Kingdom Empire Doljinaar - The Chronicles of Covent

Doljinaar

Written by jlficks

Doljinaar. The White Lion. Kingdom of might and stone. Shield of the West. Doljinaar is the world’s greatest superpower. The united kingdom of men was a born of a dream of a united humanity, but ushered in a free world. Humans are the most numerous of all races and spread the fastest throughout the lands. Humans once lived in tribes and city states, fighting with one another in bloody conflicts known as the Clan Wars, until they were united under High King Doljinn's dream of a united kingdom of men. Doljinaar is now heralded as a light to other nations and welcomes not just men, but many non-human races under its protective wing. However, it is a beacon mainly to day races, as most night mortals are killed on sight in Doljinaar.

Doljinaar has reigned for over a thousand years and stands against the nations of night. It is famous for its lofty walls and many war fortresses. The vast kingdom heralds itself as a free country, but is more a vast empire encompassing half of the crowded continent of Sylvane and has fortresses and watchtowers on many fronts. Doljinaar has established settlements even on the uncharted continents to the north and south of Sylvane. It boasts the largest army and navies in the world and holds back the darker, more monstrous races of Covent.

Demography and Population

Doljinaar is a dense, packed nation with twelve vast provinces and over fifty cities. It is the size of an empire spanning over half the continent with fortresses and settlements even on foreign soil. Doljinaar's strongest provinces are in the west where it has pushed out most night mortal threats, bringing peace and freedom throughout the lands. Doljinaar's greatest cities are tightly packed with hundreds of thousands to millions of citizens. The greatest of which is Capital Doljinaar, City of Kings, which many boast is the size of a small country.   Population density is highest around the great cities such as the capital itself, Kurn and Feltmore. Doljinaar has many other large cities and small towns, carving out a vast network of roads which has connected near every settlement in the West. The southern most ancient lands of Doljinaar are highly colonized, but northern Doljinaar are at times considered wilder lands, though they remain firmly under Doljinn control and even have their own roads, waystops and fortresses. Doljinn castles, watchtowers and patrols largely keep night mortals, beasts and even dragons out of the West.

Land of Many Peoples...

Doljinaar is often referred to as the light of all nations, a place where all nations, peoples and creeds are welcome. Of course, Doljinaar has limits in its tolerance, specifically when considering the darker more dangerous, nations of night. However, Doljinaar’s human clans possess a rich racial palette including over a dozen unique human nationalities such as pureblooded Doljinns, Durnishmen, Brigorians, Braznians, Shamites, Terramothians and many more. Many non-human races are also subject to the rule of Doljinaar, but enjoy its freedoms and protection such as Centaurs, Elves, Fauns, Dragols, Trites, Surface Dwarves, Half-breeds and many others.

Art by Nestor Cruz

Territories

Doljinaar's borders extend from the western shores of the continent of Sylvane to about halfway across the continent, from the south to the north. There is a reason Doljinaar is sometimes called Shield of the West. It has fortresses, watchtowers and defensive cities blocking every eastern front. In the north, the fortress city of Thorbanon keeps night mortals and O'bominn from wandering across the Great Waste. The wall at Peligrad keeps dragons and giants from invading central Doljinaar. Fort Draeggon watches the skies of the fiery mountains of Doruggdoom for Darkor, arrows and Dragonbows ready.
 
Doljinaar has strongholds in the east as well, which include the fortress city of East Falguard and the twin fortresses at Wildeye Sward, which keep the Doelms and Dark Elves at bay. There is also a pass to the far south, No Man's Pass, which leads through the Grayshoulder Moutnains, but it is guarded by Fort Gruldon. This passage leads from Jui-Sae, the Forest of Darkness, but is forbidden by the Dark Elven king, lest Jui-Sae risk open war with Doljinaar.

Doljinaar has strongholds in the east as well, which include the fortress city of East Falguard and the twin fortresses at Wildeye Sward, which keep the Doelms and Dark Elves at bay. There is also a pass to the far south, No Man's Pass, which leads through the Grayshoulder Moutnains, but it is guarded by Fort Gruldon. This passage leads from Jui-Sae, the Forest of Darkness, but is forbidden by the Dark Elven king, lest Jui-Sae risk open war with Doljinaar.

Military

Doljinaar has the largest army in the world boasting over 700,000 troops, including heavy cavalry, infantry, artillery, archers, scouts, spies and the like. Its divisions are divided into large legions, each commanded by its own Lord General, split between Doljinaar's many war fronts. Only the military advisor, the Marshal General, and the king himself outrank them. Even while not at war, Doljinaar's borders are closely guarded to keep the darker more hostile nations out of the West.

Doljinaar not only controls the land, but the seas as well. The united nation of men has the strongest navy in the world, with over 2,000 warships. Doljinaar seafaring is far more developed than any other nation, dwarfing the rival armadas of both Jui-Rae and Syssrinya combined. Doljinaar has established trade with the elves of Jui-Rae, even teaching them the secrets of shipbuilding, but it must constantly guard against the Syssrah. The Syssrah of Syssrinya has the second largest navy in the world and is constantly trying to slither into the western ocean. Doljinaar makes a bold stand at the naval fortress of Daggerport, which guards against Syssrah sailing across the Sea of Mourning. Soliders say the seas weeps for all the blood shed by brave warriors who lost their lives on the storming sea.

Religion

Doljinaar is a melting pot of nations and as result does not strictly maintain any one specific religion. Worshippers are welcome from nearly every major and minor religion. Temples, shrines and idols can be found on every street corner of the cities and towns. Household idols, fortune tellings and sacrificial livestock can be found in every market. Sacrifices and burnt offerings are common practice to one or any number of gods in exchange for blessings or even cursing one’s enemy. It is often said there is a god for everything in Doljinaar.   The pureblooded Doljinns deify their royal line, due to their majestic glowing white eyes and unusually long lifespan. Many Doljinns believe their kings are gods in flesh and that they ascend into full godhood when they die. It is therefore not uncommon for citizens to worship the deceased kings in Doljinaar. Of course, worship of the ascended line of kings is encouraged, but not required in Doljinaar, which has taken a more pluralistic stance on world religion because it has become more profitable for trade and commerce with foreigners.

Trade & Transport

Doljinaar is the hub of all trade in the West and its rich tapestry of human clans offer a wide array of merchandise, which became the foundation for the world’s strongest economy. Doljinaar's great trade cities and ports are a destination for Elves, Dwarves and seafaring peoples who came from far and wide to trade with Doljinaar. Centaurs, Fauns, Trites and other day mortals are all welcome on Doljinn streets. Commerce is widely practiced in every corner of the kingdom, from the vast markets of Kurn and Capital Doljinaar, down to the simple farmer's markets on the Plains of Terramoth.   However, Shamites, a greedy and overly-influential human clan, have fostered a stranglehold on the Doljinn economy, resulting in corruption and black markets which have begun to plague Doljinaar. Some say the Shamite Sheik and ruler of the Merchant Guild has garnered as much say, power and influence as the king of Doljinaar himself. Underground black markets have been sprouted up in shadowy corners of the kingdom…hives to scum, villainy, brigands and even the forbidden more monstrous races of night mortals.

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Kingdom of Might and Stone

Type
Geopolitical, Empire
Alternative Names
The White Lion, Shield of the West
Demonym
Doljinns
Leader
Currency
Bloodstone, gold, silver and copper are the primary curriences of Doljinaar, though Bloodstone, commonly called Blood Shillings are the most highly valued coins.
Controlled Territories
 


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