without the ability to quickly traverse coasts and rivers while being supported by carracks they will lose most of their edge.
The dour tone of this briefing aside, I feel the need as your servant to humbly remind that House Chalarensis, while overtly antagonistic and one of the most immediate concerns of the realm, is made up of petty cowards. They are overwhelmed by their hubris, clinging to the past and hurling childish insults out of fear of direct confrontation. They can be intimidated. They can be cowed. I would suggest an audience with their Head of House, or perhaps a decree for a Royal Procession in the streets of Lautitia. Remind the blackguards who the real authority is and let them take out their frustration on the peasantry.
Exports: Pearls, spices, seafood, sugarcane, Hivenfruit, and cattle. Imports: Medicinals, wheat, barley, lumber, glass, textiles, common metals.
Head of House: Felix II Soleander, Protector of the Sonveld and Patrician of the Sunstone
House Specialty
Since time immemorial, the patrician families of the Sonveld have been famous for their patronage of the arts and sciences. Theirs is a tradition that has withstood some of the most devastating wars and miseries imaginable, and made their palaces and citadels into grand galleries, populated by the most exquisite masterpieces. As one of the three greatest dynasties of the region, the sentimental Soleanders have for centuries been at the fore of this custom, and their seat in the Sunstone reflects that. Some of the most significant works of art in all of Ethica reside within the palace's sunlit halls, and the Soleanders' libraries contain many unique and invaluable tomes. This vast accumulation of culture and wisdom, and their indirect control over the collections held by the other patrician families, have granted the Soleanders an undisputedly dominant position in the Imperial art trade, as well as a fair share of leverage in the Imperial political scene.
House Ancestral Artifact
When he was named Protector of the Sonveld, culminating almost a century of hard work and careful scheming, Thomas III received a plethora of symbolic treasures from his peers, so as to grant his office a modicum of prestige. Among these treasures was the Condor's Shroud, a feathered cloak once worn by the legendary founder of the Celeste patrician dynasty, Valora Celeste. Made from the wings of a great condor, and blessed by Lalaifia as a reward for Valora's devotion to their cause, the artifact was said to grant the power of flight to those who wore it. Outside of Valora's legend, few tales were ever told about this cloak, and in the Soleanders' hands it became little more than a sign of status, kept in the Sunstone's Hall of Mirrors, along with other ancient pieces collected over the centuries.
Important Members:
Felix II Soleander Aged 19. The tale of the boy that now leads the peoples of the Sonveld has oft been told as a tragedy, with a crippled lion cub at its centre. The only son of the revered Matthias Soleander, who led his dynasty's long-awaited resurgence and wrenched the title of Protector from the hands of the powerful Vaelanders, Felix was born with a frail body, and lost his mother mere moments after she brought him into this world. Raised in almost complete seclusion within the walls of the Sunstone, under the constant care of his draconian, yet loving father, and a small army of physicians from all over the continent, he grew into a shy, sensitive creature, with a strength of spirit and intellect that far surpassed his weak physique. As his ailment slowy deprived him of the ability to walk, he dedicated his days to the study of the arts and sciences, and forwent the rigorous martial education that had been a part of every Soleander's upbringing for generations, in favour of ancient texts of military strategy. Loved and cherished by his father and his great aunt, and disregarded by his uncles and cousins, Felix' whole life was thrown into disarray by the Bloody Solstice, and the aftermath of those devastating days left his spirit scarred. Nevertheless, in the midst of the worst crisis since his father's ascent, he proved himself to be a sensible, diplomatic leader, capable of turning the raging tides of the Sonveld's politics in his favour without forsaking the principles of virtuous rule. With the undying support of his great aunt and his father's lifelong friends, Felix II has spent the past four years of his life maintaining his father's legacy, ruling over the Sonveld through soft power and a series of small, yet meticulous reforms. So far, the Sonveld has prospered under his reign, and the realm's politics have regained some semblance of harmony. However, a threat to his position has began to grow within his own family, as his uncle Adrian accuses his great aunt and him of foul play during he aftermath of the Bloody Solstice, and seeks to build a coalition of patricians who would have Felix II step down from the position of Protector, and give up the Sunstone. Felix II is a tall, but very slender young man, with delicate, feline features, long golden hair, and green eyes. His inability to walk keeps him confined to a wheeled chair.
Willemina Soleander Aged 76. The Soleander Dynast and Patrician of the Lion's Grave, the elderly Willemina has been a leading political figure in the Sonveld for many decades, and is widely considered one of the people who did the most to secure Matthias Soleander's appointment as Protector. Passionate, dominating and fiercely loyal to her family, she was raised by her father to be a cunning, strong-willed leader like her older brother, Sebastian. Married to Lucas Toltremer soon after she came of age, she was still very young when she became a widow, and dedicated the following years of her life to her daughter, Ursula, and Matthias, who was her nephew and godson. Having inherited the Lion's Grave from her father, as a patrician she held a sizeable portion of the Soleander family's military might. When Matthias was murdered during the Bloody Solstice, she wielded that same might as a tool in her campaign to install Felix II as Protector of the Sonveld, and restore the peace. Four years later, she continues to reside in the Lion's Grave, although she occasionally travels to the Sunstone to serve as her grandnephew's advisor, and participates in every yearly patrician council, so as to keep her nephew Adrian's coalition at bat. Always seen carrying an amaranth cane wherever she goes, Willemina is a tall, plump old dame, with green eyes, a grey mane, and feline features, softened by the years.
Adrian Soleander Aged 56. The eldest uncle of the Protector of the Sonveld and Patrician of the Sunstone, Adrian is a peculiar, melancholic figure. Despite never holding the title of patrician, and growing up in his older brother's shadow, throughout his life he managed to amass an unusual amount of power and influence, much of it coming from foreign figures. He is prominent in the region for his lifelong advocacy for an embrace of feudal monarchy, with the Soleanders as Kings of the Sonveld, as well as for his successful campaigns against bandits near the northern borders. Despite not being allowed to participate in the yearly councils, he leads a coalition of patricians loyal to the Soleanders, and maintains friendships with some minor noble families in Lalrial. For the past four years, Adrian has been at the fore of an increasingly intense campaign to have his nephew ousted, an endeavour that has bewildered no small amount of people. Nobody, not even his own children, understands his disdain towards the boy, but the tensions between the two Soleanders has made many worry that a second Bloody solstice may be looming on the horizon. Tall, green-eyed and feline-featured, like most Soleanders, Adrian keeps his graying blond hair short, and his moustache trimmed.
Gerard Soleander Aged 51. The youngest of the late Matthias Soleander's brothers, Gerard was nobody's favourite in his youth, but became his eldest brother's closest friend and brother at arms as both matured. Committed, like most Soleanders, to the principles of virtuous rule, he is a man of honour, with a remarkably keen eye for deceit in all its forms, and a profound sense of respect for his heritage. As justiciar of the Sunstone, he keeps close ties with the citizens of the surrounding cities, and oversees the protection of his nephew's community. It was he himself who captured and trialled several of the patricians behind the Bloody Solstice. Tall, with green eyes, feline features, greying golden hair and an increasingly long beard, Gerard is more handsome than his siblings, due in part to his kinder, less stern nature.
Ursula Soleander Aged 45. As Patrician of Gildmarten, Willemina's only daughter has proven herself to be just as intelligent and strong-willed as her mother, but also far more selfish. Married off to her cousin just so her mother could keep a foothold in the Sunstone, Ursula had no intention of playing the good wife for her husband's sake, and instead fully dedicated herself to ruling Gildmarten with a stern hand. Her support for the Soleanders has been perfunctory for the most part, and though she loves her daughter Claudia dearly, she was quick to send her off to the Sunstone, to be educated by her fellow Soleanders. Brown haired, with strong features and green eyes, there is a harder, less elegant look to Ursula.
Paula Soleander Aged 42. Born outside of the Sonveld, Paula is not only Adrian Soleander's wife, but also his intermediary with the minor nobility of Lalrial. She is a woman who keeps her thoughts and feelings concealed by a mask of courtesy, and has few responsibilities other than those pertaining to her role as her husband's envoy. Their relationship oft appears to be less of a happy marriage, and more of a political friendship, and her opinion on the tensions within the Soleander family remains a closely held secret. Comely, with dirty blond hair and blue eyes, she looks the part of the Sonveld dame.
Maximilian Soleander Aged 16. High in the line of succession for the Soleander dynasty, Maximilian is a youth with a complex character, and an equally complex relationship with his family. Melancholic like his father, but also rather cynical, he is a master fencer, a poet and a hedonist, who spends several days at a time away from his father's estate in the countryside, and visits the Sunstone quite often. Forced into an arranged marriage with a Celeste, he grew resentful of his father and mother, and developed a fondness for his second cousin, Claudia. With Felix II, things are somewhat more intricate. As a probable heir to the young Protector and patrician, he is seen by Felix II's advisors as a threat, yet the two spend much time together in the Sunstone's gardens and solars, and exchange much correspondence while they are apart. Maximilian is tall, fit and handsome, and possesses all the features of a proper Soleander.
Mathilde Soleander Aged 11. Adrian and Paula's youngest child has so lived a sheltered life, seldom leaving her father's estate. As sweet as a girl of her age can be, she understands little of the conflicts tearing her family apart, and has only heard of her cousins and uncles what her always restrained mother has been willing to tell. Thus far, she is not betrothed to anybody. Unlike her brother, she looks far more similar to her mother, with the same eyes and features.
Claudia Soleander Aged 23. As the daughter of Gerard and Ursula Soleander, and granddaughter of Willemina Soleander, the beautiful Claudia may well be one of the most coveted heiresses in the Sonveld. She holds direct claims on the Lion's Grave and Gildmarten, and under the Sonveld's laws she could also lay claim to the Sunstone and nominate herself as Protector, should Felix II pass away. In light of this, it could be considered a blessing that, despite her mischievous nature and shrewd intellect, she has never shown much interest in the politics of the realm. In truth, there is only one thing she is passionate about, and wholeheartedly devoted to, and that is the study of the natural world. An amateurish botanist and avid reader of the ancient astronomers, she has forged a close bond of friendship with Felix II over the years, fueled by their shared interests on matters of the intellect and the feeling of being two lonely and misunderstood people in a mad world. Claudia's looks are perfectly Soleander in every way, with long blond hair, green eyes, and a feline face.
Justine Soleander Aged 17. A girl who found herself thrust into a situation she was not the least bit prepared to at too young an age, Justine may carry the blood of Valora Celeste in her veins, but she is no aspiring ruler. Married against her will to Maximilian Soleander, she was dragged out of her family's ancestral home in the Skygarden and thrust into an estate in the countryside, far from the social life she had grown accustomed to, and expected to spend the rest of her life with a younger boy who had no interest in her or her bloodline. Justine has been undeniably miserable since her wedding, and even the birth of her first child, a plump little thing that Adrian Soleander insisted on naming Thomas, has done little to lift her spirits. Nowadays, she lives in the remote Soleander estate as a ghost, ignored by most, wasting away in the solar with her baby boy in her arms. Like most Celestes, Justine has light brown curls, hazel eyes, and strong aquiline features dotted by freckles.
Thomas Soleander Aged 1. Still a babe on the path to learning the art of walking, Thomas looks nothing like his fellow Soleander men, and everything like his Celeste ancestors. Though his father is fond of him, it is his grandfather who has taken the greatest interest in the youngest Soleander.
The Sonveld
Region/Color on Map
Vermilion for region south of the pink.
Races
Guvelder One of the two major ethnic groups in the Sonveld, the fair-skinned Guvelders arrived at the warm fields and hills of this region many centuries before the Empire was founded, having fled from their homeland in the tundras now held by the northern tribes. Usually possessing willowy physiques and strong, triangular features, the Guvelders introduced the worship of Kammeth to the Sonveld, along with agriculture and iron weaponry. As their numbers grew, and those of the native Dovelders fell, they transformed the once modest mining of precious gems and metals into a massive, prosperous trade, the profits of which helped transform the rustic settlements throughout the Sonveld into the envy of every noble in Ethica. Fiercely patriotic and mistrustful of everything monarchic, their efforts to establish effective governance without the risk of falling victims to the whims of a feudal nobility resulted in the creation of the patricians, tyrants whose rule was legitimized by the will of the people.
Dovelder The original inhabitants of the Sonveld, these dark-skinned people, now known to the rest of Ethica as Dovelders, once vastly outnumbered their Guvelder brethren, and ruled the arid plains and hills as a loose community of prosperous tribal states. Collectively referring to themselves as the Ilanbatu, they perfected the arts of war and astronomy, and established a system of government that would serve as the basis for the communities and patricians that the Guvelders would later embrace. Despite initially living together in relative harmony, some initial clashes notwithstanding, a succession of ethnic and religious conflicts led to an increasing marginalization of the Dovelders. Coupled with the atrocities committed by several Guvelder patricians over the centuries, including the Celestes' holy wars and Thomas I Soleander's infamous massacres, the situation eventually led to a diminishing of the Dovelder population. By the time Matthias Soleander was appointed Protector, Dovelders had long ceased to comprise the vast majority of the Sonveld's population, and instead were only slightly more numerous than the Guvelders. Of about the same average height as the Guvelders, with somewhat rounder features and generally stronger physiques, the Dovelders share the Guvelders' patriotism and mistrust of feudal monarchies. Unlike the Guvelders, however, they are generally not infatuated with the fine arts. Instead, they show a distinct preference for the sciences, and engineering and astronomy in particular, and the study of military history and tactics. Their light infantry is admired by the Guvelder patricians, and feared by the occasional bandits, as are their machines of war.
