Bryganthia Geographic Location in Arlyss | World Anvil
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Bryganthia

History

  Home to one of the only native populations of humans on Arlyss, the Milesians or "Children of Mil" have lived on the island of Bryganthia for millenia. During the arrival of the Mardik, the Milesians were a primitive society of druids worshiping various nature spirits. As the Mardik threatened to invade, a being called "Duatha" came to them and promised protection in exchange for worship. They accepted, and the Mardik never came. Some believe they feared Duatha for mysterious reasons.   When the mists came, Duatha erected a giant dome of protection around the island and conjured a false sun and moon within it, keeping its climate stable and populace happy.   In ancient times, the Milesians were constantly at war with the vile Fomorians who lived in the caves and tunnels beneath the island. They were eventually defeated or driven back deep enough to never return.   Cut off from the rest of the world, they developed independently into a feudal theocratic kingdom. Milesian culture values bravery and personal glory, with a strong emphasis on storytelling. Reputation is almost more valuable than coin. As such, bards known as Troubadours wander the countryside as folk heroes, bringing news and stories from other parts of the island.   Two years after the mist disappeared, ships from Bryganthia arrived at the docks of Ekoros and Southport. They were slightly less advanced than the people of Arlyss and ruled by a King in a feudal theocratic society similar to that of Sydonia before the 18th century. Trade relations were established between Sydonia, Ekoros and Bryganthia as well as a cultural exchange to educate all parties on the histories and cultures of each nations. Meanwhile, Bryganthia began sending ships out to the eastern nations of Yamato and the city-states of the Sadim desert. Sydonia attempted to convince Bryganthia to "modernize" their systems of government, but the Milesians have proven extremely stubborn and set in their ways.   Bryganthia continued to expand trade and to explore the world for the next 3 years. Though warned by the Sydonians and Ekorosi to steer clear of the mistlands, the Milesians have recently begun attempts to establish a colony there (as well as Chab K'al). With the introduction of gunpowder weapons from Sydonia, the Bryganthian soldiers have become highly sought-after as mercenaries throughout the world. Since revealing themselves to the world, Bryganthia has seen an influx of adventurers traveling to their shores. Though tolerated, the Duathan faith considers most non-human races "Fomorian" and heretical. Racially-motivated violence is commonplace across the island nation.  

Religion and Magic

  Duatha is a singular deity with various aspects, including The Dagda ("the king"), The Morrígan ("the queen"), Lugh ("the warrior"), Aengus ("the lover"), Brigid ("the mother"), Manannán ("the sailor"), Dian Cecht ("the healer"), and Luchtaine the carpenter, Goibniu the metalsmith, and Creidhne the goldsmith of the Trí Dé Dána ("three gods of craft"). Milesians call upon the various aspects of Duatha to bless their daily lives, and pray to them as though they were separate entities.   The tenets of the church of Duatha include: harmony with the natural world, justice, esotericism, community and reincarnation. Duathans believe that all that is good and holy returns to the earth to grow anew. This can literally mean reincarnation as plant-life, animals or even humans. Evil returns to the depths below, reincarnating as Fomorian monsters. Only by living a perfect life in harmony with the natural world can one reach the promised land of Tír na nÓg, where the aspects of Duatha live as one.   The leader of the church of Duatha is Archdruid Carlos Manuel Escribano Subías. Druids are trained from a young age to serve the church, and are held in high esteem.   Arcane magic is thought to be the work of the Fomorians, and wholly evil. Heretics who practice arcane magic are burned at the stake by the holy inquisition of Duatha. Warlocks and psionics are also considered heretical. Troubadours with magical ability are tolerated by the church due to their popularity with the people of Byganthia.   The commonfolk of Bryganthia are highly superstitious, and much of their folklore originates in the Milesians' primitive origins before the coming of Duatha. Unfortunately, many tales of monsters emerging from the Fomorian tunnels are all too real. Though extremely rare, a few dragons exist on the island but remain elusive so as not to attract the ire of its many Caballeros and other monster-hunting adventurers.  

Climate and Geography

  The climate of Bryganthia is temperate and rainy, with markedly drier summers. The central regions in the mountain valleys of the north are drier, and the southern coastal regions are covered by an arid desert dotted by large mesas.  

Military and Feudalism

  Despite their isolation, Bryganthia keeps a strong navy that patrols the waters around the island. The King commands a small army of personal guards and military veterans used to put down rebellions and troublesome nobles. Most of the Milesian nobles have their own armies levied from their subjects, most of which outnumber those of the king. But through the feudal system of Bryganthia, the king can call upon a number of the nobles' levies in times of need. Similarly, the nobles are taxed by the king and in turn tax their own subjects.   Bryganthian nobles are often at war with one another over land, titles and even petty disputes. Given the isolated nature of the island, all of the noble class are related to one another.   Commoners live short, difficult lives as subjects of the crown. What little time they have for leisure, they spend in taverns listening to Troubadours' tales of heroes and far-off adventure. Knighthood earned through military service to a noble lord is one of the only ways the unlanded can ascend to the ranks of the nobility. These caballero are sometimes granted land and become Castellan, governing keeps and castles on their lord's land.   Milesian Weapons favor long, thin blades such as rapiers and estocs, sabers and scimitars. They are master swordsmen with a mythical style of dance-fighting called the dance of steel.  

Major Settlements

  Valienta - Capital city of Bryganthia and home to the royal palace, garrison and Grand Cathedral of Duatha. It is believed a third of all Milesians live in this cramped, overcrowded city.   Galán - "The Second City," home to the most powerful noble house--The House of Ordoño. Nestled against the mountains of Vitoria, Galán is home to the best winery on the island and a bevy of noble estates and villas. The Druidach (Bishopry) of Galán is almost the second most powerful after that of Valienta.   Lado do lago - Built alongside the Castiñeiras lake, this city is home to the second most powerful noble house--The House of Ansúrez. Profits from the goldmines of the Bastión Mountains fund this lakeside retreat for the rich and famous of Bryganthia.   Castelo Lugh - A massive castle nestled against the eastern side of the Gloria pass, this 3-ringed bastion complex guards against incursions from the Fomorians of the Ordeñás badlands and maintains the exile of the Calé nomads (exiled to the Ordeñás badlands by King Fernando II).   Porto Del Sol - The only major settlement in the Ordeñás Badlands, Porto Del Sol is a haven for criminals, pirates, and exiles. Through this port, smugglers bring in merchandise from the kingdom into the badlands to trade with the Calé nomads.

Maps

  • Bryganthia
Government: Kingdom   Ruler: Alfonso IV   Size: Island nation   Population: 120,000   Economy: Trade, pottery, mining, metalcraft, fishing, entertainment.   Races: Humans 96% Other 4%

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