Capital
The Sunstone A grand palace which sits atop a stony red plateau before a great green field, the Sunstone is the crown jewel of the Soleander dynasty and, since Matthias Soleander's appointment as Protector, the capital of the Sonveld. Surrounded by the handful of small cities that the palace was built to represent, it is a tall, imposing, yet elegant work of art. It was originally made from the smooth red rock of the plateau, but with every patrician it grew larger and more beautiful, with whole wings built in many different kinds of marble. Each expansion came with its own new, bold architectural style, until it became almost a city on its own. The Sunstone, as it stands today, can hundreds upon hundreds of people, and boasts some of the most awe-inspiring gardens and great halls in the Sonveld. The surrounding cities themselves, though not nearly as opulent as the palace, share some of its artistic beauty, and they are all held together by a series of walls and fortifications, rebuilt during Thomas IV's rule.
Capital Population
11,000 inhabitants.
Other Major Settlements
The Lion's Grave 12,000 inhabitants. The original seat of the Soleander family, the citadel from which Thomas I led his first campaigns against the Vaelanders, and one of the most formidable constructions in the Sonveld, the Lion's Grave is both an ancient relic, and a symbol of the Soleanders' power. Although it lacks the refined beauty of its successor, its large walls and barracks are home to a large part of its ancestral owners' military might, and over the centuries it has withstood its fair share of sieges. Nowadays, this pale red mountain in the middle of the sun scorched field is held in a fierce grip by the political beast that is Willemina Soleander, and most of its inhabitants are, in one way or another, dedicated to protecting its dusty rocks against all foes.
The Skygarden 8,000 inhabitants. The last remnant of the Celestes' glorious days as rulers of the Sonveld, this white citadel lies in the cool valley between the Azures, the mountains which contain some of the Sonveld's most prolific diamond mines. Built by Valora Celeste herself, to be the seat of the kingdom she had envisioned upon her return from victory against Lalaifia's enemies, the Skygarden was the only citadel that the Celestes did not lose against the Dovelder rebellions and the Vaelanders' violent usurpations, long after their days of glory had ended. A place that can only be reached by passing through a series of narrow tunnels built within the mountains, it is as much of a sanctuary as it is a trap, albeit a beautiful one. As befits the home of any patrician family with a heritage as prestigious as the Celestes', the Skygarden is a sight to behold, each of its buildings crafted by the best architects Celeste diamonds could buy, and decorated by the best artists as well. It is not the most impressive in terms of the size of its population, but it is well-defended and, despite the Celestes' long decadence, its inhabitants are no more miserable than their peers elsewhere in the Sonveld.
Fulsevrant 21,000 inhabitants. By the time Thomas I Soleander began his first campaign to overthrow the Vaelanders, this powerful family had already succeeded in transforming their old seat of Fulsevrant into a grand fortified city, worthy of a family that aspired to rule the Sonveld until the end of time. From the bulky black citadel that had been their home for centuries, they built a massive, geometrically designed beast of granite and dark marble, with enough room to hold as many inhabitants the city of Violette did at the time, and fortifications that no sane man would try to storm. When Thomas I ultimately succeeded in breaching Fulsevrant's defenses, it ended the Vaelanders' dreams for the city's future. The city's population never quite grew to the size its patricians had envisioned, and entire neighbourhoods remained empty and forgotten, doomed to crumble as history passed the Vaelanders by. Although it remains the Sonveld's most populous city, and one of the greatest feats of architecture in the region's history, Fulsevrant is not nearly as revered by the artistically minded as the Sunstone or the Skygarden. It does, however, continue to be a major centre of trade, and a formidable fortress.
Gildmarten 4,000 inhabitants. The Toltremers are a youthful dynasty by Sonveld standards, and the Gildmarten is proof of that. Built two centuries ago after Anton Toltremer was named patrician of the surrounding towns, it is barely more than a palace, although it is a beautiful one. Built with the dark golden stone of a nearby quarry, it sits by a pond, surrounded by a multitude of wild creatures, from gazelles to oliphants. It is not a particularly defensible seat, something that could be blamed on the fact that the region itself has not faced a single attack since the Celestes' holy wars.
Insimu Lezinkanyezi (The Field of Stars) 13,000 inhabitants. Built on the ruins of an Ilanbatu city destroyed by Valora Celeste, Insimu Lezinkanyezi is the largest Dovelder city, and for three centuries it has been ruled by the Imbasalas, the most powerful Dovelder patrician family. Resting on the margins of the Ebusku river, its palaces are only matched by the Sunstone in size and beauty, and its gardens have long been renowned for the vast collection of tamed beasts kept within. Nearby vineyards make the city a favourite destination for many merchants, and its iron mines help keep its soldiers well-equipped.
Nensephe Nesibindi (The Brave Gazelle) 7,000 inhabitants. The Onothando family was one of the few ancient Dovelder dynasties that survived both the Celestes' holy wars and Thomas I Soleander's massacres. Indeed, the Onothandos have been some of the longest reigning patrician families in the Sonveld, and Nensephe Nesibindi is the symbol of this heritage. Built and decorated in the traditional Ilanbatu style, the Onothandos' seat is a broad, sparsely populated city that stretches along the field, surrounded by all manner of wild beasts. Thanks to the presence of a series of streams that cut through the city, the land of Nensephe Nesibindi is one of the most fertile in the Sonveld. For countless generations, its inhabitants have provided the region with much needed fruit and grain.
Population 353,000 inhabitants
Culture
The one fundamental value that rules over life in the Sonveld, which has permeated every aspect of its society and culture since the arrival of the Guvelders, is patriotism. Despite the persisting differences between the Guvelders and Dovelders, and between the different communities, a prevailing sense of unity under the ideal of the Sonveld binds them together, and guides their actions. To the inhabitants of this realm, nothing is more important than the Sonveld. To help in its survival and prosperity is the highest honour imaginable, and all else is secondary to it. This conception of the world has had many different effects on life in the Sonveld.
On the one hand, it has subordinated religious institutions and doctrine to the traditional governance and customs that preceeded them. The clergy and its holy duties are below the tyranny and its responsibilities to the homeland. The ancient laws cannot be forced to abide by the principles of the faith, but rather the principles of the faith must mold themselves after the ancient laws. Most people in the Sonveld think in terms of offenses against their own communities, and the Sonveld itself, rather than in terms of sins against the gods.
On the other hand, the obligation to pursue the common good above all else has made the peoples of the Sonveld more accepting than others of tyrannical rulers, but also more willing to tolerate radical changes for the greater good. It was because of the latter that, when some patricians passed away and left only left female descendants, their communities forsook their ancestral patriarchalism and allowed women to become patricians.
The nature of the ideal of the Sonveld has also had a most peculiar effect on the relationship between the patricians and their communities. Although they may lead lives of opulence, and hold great power over the people around them, the patricians are not aristocrats in the traditional sense. Their privileged position is not so much something they are entitled to by virtue of their birth, but rather a charitative gesture from the communities that have made them responsible for the management of their realm. The distances between the social strata are smaller, at least in principle, than they are in many other realms.
The people of the Sonveld are notorious for their fondness of the arts and sciences, and their belief in an ideal of virtue, one that has less to do with Kammethian morality than it does with the ancient customs. It is an ideal based on seeking trascendence in the contemplation of the wilderness, and respecting the integrity of your individual peers while pursuing the welfare of the whole. To the common inhabitant of the Sonveld, a gross intrusion into somebody else's private life is always far more scandalous than any act of debauchery it might uncover.
Type of Government
Popular tyranny In all its history, the Sonveld has never had a true, legitimate monarch, nor a feudal nobility like those in many neighbouring regions. Guvelders and Dovelders alike have traditionally been deeply skeptical about any form of government that relied on bloodlines or alleged divine mandates to maintain its legitimacy. So it was that, when the moment came to decide upon a way to rule over this vast and sparsely populated nation, the peoples of the Sonveld chose what would later be referred to by scholars as popular tyranny.
The patricians of the Sonveld hold in their hands near absolute power, granted to them by the inhabitants of their communities. They rule for life, creating laws and enforcing them, waging war and judging crimes, controlling the local clergy, and overseeing all guilds, merchant and artisan alike. When a patrician perishes, their community has its most revered members choose a new one on their behalf, and should their patrician turn out to be incompetent or corrupt, these revered members may depose the patrician. Through history, some ruling patricians have also been challenged to a duel for their title by their rivals. A remnant of the old traditions of the Guvelders, these duels, though rare, are also regarded as a legitimate path to deposing and electing patricians.
The institution that is the Protector of the Sonveld is, compared to the patricians, a fairly recent one, invented by Thomas III Soleander. Chosen by the patricians from among their ranks, the Protector is the tyrannical ruler and representative of all the Sonveld. Among the Protector's responsibilities are serving as arbiter between the patricians, overseeing relations with the other realms and the Empire, and managing the regulation and taxation of all foreign trade. Though a far cry from the Celestes' monarchist ambitions of old, the Protector could be said to be, in practice, a monarch in all but name. Much like with the patricians, the position of Protector has often been passed down from the patrician to a close relative of their choice. Scholars have taken to blaming this flaw on the persisting disparities between most patrician families and the prestigious triumvirate that are the Soleanders, Vaelanders and Celestes. Only the Imbasalas have ever succeeded in breaking that cycle, albeit briefly, when Themba Imbasala briefly served as Protector of the Sonveld after Maarten Celeste passed away.
Influence & Relations
The Sonveld's troubled history has made it difficult for its Protectors to establish close bonds with their neighbours.
Relations with the Empire itself, on the other hand, have been rather uneasy since the Celestes fell from grace, and specially since the rise of the Soleanders and Vaelanders. With the tinges of independentism in the Vaelanders' ambitions, and the Soleanders' overt unwillingness award the Valariens, and the Church of the Sacred Flame, more than perfunctory authority over the Sonveld, tensions have sparked sporadically over the past three centuries. Recently, with the latest resurgence of the Soleanders, relations have improved substantially between the Sonveld and the Heartlands, thanks to Matthias and Felix II's willingness to make some long-demanded concessions, including a higher share of the Sonveld's gold mines' output for the Empire's coffers. Still, the Soleanders have not been particularly active in the Imperial court, or Imperial politics as a whole.
One foreign family with which the Soleanders do have closer relations are the Gracieux, mostly due to their shared history as dynasties that produced several female rulers and introduced new ideas to the western realms of Ethica, as well as their competition over the trade of precious gems and metals.
With the Caernavirs of Gwethydd, on the other hand, things have always been rather complicated. Before the Sonveld was annexed by the Empire and placed in Valora Celeste's hands, its patricians were only kept in check by each other. This meant that, if a coalition of patrician families was large enough, there truly was nothing to stop them from waging war against neighbouring nations. During this period, many such coalitions were raised against Gwethydd, a nation which patricians widely perceived as a bloated, dispersed collection of weak feudal states pretending to be a kingdom, ripe for the taking. By the time the Celestes reined these patrician families in, the damage had already been done, and the Soleanders' prominent participation in these wars would linger in the memory of the families involved for centuries.
By the time of Thomas I Soleander's rise to power, the animosity between Gwethydd and the Sonveld had had centuries to fester, and had been made even worse by the Vaelanders' first rebellion against the Empire. Thomas I's apparent lust for conquest did little to improve this situation, specially after a series of skirmishes between his forces and those of bordering Gwethyn counts. Despite Thomas II and Thomas III's best efforts to relieve the tensions between both families, many problems persisted well into Matthias Soleander's rule as Protector, ranging from border disputes to scandalous romances between Sonveld patricians and Gwethyn nobles.
Military The forces of the Sonveld today are an amalgamation of various standing armies, created during Matthias Soleander's rule, and mercenary companies hired by the patricians of the less populous communities. All together, the military power of the realm is comprised of less than ten thousand men, with Dovelder light infantry serving as its most prominent feature.
The harsh climate of the Sonveld has encouraged the patricians over the centuries to rely on lightly equipped forces, with a lot of mobility, and only a modest amount of cavalry. Spears, bows and shortswords are the weapons that have been at the fore of every great conflict of the past centuries, with the Soleander swordsmen making a name for themselves as some of Ethica's greatest fencers. The Sonveld's few knights, most of them belonging to the Knights Solar, usually wear light armour, and have been trained to use swords and bows while on horseback, rather than lances.
Horses, though broadly used by the Sonveld's chivalry, are not the most popular mount among the patricians. That honour goes to the oliphants, colossal beasts of the wild that are native to the Sonveld, though not particularly numerous or easy to tame. They can carry several soldiers on their backs, and are very difficult to kill.
The Vaelanders were the first to introduce halberds to the Sonveld, and to this day theirs is the only army in the Sonveld to mainly and effectively use heavy infantry. The Dovelder patricians, on the other hand, have become famous for their innovative siege weapons, including their iron rhinoceros, used to crash through their enemies' gates and safely transport several soldiers past their walls.
The patricians of the Sonveld do not, in truth, 'raise levies' in the conventional sense. Due to Matthias Soleaners' policy of using community guards as standing armies, instead they offer impoverished youth a position in these guards' ranks in exchange for a substantial pay and education. In times of war, additional gifts are offered to potential recruits and their families. While this way of swelling their forces' numbers may not provide them with as many men as the system of feudal levies would, it has ensured that those men who become guards are better prepared, and with better overall morale, than those who are conscripted in neighbouring realms.
As for the Sonveld's naval power, Matthias and Felix II Soleander's efforts to build a respectable navy have yielded some modest results. The vessels that defend the Sonveld's shores are some of the best gold can buy, but their numbers are few, and their crews and captains lack the experience of their foreign peers. As of today, the Sonveld's fleet is comprised of thirty-two ships.
Landscape
For the most part, the Sonveld is comprised of great fields, plateaus and escarpments, with a few mountains and hills. It is a warm, often arid region, with vast stretches of land with little vegetation, which has faced its fair share of devastating droughts over the centuries. The more temperate areas fare better, with a healthy amount of trees and streams that contrast with the near deserts to be found close by.
Wildlife
The Sonveld is a land of lions, oliphants, zebras and gazelles, with crocodiles and vultures aplenty, and hippopotamuses and leopards always lurking nearby. The kinds of wild beasts that roam this region are unique, countless, and often quite deadly. The peoples of the Sonveld have long since learned to share their country with them, leaving large areas entirely under the rule of the beasts, and hunting them only when they attack.
Economy
The Sonveld is a land of many treasures, and its inhabitants have known to claim these treasures for themselves, and use them to ensure a content existence in a part of the world that can often be very harsh to the souls that dwell in it. The country is prosperous, despite the troubles it has faced over its long history, and the fruits of that prosperity have been shared in a remarkably equitable fashion. The patricians may lead lives of luxury, but their communities get the lion's share of the profits brought by their hard work.
Religion
The worship of Kammeth rules supreme in the Sonveld, though it has not remained in its purest form. The Church of the Sacred Flame, with the undying support of the Celestes, spent centuries trying to erase the last remnants of the Ilanbatu gods of old, yet in the end their success was only partial. No Dovelder worships the Ilabantu pantheon, but most of the Sonveld's inhabitants have integrated many ancient Ilabantu customs into their worship of the god of the Sun. Thus, syncretism has triumphed over puritanism in the long war for the souls of the Sonveld.
Most Guvelders and Dovelders focus their prayers and offerings on Kammeth, as the Sun has long been regarded as a symbol of their nation's heritage, and the whims of the sky play a large part in their daily lives. Gerna, of course, also gets her share of prayers and offerings from the workers in the Sonveld's mines.
History
The Celeste Viceroyalty Valora Celeste returned from Lalaifia's wars as a hero, and with the Empire's wholehearted support in her endeavour to become the sole, undisputed ruler of the Sonveld.
Her aspirations immediately clashed with the patriotic spirit of the patricians, sparking a war of unification that took Valora decades and thousands of Imperial soldiers to win. Victorious but severely weakened, she was recognized by her peers as ruler of the Sonveld, but was not given she crown and throne she had dreamed of. Instead, she was made Vicereine, a title that granted her far less power and prestige, but at least would be passed down to her descendants.
The Celestes reigned supreme for many centuries, and from their seat in the Skygarden brought about a series of reforms that would forever change Sonveld society. However, their efforts to turn the realm into a more cohesive whole floundered as the issue of faith came to the fore. As staunch worshippers of Kammeth, with close ties to the Church of the Sacred Flame, the Celestes would not tolerate the persisting reverence for the Ilanbatu pantheon among the Dovelders. Thus, they led a series of increasingly forceful attempts to impose Kammethian doctrine, which alienated not just the Dovelder patricians, but also many Guvelder patricians who believed that the Kammethian clergy should be subordinated to them. The conflict eventually grew violent, and when the Celestes summoned holy warriors to suppress their opponents, it became the first holy war in Sonveld history. Lasting many years and bringing an end to several patrician families, the war ended in a costly victory for the Celeste, and set the tone of Sonveld politics for the remainder of the Celestes' era.
In the following decades, many holy wars devastated the region, and despite their many successes in the field, the Celestes' hold on the patricians began to slip away. Having squandered their prestige and the goodwill of their allies in a disastrous conflict riddled with atrocities, their position as Viceroys started to feel more and more symbolic. Some patricians went as far as going to the Imperial court itself to demand that a new family be put in charge of the Sonveld. Meanwhile, another patrician family, still dwelling in relative obscurity, plotted to end the Celestes' supremacy from within.
The First Vaelander Usurpation The Vaelanders had served as patricians of Fulsevrant for many generations when their ambitions began to grow. Relying on a large army of their own, and the support of many patricians who saw the very institution of the Viceroyalty as an insult to their heritage, they led a campaign to oust the Celestes, just as the Celestes themselves were fighting yet another Dovelder rebellion. Blindsided by this turn of events, the Celestes were unable to muster the military and political power to oppose them.
In a matter of months, aided in no small part by the complacency of the Imperial court, the Vaelanders succeeded in driving the Celestes out of most of their strongholds, and received the blessing of a majority of the remaining patricians to proclaim themselves rulers of the Sonveld. Thus, the rule of much of the realm was, in practice, placed in the hands of the Vaelanders, beginning an era of grave turmoil.
As rulers of the Sonveld, the Vaelanders distinguished themselves as exceptional military leaders and strict enforcers of the law, but also poor administrators of the realm's coffers, with a penchant for ill-conceived attempts at installing themselves as kings. On the other hand, their rule did heal some of the wounds left by the Celestes' war against the Dovelders, as the Vaelanders helped restore the Dovelders to a position of equity in the realm's politics.
For almost two centuries, the Vaelanders faced no serious opposition from their fellow patricians, particularly after the Empire officially abandoned the Celestes and acknowledged the Vaelanders as viceroys. However, their constant repression of all dissenting voices did, in time, make those patricians who were further from the Vaelanders' core territory begin to consider another change of regime.
The first to rebel were a small coalition, led by Celeste loyalists, although denounced by the Celestes themselves. Despite their small numbers, they put up a fierce resistance, which prolongued the conflict long enough to exhaust some of the Vaelanders' allies, and provoke other patricians to stage their own rebellions. Although most of them were defeated by the Vaelanders' overwhelming force, their efforts succeeded in dividing the realm between the warring factions, leaving the Vaelanders with only a plurality of territories under their control. This state of affairs would set the stage for one of the most critical moments in Sonveld history.
The First Soleander Protectorate Thomas I Soleander, patrician of the Lion's Grave, was twenty years of age when the news of the Grey Mass reached his community. An atrocity that was widely believed to have been plotted by the Vaelanders, they Grey Mass had involved the slaughter of hundreds of people, including several dissident patricians, during a religious celebration in Fulsevrant. Although scholars would later put into question the Vaelanders' alleged involvement, many communities at the time saw it as an intolerable crime, and clamoured to their patricians for justice.
Being a renowned warrior and tactician among his peers, many turned to Thomas I for leadership in their punitive campaign, unaware of the fact that Thomas I had already been planning a rebellion of his own for over a year, as was revealed decades later, in his final confession to his son. Thomas I strongly believed, not only that the Vaelanders did not deserve to rule the Sonveld, but also that he himself was meant to end their tyranny and become the realm's leader.
From the Lion's Grave, Thomas I launched his first ambitious campaign against the Vaelanders, leading an army of several thousands against the viceroyalty's more numerous and more experienced forces. After a series of costly victories, he finally succeeded in breaking the heart of the Vaelanders' military power, with a bold assault on the viceroyalty's main army, which was laying siege to the rebel city of Moringalm. The Moringalm Miracle, as a poet later called named it, left the Vaelanders with only a handful of small batallions and footholds scattered through the rebels' territories, and gave Thomas I a clear path to Fulsevrant.
In his journey to Fulsevrant, Thomas I continued to demonstrate his military genius, but also certain qualities that would later make him rather infamous in certain circles. Proud, self-righteous, and a strong believer in projecting strength through brutality, rather than mercy, when he was not allowing his soldiers to commit atrocities against the peaceful people of the communities he conquered, he was openly encouraging them. Countless innocents were abused and even murdered, and whispers began to circulate of Thomas I's disdain towards Dovelders, and the people of the Fulsevrant community and their brethren.
In the end, however, the worst atrocities of this first campaign were those Thomas I inflicted upon Fulsevrant and the Vaelander family. Not content with using infected corpses to spread diseases within the city's walls, killing hundreds, once he breached Fulsevrant's defenses he had his men capture every child and take them to the Lion's Grave, to be raised as part of his community. As for the Vaelanders themselves, their patrician was publicly executed, and his successor was forced to declare the family eternally unfit for the office of Viceroy of the Sonveld.
Thomas I's victory over the Vaelanders complete, he sought to 'free' the rest of the Sonveld, sending ultimatums to those among his peers who had not joined his alliance already. A large group of these patricians, led by the Celestes and the Onothandos, refused to meet his demands, and called instead for a meeting of all the patricians of the Sonveld to designate a true viceroy. Be it because he knew that he would not be able to sway enough patricians to support his bid, or simply because he did not care for diplomacy, Thomas I boycotted the meeting, and rallied his forces to prepare for a new campaign, this time against the Celestes and the Onothandos.
The meeting, which was almost entirely attended by patricians opposed to Thomas I, overwhelmingly voted in favour of Xolani Onothando as viceroy. Xolani, who was a famous general in his own right, raised an army of his own to meet Thomas I's at the foot of the Azures, in what would turn out to be Thomas I's first major military defeat. With his army in shambles, the young patrician regrouped at the Lion's Grave and prepared for another campaign.
Three years later, with a new army in tow, Thomas I began his second campaign against the new viceroy, defeating him in the battle of Augreid, and forcing him to retreat to his seat in Nensephe Nesibindi. In the months that followed, Thomas I cut his way through the Dovelder communities, all of which had rallied behind the Onothandos. Much like his campaign against the Vaelanders, the march towards Nensephe Nesibindi was marked by atrocities committed against countless innocents, including the capture of hundreds of children, to be raised in the Lion's Grave.
Fearing that this war would soon reach them as well, the Celestes urged the Thomas I and the viceroy to make peace. The treaty that the Celeste, Onothando and Soleander patricians finally signed, after weeks of heated negotiations, recognized Thomas I's newfound power, making him, for all purposes, the most powerful man in the Sonveld, but did not give him the position of viceroy. With this arrangement, a system of government based on hypocrisy was born, as Xolani Onothando continued to rule as viceroy until the day he died, while Thomas I continued his wars against all patricians who resisted him.
Thomas I dominated the Sonveld for over forty years, and he spent the majority of his reign warring against his neighbours, repeatedly putting down the still defiant Vaelanders, and trying over and over to become the de jure ruler of the realm. Despite the thousands of lives lost during his many wars, and the sheer cost of so many years of burnt fields and sieged cities, the Lion's Rock did prosper under some reforms he enacted. When he died, at the age of seventy-one, the warring patrician had come to be known by his community as Thomas the Great, the ruler who, with his sword, had liberated and unified the Sonveld.
After his death, Thomas the Great was succeeded by his only son, Thomas II, who at the time was already a grown man, with children of his own. A far cry from his militant predecessor, Thomas II was a born diplomat, and deeply resented his father's arrogance and love for war. Knowing that the only path to legitimizing his house's role as leaders of the Sonveld would be through reconciliation, he spent the majority of his own reign trying to heal the scars left in Sonveld politics by his father's uncompromising brutality, and a solid legacy his own successors would be able to use to assert themselves before their peers.
The three decades of Thomas II's rule were a time of relative peace, only interrupted by a minor campaign against bandits on the western borders, and mild prosperity. The arts flourished again, in the Lion's Grave and elsewhere, and trade boomed taxes were lowered and long neglected roads were rebuilt. Through a series of pacts, an uneasy but stable alliance was born between the Soleanders and Celestes, which culminated in an arrangement to eventually end the designation of viceroys, and have a new position created after Thomas II passed away.
In the last years of his reign, Thomas II faced his most fundamental crisis yet, as a scandal left his plans on his own succession in disarray. His own son and designated heir, Andreas, became embroiled in a regional controversy after it was discovered that he had murdered a young girl of the Imbasala family. Unwilling to jeopardize his entire life's work, even if it was for his own son, Thomas II chose to disown Andreas, and cast the former Soleander heir's sons out of the Lion's Grave. Already old and with a waning health, he turned his attention to his daughter's son, a lively little boy whose mother had named after him. A few years later, when his heart finally failed him and he passed away, Thomas II was succeeded by this same grandson of his, now an adolescent, leaving behind a recuperated Sonveld, ready for the beginning of a new era.
Thomas III should have had a regent designated by his community, given his age, or he should not have been designated patrician at all. That his community did not hesitate to give him that position with full powers was probably the first sign that a change had come to the way things were done in the Sonveld. As soon as the boy sat on his father's seat, many of his peers wondered, with good reason, if monarchy had finally, officially, come to their realm, wearing the carcass of their hallowed institutions. No patrician had ever been chosen at such young an age, and with nothing but the word of his predecessor to support his bid.
The young new ruler of the Lion's Grave, however, soon proved to be a lot more competent than his fellow patricians had initially expected. Educated in the ways of the diplomat by his grandfather, Thomas III immediately continued his predecessor's work to bring legitimacy to the Soleanders' rule over the Sonveld. Over the course of ten years, he patiently formed a network of alliances and owed favours, which incremented his leverage in the councils that all patricians attended on occasion. With the title of viceroy permanently invalidated, as per Thomas II's arrangement with the Celestes, it fell onto the patricians to decide how they would organize the Sonveld's politics, and who would represent them in the eyes of the Empire.
While he made significant gains through diplomacy alone, it was a single, solitary war that pushed the odds in Thomas III's favour, as a nomadic army of unknown origins landed on the shores of the Sonveld and began to raid its way into the mainland. The invaders advanced swiftly through their territories, so the patricians could not afford to wait for reinforcements from the Heartlands. Instead, Thomas III helped his peers organize the defense of their communities, and created an army with the intent of driving the invaders back to the see. Leading from the front alongsode the Celeste, Vaelander and Imbasala patricians. Relying on subtle strategy, rather than the hard tactics that had made Thomas I famous, Thomas III won a series of major victories, and forced the remnants of the foreign army to return to the seas.
Thomas III's leadership during the war was widely praised by his fellow patricians, and guaranteed the success of his final series of moves to accomplish his grandfather's dream. At the age of twenty-eight, with the near unanimous support of his peers, save for the Vaelander patrician's abstention, Thomas III became the very first Protector of the Sonveld, with the tacit approval of the Imperial court.
The reign of the first Protector was tragically short, but nevertheless significant. Arts and trade continued to flourish under his patronage, and his reforms transformed Sonveld politics. A wave of cultural changes swept the more populous cities and citadels, and the Soleanders themselves witnessed their crowning achievement with the construction of the Sunstone. On matters of war, Thomas III opted to forsake the raising of armies from among the communities, and relied instead on purchasing the services of mercenary armies from abroad, which he regularly used against the bandits that crossed into the Sonveld. The Vaelanders, appeased by a series of consessions, for the first time ceased to be a threat to the authority of their fellow patricians, and the Celestes were glad to distance themselves from the heavy burdens of rule for the time being.
Thomas III perished at the age of thirty-four, consumed by disease, leaving no clear candidate for his succession. In a society that had only on rare occasions handed over the responsibilities of a patrician to a woman, few considered his one and only child, a girl, to be a worthy candidate. It therefor came as a shock when, during the patrician council convened to discuss the designation of a new Protector, the aging Vaelander patrician spoke passionately in her favour.
After several weeks of deliberation, and with several patricians walking out in protest before the last vote took place, Gisela I was chosen to serve as Protector. A few days later, the community of the Sunstone and the Lion's Grave followed suit, and made her patrician of both as well.
Quite similar to her father in many ways, Gisela I was a wise and cautious leader, with a heart full of idealism, and she continued many of her predecessors policies, with one notable exception. In the first months of her rule, she expelled each and every last mercenary army in the Sonveld, and advocated for the creation of a chivalric order to stand in their place. The Knights Solar, comprised of knights both local and foreign, became the enforcers of the patricians' will in peacetime, and the vanguard of the Protectors' armies in wartime.
With a rule as prosperous as her father's, if not even more so, when Gisela I passed away, old and unmarried, she was considered one of the finest rulers in the Sonveld's history. Her legacy of order and growth would withstand the test of time, even when her successors proved to be incompetent.
The Second Vaelander Usurpation Gisela I left no children when she passed away, and though Andreas Soleander was long dead, the patricians had not forgotten his crime. Thus, when the time came to designate the patricians for the Sunstone and the Lion's Grave, and the new Protector, the communities and patricians in question found themselves at a loss. While the Soleanders' seats were eventually handed over to Andreas' descendants, with some grumbling from the Imbasala, the patricians remained in a deadlock, with a dozen candidates all pressing bids for the highest office in the Sonveld.
The Vaelander patrician, Joachim, had the most supporters, but was still far from having the majority he needed. As the void in the realm's politics began to be felt in every community, and even outside of it, impatience grew, and word of a possible usurpation began to spread.
Finally, as violence began to break out between members of different factions, Joachim Vaelander proposed a series of duels between the candidates to resolve the issue, citing the traditions of their ancestors from the north. After much debate, the council came to an agreement, and the duels were held. Joachim, who had been a Knight Solar before his designation as patrician, defeated all of his opponents, and o the day of his final victory, he was proclaimed Protector.
As the first Vaelander to legitimately become ruler of the Sonveld, Joachim exceeded most expectations. He delegated on the matters he understood the least, and mostly carried on with his predecessors' policies. Though circumstances began to stagnate near the end of his life, his rule was nevertheless a period of stability.
Joachim was succeeded by a series of Vaelander Protectors, inaugurating a period of increased stagnation and corruption in the administration of the Sonveld's affairs. Relations with the Church of the Sacred Flame deteriorated, and by the time the fifth Vaelander Protector, a mere child, was murdered by his own mother, the patricians had grown tired of their dynasty.
An elderly Celeste Protector named Maarten followed the Vaelander child, and his rule would later be remembered as 'the Celestial Mistake', for the series of grossly incompetent policies enacted by him. Seven years after his designation, an increasingly alienated council of patricians chose a Vaelander again.
The Second Soleander Protectorate The reign of the sixth and last Vaelander Protector of that era was not nearly as disastrous as Maarten Celeste's. But the time of his death found exhausted patricians, and even more exhausted communities, yearning for an end to decades of decadence.
It was with that yearning in their hearts that the patricians in council found themselves tempted by a young Soleander girl, descended from Andreas Soleander, who had come to them with hopeful poems written by her, and vague proposals for a regional rebirth. Despite the skepticism of a large number of patricians, and the Vaelanders' outrage, Gisela II became the new Protector.
The third woman to become Protector, Gisela II was unable to make all her poetic promises become a reality, yet she did attract much enthusiasm with the construction of hospitals, schools and churches throughout the Sonveld. She came to be loved by the clergy and the poor, and respected by the more pious patricians. Dying a mere five years after her designation, she was the first Sonveld ruler to be buried in the Church of the Sacred Flame's main temple in Lalrial.
Her successor, Thomas IV, neglected much of her charity work, and instead focused on improving the realm's roads and defenses. By the end of his twenty-eight years in power, the Sonveld had several new citadels, with their own communities and patricians, and the great road leading to the Heartlands was teeming with merchant caravans from all over Ethica.
The Third Vaelander Usurpation Thomas IV was the first Protector to resign, rather than rule until the end of his days. Due to his poor health, and concerns about his mental state after a particularly serious episode, he stepped down and presented his brother, Pascal, as his candidate for succession. A council was convened in the Sunstone, and deliberations began on whether to accept Pascal as the next Protector, or choose another candidate. Opposing Pascal was Stephan Vaelander, supported by many Dovelder patricians, who favoured his writings on the crimes of the Soleanders' crimes against the Dovelders.
In a series of incidents collectively referred to by historians as 'the Night of Madness', a fire burned down a whole floor of the Soleander palace, killing half a dozen patricians, Thomas the IV suffocated in his sleep, Pascal fled, and Stephan took control of the Sunstone. The latter was seen by many of his peers as a bloodless coup but, despite their protestations, they were forced to participate in a new round of deliberations and votes. With no stronger candidates left, since the remaining Soleanders were either too young or too old, Stephan won.
Stephan Vaelander's first move as Protector was to marry one of Thomas IV's daughters, and bring much of his household to the Sunstone, which became his de facto capital. From there, he led the Sonveld through three decades of political unease and economic growth, as he attempted, with little success, to join the Soleanders and Vaelanders into a single, all-powerful dynasty.
Stephan's successors gave up on his dream of Soleander-Vaelander unity. His son, Joachim III, moved the capital back to Fulsevrant and formally severed all ties with the Soleanders, starting an era of Vaelander hegemony that would last for two centuries.
The Third Soleander Protectorate Joachim VI, a man of great ambitions and constant prevarications, had ruled unopposed for a decade. Though most of his honest endeavours as Protector had ended in disappointment, and his successes had all come from intrigues, his predecessors' legacy of orderly rule had kept most dissenting voices at bay. Because of this, it caused quite the stir in his household when he found that his family's rule was suddenly being challenged by the Soleanders once more.
Having spent two centuries in obscurity, almost forgotten by old friends and rivals alike, the Soleanders had finally come out from hiding, claws bared. Led by Willemina, the widowed patrician of the Lion's Grave, and Matthias, the stern and imposing young patrician of the Sunstone, this new generation of the once great dynasty presented itself to the Sonveld as a spirited and virtuous alternative to the Vaelanders' constant floundering and dishonourable policies.
In an attempt to end the Soleanders' threat against his family's position before it could gain any allies, Joachim VI raised an army and marched on the Sunstone. His attack, which was poorly coordinated, was swiftly transformed into one of the most embarrassing retreats in the Sonveld's military history, as his armies were chased down by Matthias and his men.
As word of Joachim VI's attack and defeat reached the other patricians, the political crisis, which had only been looming in the horizon up until that moment, exploded into a regional scandal. Patricians rallied behind each side, and skirmishes on the borders between communities began to take place all over the Sonveld. The Celestes called for a council, hoping that diplomacy would solve the conflict, but it was only attended by a small handful of patricians.
The clashes between Matthias and Joachim VI continued in the fields over the course of the year, while Willemina met with the Celestes, and some Vaelanders who opposed Joachim VI's schemes, and worked on containing the violence and planning the political transition. Repeatedly defeated by Matthias' military superiority, and rapidly losing his allies among the patricians, Joachim VI returned to Fulsevrant, and pressured those patricians still loyal to him to boycott all political proceedings.
With the battle for the fields won, Matthias turned his eyes to the diplomatic battle. Showing unexpected mercy to Joachim VI's supporters, he circulated a written promise that they would not only avoid punishment, but also be rewarded and protected by his family, if they agreed to participate in a council to freely discuss the deposition of Joachim VI, and the designation of a new Protector. Persuaded by the Celestes' endorsement of that promise, and news of Matthias' humane treatment of the patricians he had captured in battle, enough patricians came forward to force Joachim VI and his few remaining friends to recognize the legitimacy of the council, and submit themselves to its decisions.
The council itself lasted two weeks, during which Joachim VI's envoys did their best to obstruct Matthias' bid. A scandalous game of bribes and blackmails ensued, and the council was almost dissolved.
The tarnished proceedings were saved by the Willemina, the Celestes and their friends in the Imperial court, who arranged for a series of reforms in the relationship between the Sonveld and the Empire, which would be undertaken if, and only if, Joachim VI resigned. Having lost all leverage among his peers, and with threats of usurpation within his own family, Joachim VI finally agreed to step down before a vote on his deposition was held, and returned to Fulsevrant without presenting any opposing candidates for Matthias' bid.
Matthias was chosen to be the next Protector of the Sonveld with the unanimous support of all the remaining patricians, and almost immediately he enacted a full pardon for all his rivals, including Joachim VI. Once he was safely back in the Sunstone, he began his work to radically change, and hopefully improve, the way things were done in the realm. He reorganized the realm's various guilds into great companies, subsidized by his family's vast wealth, and forced the local clergy to accept several reforms to their doctrine and practices, so as to bring them closer to the customs of the Sonveld's communities. He regularly consulted with the representatives of the Sunstone's community when considering new policies, and transformed the city's guard into a powerful standing army, and strongly recommended all his fellow patricians to follow his example. The long neglected ports along the Sonveld's shores received some much needed funding, along with their very own patricians, and efforts were made to build a respectable navy to protect them.
A hard, formidable man, with a strong sense of patriotic pride, and a deep-seated distaste for decadence and intrigues, Matthias Soleander came to be revered by patricians and communities alike. Few dared to cross him, and most were happy to hand the reins of the Sonveld's administration to a man who seemed to bring order and prosperity with him wherever he went. Though many were taken aback by his apparent humourlessness, and his tendency to severely punish those he thought incompetent, those who were closest to the man knew him to be capable of remarkable displays of love and solidarity, albeit always masked by his persistent severity. He married well into his adulthood, and his bride of choice was a young woman from the Sunstone's community called Alexandra, whom he was said to love dearly. The same was said about his only son, named after his grandfather, who Matthias spent most of his precious moments of leisure with.
Almost three decades after becoming Protector, being at the height of his power and prestige, nobody expected Matthias Soleander to face any grave threats to his position, let alone his life. What none of his allies had counted on, however, was that the reforms he pushed on the Sonveld's clergy would lead to the birth of a militant movement that would conspire to plunge the whole realm into fiery chaos.
The Sunborn, as they called themselves, hid in plain sight among the patricians and representatives of the communities, secretly aided by resentful members of the clergy. As their visible faces spent their days grumbling about Matthias Soleander's reforms in public, their secret leaders spent the nights planning a glorious revolution to restore the realm's holiness in the eyes of Kammeth. They spread slowly but surely throughout the region, attracting all manner of disgruntled fanatics into their ranks, and as the twenty-eighth summer solstice of Matthias Soleander's rule approached, they readied to strike.
The Bloody Solstice, the culmination of Sunborn's years of plotting, began while summer solstice celebrations were being held in five different cities, with several patricians attending each. In each of these celebrations, the Sunborn patricians and their soldiers there present staged great massacres, during which most of the patricians attending were killed, along with members of their families. In some of those massacres, entire palaces were burned, and whole families were exterminated, quickly creating gaping voids in the Sonveld's politics.
Because of the great distances between Insimu Lezinkanyezi, where Matthias and his newphew, Jonathan, were attending a feast, and the patrician seats attacked the night before, news of the events taking place could not reach the Protector in time. Thus, Matthias and Jonathan Soleander were murdered in the second night of the Bloody Solstice, along with most of the Imbasala family.
The killing of the Sonveld's leader immediately sent shockwaves throughout the realm, as the massacres continued in other cities and citadels. The surviving patricians scrambled to put up an organized defense against these attacks from within their own ranks, and the Celestes desperately tried to take the reins of the realm's governance as they pleaded for Imperial assistance. As the eight days that comprised the Bloody Solstice came to an end, the realm found itself on the verge of chaos.
In a surprising move, which could be said to have been the key to the Sonveld's salvation from yet another civil war, the Vaelander patrician, Stephan II, joined forces with Willemina Soleander, and mustered an army to seek out and bring all the Sunborn to justice. Joined by a deeply grief-stricken, but nevertheless capable Felix II, who the Sunstone's community had quickly designated as his father's successor, the Soleander-Vaelander alliance pursued and captured, or killed, all the Sunborn who could not flee to the Heartlands.
Four months later, with some pockets of Sunborn resistance still remaining, Felix II was named Protector of the Sonveld, despite his uncle Adrian's aggressive campaign in opposition, and he set out to bring a definitive end to the crisis, and help provide the communities of the region with a semblance of normality. With many of the ancient patrician families extinguished during the Bloody Solstice, their communities had to choose patricians from among themselves for the first time in centuries, a process that the Soleander-Vaelander alliance kept a close eye on.
Four years have passed since then, and the Sonveld remains not only intact, but prosperous. Despite the scars left by its history, both recent and ancient, its communities and patricians press forward, ever committed to their patriotic ideals. Felix II, heir to his father's great legacy, has done his best to fill the void left by his predecessor's passing, with more than enough success to give those who voted for him renewed confidence.
The troubles faced by the Sonveld, however, are far from fading. Adrian Soleander's campaign to depose his nephew carries on, a looming shadow on the sunlit fields and plateaus of the region. And though the days of the Vaelanders' royal ambitions are far from over, the patriotism that has been at the core of the Sonveld's spirit since time immemorial may ultimately prove too large for a measly Imperial vassal state.
Strengths
The Opulent -The roads of the Sonveld are not, as some singers would claim, paved in gold and gems. However, the gold and gems within the caravans that travel on those roads are, indeed, quite plentiful. The Sonveld may lack the fertility of the neighbouring Gwethydd, but it remains one of the wealthiest regions in Ethica, thanks to the great deposits that the gods saw fit to bless it with. Joachim IV Vaelander once remarked, albeit with tinges of bitterness, that the patricians of the Sonveld could easily purchase victory in war, or bankrupt their foes into submission, if only they would stop glorifying bloodshed. The Untamed - Since the arrival of the Guvelders, no foreign army has ever succeeded at conquering the Sonveld. Indeed, any who would try would have to face off against a harsh, wild land, filled with dangerous beasts. The patricians of the realm have had centuries to learn how to wage war in their unforgiving home, how to survive through a severe drought, how to avoid the wrath of their great animals, and how to lay siege to an unreachable citadel that sits atop a great plateau. The people of the Sonveld, be they Guvelders or Dovelders, have been blessed with one of the worst regions to invade, and know how to use it.
Weaknesses
The Few - An unforgiving land will seldom lend itself to becoming a populous realm. The Sonveld is, unfortunately, no exception to this rule. Its inhabitants' numbers have barely grown over the past century, and its armies have never been a match for those of the Heartlands or Gwethydd. Without resorting to the services of mercenary companies, it is doubtful that the Sonveld could ever hope to muster a force capable of invading a neighbouring territory. The Troubled - Nothing in the Sonveld is ever set in stone. Thomas III admitted as much in his proclamation, when he was chosen Protector of this realm. No patrician is ever truly, completely safe in his position, nor is there any guarantee that the most powerful family will always receive the highest honours from its peers. In half a millennium, the Soleanders have been both rulers of the Sonveld and a marginal player in the greater scheme of things. The Vaelanders, for all their lofty ambitions, have often been on the verge of fading from history altogether. The Sonveld is not a land of enduring stability, and its friends and foes alike know it well.
Exports
Precious stones and metals - For centuries, the Sonveld has competed with Violette over the trade of gold and diamonds. Great mines can be found all over the region, providing the patricians with a wide variety of gemstones and valuable metals that is difficult to find elsewhere. Art - Throughout the Sonveld's history, only during short periods of great strife did the arts cease to flourish, and thus the centuries have left the region's palaces and citadels with massive collections of masterpieces, for which many foreign nobles and merchants have plunged themselves into misery or heavy debt. Almost all the great households in Ethica possess at least one piece that was imported from the Sonveld, or paid a hefty fee for the privilege of employing a famous artist under a patrician family's patronage. It is often said that there must not be a single work of art in the continent that has not been touched by a Sonveld finger. Metals - In their ravenous hunger for precious ores, many patricians have stumbled upon iron and copper deposits, large enough to be worth the effort of mining and refining them. While they may not be the greatest in the continent, nor yield profits as substantial as those from earned from the gold and diamond trade, these mines produce more than enough to provide for some of the Sonveld's neighbours. Grapes and wine - The Sonveld was not blessed with a particularly fertile land, but during the rule of Gisela I Soleander great efforts were made to turn some of the least arid areas into vineyards. Under Gisela I's patronage, these vineyards thrived, and by the time of her death, the Sonveld boasted some of the continent's most prestigious winemakers. Today, and despite the damage done to them by the Bloody Solstice, these same wineries continue to supply Ethica with many fine vintages.
Imports
Grains - It was Thomas III Soleander who famously said that farming in the Sonveld was an endeavour of virtuous foolishness, commendable in its intent, but ultimately doomed. The fact of the matter is that the region's relatively small population is a blessing, for if it were as large as many of its neighbours', hunger would be a lot more common. The Sonveld is not fertile enough to provide grain for all its inhabitants, and thus the patricians have for centuries relied on imports. Cattle - There is no shortage of great beasts in the Sonveld, but few patricians have attempted to domesticate them, and often with poor results. Most have instead made their best effort by importing breeds from abroad and leaving their care in the hands of their communities. Either way, the people of the region have never been known as great ranchers. Fabrics - A handful of brave souls have tried, over the centuries, to raise sheep and grow cotton in the Sonveld. The sheep have always ended up falling prey to the feline beasts native to the region, and the cotton plantations have seldom survived the occasional droughts. Most fabrics used for clothing in the Sonveld have had to come from abroad. Furniture and lumber products - Trees large enough to be worth cutting are a rarity in the Sonveld's fields, and the hills and plateaus are not much better. More often than not, the wood used to furnish the homes of the people, be they patricians or their communities, has to be imported. In some less patriotic households, entire pieces of furniture are purchased from foreign merchants.
House Speciality: House Amrothan has always styled itself first amongst the banner lords, greatest of the "horse lords", since such a notion could hold weight. It has thus found its purpose in rearing, training and charging their vast troop, team, harras and herd's of varied horse breeds across the eponymous "triangle plain". From the faithful farmyard helper to the rare Adelpferd prized highly in equestrian circles, all can be found or purchased from the Amrothan.
House Ancestral Artifact: The "Einhorn" is a "lance" that is often coupled with a kite shield, though no uncommon qualities are ascribed to the latter. The Einhorn is a seemingly traditional, older style wooden lance inlaid with silver strands that has been passed down by the Bannerlord from generation to generation, rumoured to be able split any shield, topple any creature and, consequently, assure the success of any charge, it is always carried into battle by the Bannerlord. Largely unwieldy on foot, the lance also seemingly looses some of its lustre when wielded upon the ground.
Important Members:
Bannerlord Lothar Amrothan, Age 41 - One of the Bannerlord's whom has not seen the saddle as a necessary duty to rule, Lothar has maintained a rugged handsomeness that comes about from a life spent half in the saddle and half in the intrigues of court. Regarded as a just ruler, if sometimes harsh, but fair, in judgement, Lothar has maintained a realm in a manner that even detractors would be hard pressed to describe as anything other than competent, if at times uninspired.
Prince Reimar Amrothan, Age 20 - The heir apparent to the Bannerlord, Prince Reimar has come into his own as an accomplished rider and near equal of his father. While, at the very least, having an aptitude for leadership, his concerns seem to be about getting as far away from the affairs of life at court as possible for as long as possible.
Princess Adelheid Valian (née Amrothan), Age 18 - he most recent scion to fully come of age, Adelheid is the eldest daughter of Lothar and by far the most beautiful, though none of the Bannerlord's daughters could be called any less than pleasant. Adelheid, unlike her brother Reimar, revels in the affairs of court and matters of intrigue. Somewhat headstrong but not brash, Lothar was inclined to defer to his daughters wishes regarding her future, but marriage waited for no noblewoman of high standing.
Princess Charlotte Amrothan, Age 16 - Charlotte is the second daughter of the Bannerlord and is described as "pretty but plain" by most. She has come to be known as an amateur scholar in the halls of Reiterburg, perusing the collections of Amrothan history and snippets of genealogy and other facets of world history with a great curiosity. Nevertheless, like all Amrothan, she is at worst a competent rider.
Leopold, Elise, Rosaline (6) - The triplets that were born to Lothar and --- were the final, and arguably greatest gift bestowed by Lyriel to the next growing generation of the direct line of Amrothan nobles. Although a testing and dangerous birth, all were ultimately born without difficulty, and although still young and defining themselves, all three share a great bond with each other and an almost greater curiosity.
Siegfried Amrothan N/A
Yvonne von Ostermarz (44) Wife of Lothar and member of the Ostermarz nobility, the marriage between Lothar and Yvonne ended a brewing rivalry between the new money nobility growing in the east and the old nobility of the west with Amrothan caught between. The Marriage, whilst one of politics, blossomed into one of love and mutual respect, with Yvonne coming to be a competent member of Amrothan court and a voice of reason in the east.
Dieter Amrothan (32) The youngest brother of Lothar Amrothan, Dieter became the representative of Amrothan to the Prime Estates in the capital, having proved some measure of competency in the courts of Reitenburg and guild halls of Flusstadt. Loyal to the bonds of family and a firm grip of Dreibene values he has consequently proved able in the affairs of the Prime Estate, at least as Dreiben judges them. His time away from the Prime Estate is largely spent socialising and forging partnerships in the necessary duties of capital poltical life as well as assisting Amrothan and Dreibene merchants and dignitaries. A handsome man of fiery red hair and the ruggedness of an experienced rider, the fact that Dieter has not yet married is a question largely avoided by House Amrothan.
Nation/Realms Name:The Kingdom of Dreiben
Flag:
House Motto:"Forever Onward"
Region on map: Sea Green (East)
Race name: Dreibene
Racial appearance: The Dreibene are generally a light-skinned people, predominantly light in hair colour with a distinct section of the western population known for red and blonde hair predominantly, while lighter shades of brown prevail elsewhere. While a varied people, both in height and build, Green eyes are dominant amongst the Dreibene.
Racial traits: The Dreibene are known for their strong bonds with their horses, and to own any beast of burden or companionship is almost a primal obsession among many circles. Dreibene who show an aptitude will consequently often take the Druidic path, while by and large most Dreibene can be considered somewhat wild by other standards, they are immensely loyal to those with whom bonds are forged.
Capital: The Capital of Dreiben rests in the riverside Reiterburg, nestled in the foothills of western Dreiben. The largest city in western Dreiben and the second largest Dreibene city after Flusstadt, Reiterburg is a city of wood and stone seemingly built with its streets more concerned with horse-drawn traffic than any other. Reiterburg consequently radiates outwards in wide open streets around the central stables, Spire of Rhiannon and Einhorn Castle, seat of the Amrothan House, before its walls meet the floodplains and more difficult hilly terrain.
Culture: The Triangle Plain has birthed and preserved an equestrian culture since before the time of the Empire, though surely never one as unified as the present. It has been a place of veneration of the working beast, as well as the noble steed, and its various historical nations where predicated on a love of the horse and a respect for the druidic arts. Consequently, the Driebene have been at times nomadic, but always returning to the safe places that have now become the stalwart cities of modern Dreiben.
Bonds are important to Dreibene culture, promised by agreement long negotiated, forged from marriage or created between horse and rider over time, all carry significant weight in society. While Dreibene may sometimes abrogate agreements - particularly where they feel they have been mislead, Dreibene will judicially adhere to the word of an agreement, and can always be relied upon to satisfy the demands of blood bonds no matter how inconsequential. Dreibene consider bonds as they see them as different to oaths and simple loyalty, though a bond will cement both. This is a subtlety that is sometimes lost elsewhere.
Sometimes wild, yet decidedly loyal, the Dreibene are not simply horse-folk, with a seasoned history of study and institutions based upon such knowledge in as many fields as one would find elsewhere in the Empire, though the true heart of the Dreibene lay in livestock, the food to feed them and themselves, and the horse.
Type of Government: Drieben was once a myriad of realms ruled by the Bannerlords, brought to heel under a electoral system by the Bannerlord of House Amrothan many a time ago. While the electoral system for the purpose of ruling Drieben was largely abolished under the Imperial System - and the realm is ruled as a typical feudal system - elements of the electoral systems persist in village life and in general dealings between the nobility and associations that represent the cities, guilds and grand stables.
Influence and relations:
WIP
Military The Dreiben military is, as most, based on the raising of levies and marshalling of nobility as needed. Nonetheless, a strong equestrian tradition dominates and a reasonable standing retinue of Bannerguard, primarily cavalry, is maintained by House Amrothan and paid for by the personal profits of Amrothan stables.
Unit demographics: Totals Heavy Cavalry: 2,000 Light Cavalry: 4,000 Heavy Infantry: 1,000 Light Infantry: 1,250 Ranged Infantry: 1,500
Standing Heavy Cavalry: 425 Light Cavalry: 515 Varied Infantrymen including archers, but predominantly light infantry: 290
Landscape: Dreiben is dominated by the vast plains that make up the dominant terrain of the realm. Dotted with small villages, the occasional rolling hills and ever graced by herds of livestock and horses, the plains make up the majority of Dreiben and are sheltered by a number of rivers that ensure the land remains suitable for small scale farming and grazing.
In the west, the mountains and foothills give way to some of Dreiben's great settlements and its major interior river system, whilst in the east, the largest city and greatest area of agricultural activity is found amongst the Ostenmarz and its two river systems and its small forests and hill ranges.
Wildlife: Dreiben is home to largely domesticated animals or wild breeding stock, with the occasional migratory herd's or unique visiting wildlife. Of note is the Adelpferd, a horse breed unique to the western foothills of Dreiben that is generally stronger, a degree smarter and more suited to greater bonds with its riders than even the most valued traditional breeds.
Economy: The Dreiben economy is based on three aspects, the extraction of mineral wealth from the west, to varying degrees of success, on agricultural produce, largely serving to meet domestic need for food and animal feed, and primarily upon its husbandry. Dreiben consequently invests much of its economic activity in the other aspects internally, providing large quantities of edible livestock, animals suited to work such as draught horses and oxen, and luxury and military needs such as with its varied horse breeds.
Religion: The various traditions of times long past were decidedly of the primal path in Dreibene, there was, and always has been, a respect and tradition of veneration of the deity that would became known as Lyriel, though despite no direct attachment to the beasts upon which so much rested, that which was necessary for them to survive was very much in her influence. The presence of Rhiannon, a uniquely Dreibene deity, is largely presented as a white horse under the guidance of Lyriel, though in times past Rhiannon was a very much individual and dominant theistic presence.
With a recognised tradition that was not too much of an unknown and somewhat recognised, if not particularly codified religious sphere centred around Lyriel, the various conflicts and theistic re-evaluations that ordered most of the faith around Kemmeth caused only minor issues in Dreiben. Nevertheless, The people of Dreiben were, after all, "wild" even in their adherence to faith, but had forged a bond common enough in trying times to forego any such issues ever becoming a pressing problem. Nonetheless, the common folk of Dreibene take a relaxed approach to their faith and put a greater emphasis on their interpretation of Lyriel than any other of the gods and consequently tend to be far more lenient to minor theological transgressions. A history of live and let live pervades, and it is rare to see "heresy" that does not border on the overt, politically damaging or murderous attract too much undue attention.
As such, the adherence to matters of religion is largely an individual decision, primarily centring around Lyriel and, Kemmeth. The importance of bonds put some emphasis on Helistar upon his more widespread introduction from Xandrian origins, but has always remained somewhat of minor importance comparatively.
History:
Prior to "Unification", the plains were home to several varying Dreibene realms of varying degrees of centralization, having ended nomadic traditions some time before. House Amrothan would ultimately win several military and diplomatic successes and unite Dreiben under an electoral monarchy. House Amrothan will ultimately fall out of rulership several times, particularly as unification approaches and differing ideals present themselves.
Dreiben, despite the great odds, resists unification for some time, but is ultimately defeated. House Amrothan remains one of the few viable houses in Dreiben and ultimately comes to rule Dreiben once more. With a weak nobility the electoral system is disestablished, and House Amrothan become vassals of the growing Empire.
Dreiben did things and stuff happened. This was The Great Drathii War.
Strengths:
Equestrian Tradition: With a strong equestrian tradition, it is easy and somewhat more economical, particularly with widespread training and lesser, but noticeable horse ownership, to recruit cavalry, particularly of the light variety, from the populace at large. Such traditions also feed a greater availability of heavy cavalry and skill amongst the nobility.
Another Beastial Bond: Maintaining a tradition of raising working animals and livestock has endeared the stalwart dog in the hearts of the Amrothan and Dreibene at large. Many families will have at least one canine companion, whether it is utilized in herding or other working capacities or as a simple companion. Dogs also form a component of Dreibene cavalry formations both military and luxry, making up part of a shock element or standard hunt, while Shepherds have come to breed some of the most loyal and hard working dogs to be found anywhere.
Weaknesses:
Everyone A Cavalryman: With its predisposition towards preparing for a life on horseback, it can be difficult to find men of good quality who are willing to serve out of the saddle. Consequently, recruitment suffers in other fields.
A Demand for Animal Feed: While possessing a not inconsequential agricultural sector and exporting some agricultural goods not suited for it, the vast livestock and husbandry sector demands a great deal of base animal feed. A tradition of not skimping on such matters further drives demand for good quality feed.
Export:
Tin & Copper: Tin and Copper are the predominant ores extracted from Dreiben's mines, and as such, are far more than could ever be used at home.
Silver: Silver is extracted in reasonable quantities from the western foothills and mountains, and much finds itself exported to satisfy demand elsewhere in the empire.
Horses & Working Animals: Working animals and horses are always in demand from many different avenues of society, Dreiben has these in abundance, and some of its prized horses go for a small fortune abroad.
Livestock: For purposes of breeding or consumption, Dreiben exports a great number of livestock to other realms, particularly those without any large livestock sector or husbandry tradition of their own.
Import:
Iron: While Dreiben produces a reasonable quantity of ores, it does not satisfy demand for iron. As such, the smithies and armourers and other industries that make use of such ores must import.
Luxury Goods: While the Bannerlord's and assorted nobility traditionally abstain from ostentatious dining and decoration, there is still an appetite for such things and in particular a growing one amongst the growing merchant and other middle elements of society reinforced by Imperial cultural standards. The best luxuries that are not equine, of course, are ones from abroad.
Agricultural Goods: A demand for varied foods and in particular, a need to satisfy the demands for animal feed continue to grow, as such, Dreiben imports far more of these than it exports.
Lumber: Dreiben lacks any area of vast forest, largely reserved to a few small areas or copses built to break up the plains and provide windbreaks, as such, it must import a reasonable quantity of lumber from elsewhere.
House Specialty: Light cavalry. When Vidor Lastren swore fealty to the Emperor and denounced Tihune in favor of Kammeth, the Emperor gifted Vidor with one hundred fine riding horses so that his unmounted clansguard "might ride as true imperial knights". From this original stock came the hardy Varlander: a hardy, stocky steed with the endurance and speed to run down lightly-armored infantry. Additionally, there is a tribe of indigenous horse people who owe fealty to House Lastren known as the Narze. Riding upon shaggy and nimble Tkarin horses, the Narze dispatch their foes with long javelins. These mounted javelineers are among the finest light cavalry in Ethica. A troop of Narze riders serve in Lord Lastren's retinue, and freelance troops can be called upon if the Lastren Lord need their assistance.
House Ancestral Artifact: None. House Lastren joined the Empire long after the age of Lalaifia and missed out on Kammeth's divine gifts.
Important Members: - Lord Anastus Lastren (35) (More to come as plotlines develop)
Nation/Realms Name: The Septentrion
Sigil: Pending
Flag: Pending
House Motto:
Region/color on map: Forest green
Race name: Hinterfolk or Northlander are used to name the settled people of the Septentrion. The unsettled tribes under the protection of House Lastren are as Northkin.
Racial appearance: Pending
Racial traits: The Northkin and most Hinterfolk are descended from the same family of northern tribal people. On an ethnic level, the two are difficult to distinguish. However, the two peoples are separated by a wide cultural gap. The Hinterfolk have been assimilated into the fold of Imperial Ethica; adhering to the lifestyle, diet, religion, and customs that prevail in the southern realms. The Northkin live as they have done for eons. Within their palisaded strongholds deep within the Ostwood, most Northkin largely oblivious to the empire they are now technically citizens of.
Capital: Vandaster
Capital Population: 9,000
Other Major Settlements: -Riffleford -Cape Mossystone -Kestrelle -Frostmouth Keep (Imperial outpost)
Population: ~100,000
Culture: Pending
Type of Government: Feudal Aristocracy
Influence and relations: Highly dependent upon the Empire.
Military - Pending
Unit demographics: Pending
Landscape: Pending
Wildlife: Pending
Economy: Destitute
Religion: In the cities and feudalized south of the Septentrion, worship of Kammeth prevails. But the old god of the land - Tihune - is revered by many, particularly in the unsettled North. Lord Vidor Lastren converted to worship of Kammeth when he swore fealty to the Emperor and zealously forbade the old rites of Tihune worship during his rule. His heirs, more concerned with keeping the Septentrion intact than maintaining an impractical facsimile of a southern kingdom, relaxed their stance on Tihune worship. The sparse population merits few clergy to teach the laity the exact parameters of Kammeth's faith; as such, syncretism between the new religion and the old ways is common.
History: House Lastren was the last dynasty to join the Empire of Ethica. A leader of a settled tribe of Northkin named Vidor Lastren sought the audience of the Emperor. Before the Emperor of Ethica, Lastren pledged his allegiance to his Empire and forsook the old god of his people - Tihune - in favor of Kammeth. With Imperial support, Lastren carved out a fledgling kingdom out of the Septentrion by pushing his unsettled kin out into the hills and forests to make room for farmsteads and feudal estates. While Vidor Lastren had modest success in fashioning the southern marches of his dominion into a simulacrum of a functioning feudal kingdom, the vast majority of the country was simply inarable. Windswept hill country, dense forest, sheer mountains, and harrowing winters confounded Vidor's efforts to establish a feudal enclave in the northern lands.
To make matters worse, the Northkin tribes that had been displaced during the initial wave of imperial conquest returned in the following years. They avenged themselves by raiding the functioning estates in the south of the realm and pillaging the farmstead hamlets. Vidor demanded his imperial benefactors send more soldiers to put paid to the rampant forays of the savages. The Septentrion was developing into a financial burden and a military quagmire for the Empire as whole. Before he could see the situation improved, Vidor suffered an untimely death when he fell from his horse at a gallop and was accidentally trampled by one of the steeds of his retinue.
Aetius Lastren - rechristened with an Imperial name by his late father - took the reigns of House Lastren and was dismayed by the state of the realm he had inherited. His first priority was to quell the unsettled Northkin within his realm. Aetius was not as stubborn as his father had been, and was not as inclined to see his way meted through force as Vidor had been. Aetius, after all, was born as a Northkin himself and could empathize with the unsettled neighbors that his father wanted only to expel through force. Aetius called a council to be attended by all the Northkin tribes living within the Septentrion. Through much negotiation and compromise, an uneasy truce between House Lastren and the tribes was brokered. In exchange for a meager tribute from the tribes, the Northkin would receive protection from House Lastren and the Empire of Ethica so long as the Northkin left feudal estates and settlements in peace. This arrangement was shaky and often violated, but it was instrumental in restoring order to the countryside.
Anastus Lastren is now Lord, and his policy has been a pivot back to the Empire. Taramyth Paragon grossly neglected the northern garrisons, and Anastus has had to battle for each Imperial soldier posted at the remote northern fortress at Frostmouth. Word has filtered back to the Webwood savages that Ethica's northern flank is exposed. Perceived Imperial weakness has resulted in exacerbated incursions by the savages, stretching House Lastren's men-at-arms and the Imperial soldiers all too thin. Now, with Taramyth's death and a coming long night, the state of the realm is dire indeed.
Strengths: + Seasoned: The Septentrion is a hard place. Constant barbarian incursions, squabbles for supplies, and general hardships cultivate a stronger people. Fighters Septentrion have seen combat time and time again with marauding raiders often possess extensive combat experience. Even the peasant levies will typically fare better in combat than their softer southern counterparts. + Remote: At the Northernmost fringe of the Empire, the Septentrion is far removed from the political turmoil that seethes in the more populous south. Imperial oversight is scarce and House Lastren is usually left alone unless their Lord requests imperial attention. + Supported: Barbarian incursion is a fact of life in the far north. Fortunately, the Empire is (usually) amenable to backing the realm with military support. Imperial armies, in addition to helping protect the countryside, prove useful in quashing peasant revolts. This defrays the cost of military endeavors.
Weaknesses: - Savages: Lord Aetius Lastren's efforts at smoothing over hostilities with the indigenous Northkin did much to pacify the realm. However, not everyone got the memo. Raiders from the Webwood trickle through treacherous mountain passes into northern Ethica, presenting a constant nuisance at best and an existential threat to the Empire at the worst. - Inhospitable: The fact of the matter is that the Septentrion is poorly suited to sustaining a feudal realm. Agriculture is only feasible in the south of the realm. Flocks, fishing, and imports from the south are necessary to feed the populace, small though it may be. - Depauperate: The Septentrion would be able to pay its dues were it not for constant Imperial support. Make no mistake, there is natural wealth to be had in this land - the north is ripe with mineral wealth and quality stands of old-growth timber. However, the inhospitable nature of this land is such that this wealth is difficult to extract. - Dependent: Without the Imperial garrisons' assistance in containing the barbarian incursions, the Septentrion would collapse and northern raiders would overrun the realm. House Lastren expends much energy in reminding the Emperor's court that without reinforcement, barbarians will wash across the Septentrion and stream down into the valuable southern realms.
Export: - Wool - Timber - Honey
Import: - A better question is 'What don't they import?'
House Speciality: Generations spent tracking the great whales of the western ocean have endowed the Seval family with an unparalleled skill in navigation on the open seas as well as an intimate knowledge of the denizens below the waves. So acclaimed has this skill become that it is said no ship run by a Seval has been led off course in a hundred years.
House Ancestral Artifact: Said to have been granted to Rentes Seval as a symbol of his divine right to the throne he had seized the artifact of House Seval is Sceptre of the Usurper. Four feet long the golden staff carries intricately etched patterns depicting the great rebellion of Aeche and is topped with a great stone of flawless Topaz. The scepter is said to provide its keeper a near total immunity to the foul magic of Azureal, though this claim has gone untested for many generations.
Important Members: (53) King of Aeche, Eretes II Seval: The current ruler of Aeche, Eretes is considered gregarious by most and has long been a man known to engage in all the necessary social activities with eager readiness, but to entirely disregard those not specifically requiring his presence. In truth Eretes does little he is not required to, and while he engages in the affairs of court and state it has been silently noted by many an observer that often the king will simply choose the viewpoint of another and support it unwavering rather than forward any original ideas. This has led many to dub Eretes the quintessential sycophant, a man who only speaks so that others might enjoy what he says.
Of course to those closer to the king such a label would be disingenuous, the truth being that while Eretes may not seem to be personally opinionated during his many public appearances, this is merely because he has no opinions concerning the governance of the kingdom and the empire. Obsessed with the stars Eretes has long held a certain disdain for politics, and even against the will of his late father spent most of his youth in the study of mathematics and theology. It is in these pursuits that Eretes spends the majority of his waking hours, leaving all but the most basic of court work to his wife.
Indeed, much of what can be called official policy in Aeche can be traced directly to Mera Seval. Whether this is a result of an explicit arrangement or merely the king’s eccentricities is anyone's guess, but few could deny it.
(48) Queen of Aeche, Mera Seval: A shy woman by the reckoning of most the current Queen of Aeche is a mystery to all but her immediate family. Behind doors she and the king do seem to be in a loving, if not peculiar, marriage. The two are often separate, but it seems they enjoy this as much as they do each other’s company. The only dispute known between the two known to others in the royal court is the matter of his majesty’s minimal involvement in raising his children. Nevertheless, Mera has been the de facto ruler of the kingdom for years as a result of her husband’s disregard for the matters of court, with most of the Queen’s decrees being presented only in written form or by the king on the few occasions he is forced to appear in public.
(26) Prince of Aeche, Neset Seval: The heir apparent of the Kingdom of Aeche, Neset is a man few would consider more worthy of the crown than is father. Seeing rulership less as a responsibility than a route to prestige and status Neset is arrogant and entitled to the point that his very personality has become the subject of mockery in many a tavern where he is commonly known as Prince Arse-Head the First.
(18) Princess Helena Seval: The middle sibling of Eretes children and renown for her beauty Helena is known for her sociable nature, as well as her entrenched and often cynical opinions. This stubbornness has often put her at odds with the religious authorities, but extensive connections made through a lifetime of social events have done much to shield her from any animosity some may hold. Helena is married to Guillame Duvard, an arrangement many find considerable amusement in given the couples conflicting personalities.
(16) Prince Cevest Seval: The second son of Eretes II, Cevest is the youngest of the king’s children and easily the most adventurous. Having trained with his cousin and brother Cevest is a capable navigator and sailor even at his age, and of all his family none have participated in more hunts on the open ocean. On his recent sixteenth birthday Cevest was granted a small vessel and crew by his father and now spends his time between court and touring Ethica.
(25) Duke Certes Seval: Son of the recently deceased Duke Rente Seval and the nephew of King Eretes II, Certes is nothing but ambitious. In the short three years since inheriting his father’s position Certes has led an effort to turn previously minor the port city of Ramoni into one of the largest centres of trade in the province, a venture that has managed to eliminate one of the largest smugglers guilds in Aeche and even attract merchants from across the sea. This sudden and seemingly inexplicable success has led many to question whether Certes exploits have been entirely legal, some even suggesting he orchestrated his father’s death.
(22) Kelae Seval: Daughter of Rente Seval and niece of King Eretes II Kelae was once known as an affectionate and loving individual with perhaps a worrying disregard for the lines of class. The days of her leading spontaneous efforts of charity in the slums with little or no guard however ended abruptly upon the death of her father. Exactly what she has occupied herself doing is unknown, but she has not been seen leaving the palace in years.
Nation/Realms Name: Aeche
Flag:
House Motto: Luck In All Things.
Region/color on map: Lime Green
Race name: Aecheian
Racial appearance: Aecheian's tend to have a fair complexion and often stand between 5'6 and 5'8 regardless of gender. Black hair is almost ubiquitous, with a lighter brown being indicative of the southern regions. Eye colour is less homogenous, though green and blue tend to be the norms.
Racial traits: Looking simply at the location of Aeche many would be surprised to learn its people are famed for anything other than their seamanship, which while a point of pride on the island happens to be but the second thing its people have found renown in. The first is the seemingly supernatural ability of Aecheians to increase the yield of their crops and render all but the most hopeless land fertile. Generations of traditional innovation and what many know to be a fair bit of Drathii blood bolstering an innate magic have turned constant scarcity to abundance, and now the skills of Aecheian farmers are sought after by many across Ethica.
Capital: Vestera, the capital of Aeche is located at the base of Feste bay and on the Festen river that flows into it. The capital is built around the three great bridges spanning the river and the royal palace in turn is built upon the central and largest of this bridges. Known for its colourful and bustling seaside markets Vestera is the most populous city in Aeche and the home of the provinces many glass blowers.
Capital Population: 16,300
Other Major Settlements: (8,300) Caspen: The capital of the duchy of Caspe the city of Caspen is the surrounded by farms and often considered the breadbasket of the province. The city itself is said to be the oldest in Aeche, dating back to the era of unification when it was the capital of the local petty kings territory.
(3,900) Argosie: The capital of the duchy of Argoe the city of Argosie isn't particularly notable save for the fact it stands as the centre of the ever important whale hunts and houses most of the provinces hunting fleets.
(6,100) Eserote: The capital of the duchy of Esren the city of Eserote hugs the edge of the only mountain range in Aeche. Eserote is often called the ringing city, and fittingly as what little metal is produced in Aeche can all be traced here, to a city where the pounding of iron can be heard well into the night.
(3,600) Ramoni: The capital of the newly formed duchy of Ramoi the city of Ramoni was nothing but a minor port as little as three years ago. However under the guidance of Certes Seval the city has blossomed into the largest trade hub in the province.
(2,300) Velre, Castle of the Mist: Often called the greatest fortress in the west Velre was built on the lesser island of Verche with the duty of repelling any would be conquerors from the black continent. Grand in scale and built overlooking the precipitous cliffs of the island many have claimed that a direct siege of Velre would be all but impossible. Over time the castle has also become the central point of the islands settlement, and a city of its namesake has sprung up in its shadow
Internal Map:
(The smaller island is known as Verche, while the greater is Aeche proper.)
Population: ~102,100
Culture: For generations the rulers of Aeche have been reluctant involving themselves in the affairs of the mainland, and this has bred a grand misconception among the people of Ethica that Aecheians are cold and insular. In truth the island province while not particularly outgoing prizes hospitality above all else, and many a traveller without a place to stay have found the locals more than willing to share a bed.
This courtesy is not merited only to strangers however; it is an inherent part of Aecheian culture. The common people of the province are more than inclined to share what they have if their neighbours need it, though they are not so gullible as to be tricked by dishonest scarcity. With such tight knit communities the people of Aeche have also become known for their lack of inhibition amongst each other during their yearly harvest celebration, events which many say predict the next generation with disturbing accuracy. Friendly, accommodating, and unconcerned with the needless boundaries between strangers Aecheians are perhaps the exact opposite off what many expect.
There are however, some parts of the culture that do fit the stereotype, namely the island people’s reliance upon the whale hunts and their love of the sea. Should one ever find themselves in Argosie upon the return of a successful hunt they would be witness to a spectacle of religious devotion wherein the local priest would preside over the vast beast give thanks to Kayo, and this is not without reason. Beyond the local crops there exist precious few sources of meat on the island, and while local fisherman provide for the coastal communities only the meat of such vast beasts as the whales of the western ocean lasts for it to be distributed throughout the island. This simple truth has been curiously unifying for the people of Aeche, and many say that the whale hunts are the back bone of the people’s culture.
Type of Government: The law of succession is Aeche is that of Absolute Primogeniture, though this isn’t a constant among the lower nobility. Below the king all the various Dukes are granted the right to choose their own laws concerning inheritance, and some have deviated from the norm considerably.
Military: WIP
Landscape: Both greater Aeche and lesser Verche are dominated by rolling grassy hills, though only greater Aeche peaks in a small set of mountains. The islands rise suddenly out of the ocean in most cases, but there are a number of locations where both islands level off to smooth beaches rather than precipitous drops.
Wildlife: WIP
Economy: A mere generation ago Aeche was a kingdom that had become insular and detached from the Imperial economy, save for its import of Ignesian goods. However in recent years not only has the kingdom opened up to the many trade guilds of the west but it has reacted proper trade agreements with many other great houses allowing it’s famed glasswork and whale oil to be widely distributed.
Religion:
WIP
History: Perhaps uniquely among the high houses of Ethica, House Seval was founded not by wealthy land owners or dependable warriors, but by an apprentice shipwright who was a mere twenty one years old during Lalaifia's war of unification. Born in what was then the High Kingdom of Aeche, a poor and insular realm, Rentes Seval was as insignificant as any peasant until the first Empress delivered her ultimatum to Ethica.
The Aecheian King of the time, Herun Evet, would openly mock the ultimatum and declare that 'No Tilrin would be so lucky as to survive the landing' in defiance of Lalaifia. However as time went on and kingdom after kingdom knelt or fell Herun choose to raise his levies, still certain any assault would be repulsed. These levies however, did not share their King's headstrong conviction that defeat was impossible. Hearing rumours of the holy warrior come to bring peace and prosperity the impoverished throng that composed the kings army were struck with doubt, and it was that doubt that Rentes would harness. Declaring Lalaifia a saviour coming to lift their struggle Rentes exuded a hope that most within Aeche had longed for, and with this hope in their hearts the people and army of the island kingdom turned on their liege. Storming the then-capital of Caspen this peoples army would tear Herun from his throne and bring him bound before Rentes for judgement. Drawing upon his old skills and a morbid showmanship the new ruler of Aeche would sentence the fallen monarch to crucifixion upon the bow of the royal flagship and have the vessel sent adrift.
One by one the other nobles of the realm fell and Rentes soon held singular command of the island. Securing this hegemony the peasant-king would hold mock trials and have the former upper class executed for the ironic charge of rebellion against Lalaifia. By the time the Empress to be reached Aeche at all Rentes held the island in his firm grasp, and following through on his promise he yielded it to her unquestioningly. While sickened by the deaths of so many in her name and the brutal manner of the fallen kings demise, Lalaifia accepted Rentes oath of fealty and recognizing the popularity of the new peasant-king and the hope of his people declared him lord of Aeche by divine right.
In the years to come Rentes would work with various generals, in particular Chalarensis, undermining and conquering the enemies of the new Empress. Yet despite his oath of loyalty Rentes sentiments as a leader of the people never changed and when Chalarensis received a command to spare the nobles of house Practen in his assault upon their keep in Dreiben it was Rentes that pushed the accomplished general to defy it.
In the reckoning to come Chalarensis would be exiled and Rentes would be marked forever with a title of dishonour bestowed by the Empress. While the event would turn Rentes against his liege for the rest of his life the ruler of Aeche would never cease to praise her and sing the virtues of the new empire, always looking to keep the people who loved him content.
In the coming centuries Aeche earned the status of a quaint, if not backwater province and was largely unremarked upon save for the rare occasions it came to the Emperors attention for one petty reason or another. (Drathii War here, once worked out OOC)
In modern times House Seval has prospered under what many call the strangest leadership in its history. Under the reign of King Eretes II, or more precisely the governance of his wife, the island kingdom has relaxed its restrictions on foreign merchants and reinforced relations with the imperial court. The latter made possible largely by the marriage of Camilla Seval to Emperor Taramyth, an action that permitted Aeche immense influence above its actual relevance to the empire.
Strengths: -The fleet of Aeche is a capable and sturdy one manned by well trained sailors, when it comes to war they will rarely back down from an engagement unless victory is utterly impossible. -Surprisingly enough Aeche can export foods as the innovations used to increased the fertility of the land have become so efficient near any plant can grow plentiful on the island.
Weaknesses: -Positioned as it is Aeche takes the brunt of most disasters from the west, ether they be storms, raiders, or enemies from across the sea. -The lack of woodlands on the island makes it forever beholden to mainland imports of lumber, a weakness that would mean disaster should the province be blockaded.
Jarl(ess)//Warlord: The mighty one and rightful, Rolar Marathis.
Marathis is a beast of a man, standing over seven feet tall. His imposing build is furthered by his deep voice. He possesses long hair that is shoulder length and snow white dispute him being a mere thirty-five. It is likely that this is due to not only the stress of his leadership but the snow itself. His past is that of legends, slaying the great harrackian wyrm. Shooting a five headed tiger beast with five arrows at once. In reality its an exaggerated twist of him killing men with tiger head-dresses and in the case of the wyrm, a giant python like snow beast. The feats for a normal man were still impressive and he wears that mantle well, adorned with the teeth from the tiger headdresses around his neck and a mighty gauntlet with the metal infused skinned skull of the python.
God: Quetzul, this god respected is an older deity that revolves around justice and revenge. Mathis and his kin have used the sun, moon and fire itself to represent the gods eternal power against darkness. The deity is said to reward honored heroes, people who die in his name but it is preached that death should not be sought as it means one will not be able to serve the god any longer.
Death is not desired but seen as noble sacrifice.
Clan and Kin:
Ruhna, the concubine of Marathis. She was seen as one of the most attractive in the kingdom so Marathis laid sole claim. She has bore one unsuccessful child and the kings son Addar.
Addar, the only son of Marathis. He is nearly identical in build as his father but not quite as tall. He possesses his mothers jet black hair.
I'll add more as I think of them. Plot will always make more.
Dynasty Bio: Long ago, there was a (high ranking) member of the (imperial family of that time?) who was so arrogant that he believed he could get away with anything. This man, Van Rolar, was a heavy drinker and drug abuser who found himself so suave that he attempted to court the kings (daughter or wife). This action was sadly successful and after what was supposed to be a fair trial for adultery turned into outright exile. His family and top military officials were sent into the wilds for the fear of rebellion. There was no (equivalent rank of landowner of that time) chosen to lead Van Rolar's land so the king had it carved up by the houses of that time, forever burying the kings shame.
The trek north was arduous with many perishing along the way. It was months before they found an ancient ruin, the now modern castle of Kararch. Kararch was the beginning of Van Rolar's new lordship, a mighty underground castle that was protected not only by stone but the blinding blizzards that ravaged the land often. It was horrid at first as game was near impossible to find and with the sheer cold, even trees were hard pressed to grow in the desolate lands. Over time though, Van's men started to domesticate the animals they could find and use the underground areas to grow mushrooms and a leaf-less tree like object called a Iak. The Iak's had bark that when soaked for a few hours would be almost bread like in texture and was by a miracle, very nutritious. It was at this time that Van Rolar fell ill, likely to the mushrooms so his son, Van Rolar II took up his fathers mantle.
After a prosperous generation led by Rolar II which amounted to many tribes being taken in and an outside castle built around the still mighty Kararch, Rolar III became enthralled in a history where his grand father was king, retribution for the lands that were stolen... it became his perceived birthright. It was around this time when the god of justice "Quetzul" came only to him in his throne room to promise vengeance and rightful justice for the usurping of the throne. History became ever more diluted and the facts long twisted into a tale of Rolar I being the high king and dethroned due to an uprising where Rolar's wife was impregnated by another lord of that time.
Regardless of the confusion, the family line became diluted as well with many tribal leaders claiming the throne of Kararch and the promise of one day returning to the capitol, to retake it either by guile or force. a number of generations passed and soon the name Rolar turned into a title rather than a formal name. To be crowned and referred to as a Rolar was the highest honor possible, second only to a person taking the throne of Ethica.
Tribe Bio: Marathis' tribal empire is by far one of the largest groupings in the north. Many have have joined by will or force under the promise of serving the divine and taking the world back from the evil in the south.
Jealousy is used as a powerful tool as tribesmen are told stories of places where heavy coats are not required, where sweet fruits grow from green trees.
The Rolar clan has not experienced any real defeat, only small setbacks.. This has only led to leaders like Marathis who have grown increasingly arrogant that when he does invade, nothing will or could ever stop him.
The general population has a general manifest destiny to varying degrees, mostly due to the constant reminders of the bounty in the south. For now they are content with their every day goings. Men and women alike share mostly the same burdens for keeping the tribe fed and happy.
Underground farms are very common as well as above ground animal pens. The main domesticated beast is the hogant, a six legged, furry elephant like creature. They are one of the few creatures of the north docile enough for domestication.
For entertainment, puppetry, tribal gatherings at the tavern and always ever the dancing around a fire. All in all, life for the average man and woman is difficult due to the weather but simple in terms of what they must do.
Military: The Rolar clan military is all warrior workers. In the north there is no room for the weak as if nothing else, the cold would take them. That said, they aren't a particularly organized force as its mostly shock units of berserkers carrying an wide assortment of weapons.
There is nearly no cavalry presence due to the lack of cold weather mounts in any abundance to make much of a difference. Siege equipment is constructed on field and is likely one of their biggest strengths as generations of practice against one of the most heavily fortified locations, Kararch.
There are elite units within the ranks that are uniform, fighting as a unit with standardized weapons and armor but this is a very small force.
Jarl: Erik Steelbones, son of Marc Steelbones, leader of the Envis Clan. Erik is 28 years old, rather tall and has an athletic build. His hair is blonde and falls to his shoulders, but is often tied into a sophisticated braid. A scar over his left eye is a constant reminder of how hard life in the north can be. His weapon of choice is a dual-wielded Axe, passed down for generations in his family. It used to belong to some Lord, until one of Erik's ancestors defeated him in battle, claiming the axe for himself. Erik has two faces when it comes to personality: In front of his father and his clan, he is a disciplined warrior, strong and strict like his father. When he is around his close friends though, Erik is a lot more laid-back, loves beer, women, laughing and joking around, but only a few people get to see that side of him. He is stubborn, and once he has set a goal for himself he is capable of doing pretty much anything to accomplish it. Erik does not trust people easily, but when he does his friends can count on a loyal companion, who listens to advice when needed.
God: Ymir The Storm God
Clan and Kin: Agnar Steelbones – brother and arl to Erik Yves Berg – long-time friend and arl to Erik Marc – Son of Erik, 3 years old Maar the wolf – Thane, rumored to be a skinchanger Nilvar Malt – Thane, great with a bow and an excellent hunter Rejor the old – Counselor and druid Ildrid – Erik´s mother Dima, Eivor and Una – Female thralls
Dynasty Bio: The Envis clan is rather young and was born out of treason and bloodshed. Marc Steelbones used to rule the Varangian Clan with an iron fist, he was strict and cold, but his clan prospered and steadily grew in numbers. The Steel bones were in their 4th generation as rulers of the clan, and in that time not many had tried to oppose them. Marc loved warfare, the clashing of iron, the adrenaline pumping through one’s blood when standing on the battlefield. He raised his son Erik to be like him, instructing him in combat as soon as the kid could walk. The clan had claimed a nice wide plane for themselves, surrounded by mountains to the north and a river to the west. Growing vegetables and taking care of cattle was not easy, but it was possible. At the height of its power, the clan was comprised of around 3000 northmen, but it turned out not all of them were loyal to Marc. One night, Saras Iceborn snuck into the jarl’s tent, slicing his throat while he slept. Saras had spent days planning to overthrow Steelbones, and his group of conspirers was ready to support him in his ruling over the clan. When the night passed, the members of the clan were greeted by the old jarl’s body laying on the cold frozen floor, Saras’ foot on the corpse, surrounded by his supporters. What ensued next was chaos and death: Erik attacked Saras as soon as he realized what was going on, and everyone else followed his example. What used to be a strong and unified clan collapsed into itself. The fighting went on for what seemed eternity, leaving more than half of the clan dead. The result was less than satisfying: Saras had managed to escape, convincing others to join him, and there were only about 1000 northmen still alive. When Marc died, so did the unity of the tribe. What used to be the Varangian clan split into 3 different goups. Now, Erik rules over the "Envis Clan" and tries his best to keep the group together, dreaming of reassuming the position of power his old man and former clan enjoyed.
Tribe Bio: Erik’s young tribe is comprised of around 800 people, 300 of them being women and children. They still live in the plane that belonged to the Varangian clan, although a lot of it has been destroyed. After the treason his father suffered, the jarl has been on the hunt for Saras, managing to gradually weaken his clan in various smaller battles. His greatest success so far has been the decisive victory over Saras’ forces in the battle of the burnt forest.
Military: Out of the 800 people pertaining to the clan, 500 are able to fight if needed, but most of them are untrained workers. Nilvar commands a small force of around 50 bowmen that double as hunters and trappers to find food for the tribe. Agnar is responsible for training those able to fight and recruiting whoever shows a bit of talent. Around 200 people can be called warriors, having been on the battlefield multiple times already. The Envis clan does not have horses; their weaponry is rather subpar and old. Some warriors have bits and pieces of armor, collected over the years from their enemies or passed down over generations. Maar is rumored to be in control of a pack of wolves that do his bidding, the size of this pack is unknown.
Head of House: Ulric Gregor, but currently Ikandr Von Gregor is running the House due to Ulric being underage. Upon Ulric’s sixteenth birthday he will take over.
House Specialty: The House Gregor is well known for their swordsmanship skills, No one in the land can rival their ability at wielding a bladed weapon.
House Ancestral Artifact: Dyrnwyn, has been passed down from father to so, longer than the house has been around. It has been said that the blade of Dyrnwn can never be dulled, and is sharper than a razor. The Bastard Sword’s blade is a Dull gray, the hilt also nothing to brag about. If one didn’t know what they were looking at they’d assume it was an average blade.
Important Members:
Ikandr Von Gregor: Age 57, Ikandr is roughly average height at 5’11” He has an atheltic build from a life of labour and training. Although older he’s still a very accomplished swordsman. He has Thick Grey and black hair often kept slicked back. And an equally thick mustache. A jagged scar runs from below his lower left ear to the right side of his upper cheek crossing the bridge of his nose. Ikandr is known for being serious, having taken to a spartan way of life. His meals consisting of only Bread, Water and sometimes a meat. He trains rigorously during his spare time, keeping his sword arm strong and his wits sharp. He dresses modestly and hasn’t dawned his armor in over twenty years.
Ulric Gregor: A young boy, 6, has a mop of black hair. He’s very scrappy and tall for his age. Fascinated with swords and knights he spends most of his Time in school but his free time is spent with Ikandr, and if he’s not with his Regent he plays with Amalia. Amalia often forces him to play her games but sometimes she allows him to play Knight and Princess.
Amalia Nic Gregor: A young girl, 7, is the granddaughter of Ikandr, her hair is kept in a single thick black braid, she has dark eyes like her grandfather. When not with Ulric she’s in school learning things like managment, math, reading and other things. When free she tags along with Ulric wherever he goes. Often times she leads him. Many of the villagers often joke about how she’s going to be the next head of the house if she keeps bossing Ulric around.
Nation/Realms Name: Vandhar
Sigil:
Flag:
House Motto: Never Forget Never Forgive
Region/Color on Map:
Race Name: Vahndr
Racial Appearance: (Should include height, weight, skin and hair color. The races of men are more like minor ethnic groups but can still vary vastly. Something like the races of Men in Elder Scrolls. There is no 'Human' race as it were.) Very human in appearance they often have brown or black hair. The average height is 5’11-6’2. The people are very sturdy, their lives are often hard which forces them to become strong and resilient it’s been that way for so long that the people have evolved to have thicker skin. An average Vahndr male weighs 190lbs. It should be noted that its very rare to see a Vahndr who is overweight due to the poor economic status.
Racial Traits: (Most known abilities associated with these people, these are often rather minor, such as one people being known for seamanship, another for their preference toward martial discipline, over brute force and maybe another for their love of crafting.)
Capital: Citadel Gregor
Capital Population: 10,000
Total Vandhar population: 19,000
Other Major Settlements: None.
Culture: There are two Festivals each year one for the Summer solstice and the winter solstice. This is one of the few times that the Vahndr cut loose and enjoy themselves nearly the entire city celebrates. They dance, sing, and often duel settling out old grievances.
The Vahndr respect honor and ethics almost above swordsmanship. Every man learns how to use a sword from a young age. Along with how to farm and raise animals. It is said that if a Vahndr gives their word they’ll die by it regardless of the situation.
Type of Government: Eldest son inherits all titles and lands. The High Lord rules over the lands, and governs all aspects of the kingdom while a Mayor governs the City but answers to the High Lord.
Influence & Relations: WIP
Military: Normal Levy 500 ( 100 heavy infantry, 300 light infantry, 100 archers. Full Levy 1,500 ( 300 heavy infantry, 800 light infantry, and 200 Archers.)
Unit Demographics:
The heavy infantry rely on chainmail, and breastplates. These men, wield swords, axes, maces and occasionally spears.
Light infantry are outfitted with spears, axes, and swords. They wear leather armor or those who can afford it wear chainmail.
Archers wield their simple clothes and wield recurve bows.
Landscape: Mostly hills and farms. The land has few trees. They have no access to sea trade routes.
Economy: Not quite poor, but not yet prosperous enough to be in the middle.
Religion: The Vahndr follow devoutly Kammeth
History: WIP
Strengths: The Vahndr are incredibly loyal to their High Lord even more so than to the empire. With a word they would die for Ulric or Ikandr.
Weaknesses: The Vahndr lack in calvary and Archers. They rarely mount their soldiers and keep only a few bowmen, who would be more suited as light infantry than anything.
Export: Animal products, refined leathers, refined ores,tools and oils for honing blades and weapons.