Aldevarian Kingdom Organization in Creators of Silceris | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Aldevarian Kingdom

The Aldevarian Kingdom, is a monarchy composed of feudal duchies in the continent of Aldevaria. It was forged by the warrior-emperor Aldevar from the primitive tribes of Human barbarians who inhabited what became the lands of the Eastern Empire more than 1600 years ago.

Although not as skilled in craftsmanship as the Dwarves or in magic as the Meldari, the people of the Kingdom are not beholden by the limits of tradition to the same extent as those elder races and continue to progress culturally, technologically and magically.

There are six duchies in the Empire, each ultimately ruled by a feudal lord known as a Ducal Elector, or Duke in the common tongue ,who owes his or her power to the unifying figurehead and ultimate authority of the King. It should be noted that the Aldevarian Kingdom is not truly a single, centralised nation, but instead a confederation of individual, feudal states united only by the common tongue, a shared faith in the Great Eight Constructor and a mutual Royal culture.

The southern Duchies -- The Crown Domain, Selvirasi and Bemedia -- resemble a broad chalice, split by near-impassable mountain ranges from which drain the mighty rivers which are the lifeblood of Aldevarian trade. To the west of these are the Grey Mountains, beyond which lies the Tribal Lands of the Kaer'Ist. To the south are the inhospitable swamps of the the Witchdom of the Naga'Thus.

To the north, the rolling hills and rapid streams of the south and east are gradually transformed into the forested lowlands and deep waterways that define the heart of the Empire. The vast forests that comprise the northern lands stretch almost unbroken across the countless leagues from the duchy of Finavigt to the northwestern border with Offen.

The Forest of Tears and the Lost Forest are all essentially part of the same dark, untamed wilderness, with the green blanket of trees punctured only by the abrupt Heartlands of Gewisse. These lands are divided into the northern Duchies -- Gewisse, Finavigt and Offen.

Structure

There are six duchies in the Kingdom, each ultimately ruled by a feudal lord known as an Ducal Elector who owes his or her power to the unifying figurehead and ultimate authority of the King.
The duchies of the Kingdom include:
  • The Crown Domain
  • Duchy of Selvirasi
  • Duchy of Bemedia
  • Duchy of Gewisse
  • Duchy of Offen
  • Duchy of Finavigt

Culture

Aldevarian culture, despite its seeming homogeneity, is differentiable in each of the kingdom's duchies due to the many subcultures of the regions of Aldevaria. In northern Aldevaria, Finavigt is the home of the Aldevarian's quest obsession: the practice by which young serfs or peasants perform great deeds to elevate their societal standing. Thus, Finavigt tales commonly include lowly individuals going on great quests to attain respect, glory and status. Consequently, the people of Finavigt are reputed as having an independent spirit. Finavigt is also home to the Lost Forest subculture, and nature-worshipping witches reside in the region's dense forests.   Aldevarian cities are solidly built and well fortified. There is a strong tradition of seamanship and seafighting among the coastal cities. For example, the fleets of Guilamber effectively control the Crown's Lake, patrolling against pirates and imposing an impromptu levy on trading ships of other nations.   One thing Aldevarians dearly love is swordplay. If the Aurelian Kingdom is known for its mercenaries, Aldevaria is known for its duellists. Fencing schools can be found throughout the region, many with long histories and deadly rivalries. Western sword-and-buckler fighters are well known, and the Conditros are also now gaining recognition.
 

Clothes

Aldevarian style is similar to the fashion trends in the East. Men typically shave, at most wearing large moustaches and sideburns. Women, on the other hand, are at the forefront of the Kingdom's fashion trends, setting the standard for the courts throughout Silceris. Their tastes are fickle, changing hems, necklines, colours, and accessories each year. Currently, though its changing even now, low-cut long dresses in bright colours along with colourful plumed hats are the current rage. As ever, the practice of slashing garments to reveal bright, sumptuous fabric beneath is still practices.   In Vornestone, famed fencers use loose and billowing shirts, tight trousers, and fashionable shoes. Their cloaks are in fact short capes, and nearly all men sport a dashing hat.

History

The Empire has a history that stretches back for more than 1600 years, but much has been forgotten or lost in the intervening centuries. War, fire, flood and even conspiracy has helped to hide much of the historical record, whether it was recorded in books and scrolls or preserved in the form of artifacts.

Present-day Royal scholars dig and research to discover the hidden truths of the past, but the gaps are many and their conclusions are often simply wrong or skewed to match their preconceptions and political ideology. Also, some truths are best kept secret from the people of the Kingdom, lest their revelation spread panic or doubt amongst a previously docile populace.

The Founding of an Empire

After the Battle of Greykeep, the Humans returned to their lands, but not to their old ways. All the tribal chiefs recognized that Humanity was safer united than divided and they knew that only one among them could truly make that unity a reality. Thus, at Greykeep one year after the Battle of Greykeep, the Archpriest of the Cult of Aarus, placed a crown of gold and ivory, a gift from the Dwarves, upon Aldevar's head and proclaimed him the Emperor of Mankind before the assembled representatives of the Human tribes. Before him knelt the tribal chiefs, who swore brotherhood to each other and fealty to Emperor Aldevar and the newborn Empire of Mankind. This moment marks the start of the Aldevarian Calendar and occurred in the year 1 AD.

The Ninth Century: Imperial Collapse

 
The beginning of the ninth century heralded a decay in the once grand fortunes of the Empire. It is now known in Royal history as a time of hedonistic excess, poor leadership and civil strife. The Ducal Elector Ulvesar "the Mad" had become the Emperor not long before, bribing his way into the office to use its power to preserve their region's failing position.

The defeat at the hands of the Eastern Kingdom and a series of disasters had weakened the legitimacy of the emperor so much that there was fear that it would simply cave in from political and public pressure. Ulvesar began a reign so corrupt that the term "Ulvesarian" to this day is a byword for a greedy, insane, grasping person in the Kingdom. Under Ulvesar's dubious leadership the Empire would begin to rot away from within. For over forty years, the Emperor continued the venal ways, looking for any way to enrich himself and caring more for his pleasures than the prosperity or well-being of the Empire he ruled. Fragmentary annals of this time give lurid hints of the debaucheries and orgies held at the Royal Court in Dynasty's Dawn--and of other, even more obscene events.

The year 632 saw the events of the last and worst of Ulvesar, known forever to posterity as "Ulvesar the Mad." Devoted solely to money and its acquisition, he let the Ducal Elector rule as they wished as long as he received the appropriate "gifts." New titles and Royal offices were invented and sold, so now Ducal Elector vied with each other to acquire ever more grandiose titles, such as "Grand Prince" or "Grand Duchess Palatine." A quick bribe would see a troublesome settlement's charter revoked by the Emperor, the first news of which would come when the soldiers of the local nobleman would seize control and hang the Count. Others joined the game as the cults began selling ecclesiastical offices to the highest bidders. The Emperor himself would even sell to commoners the right to spend the night in the Imperial Palace, renting out the chambers of the 2nd century Emperor, Adulvar.

All this together with Ulvesar's defeat in Arceleron has caused the legitimacy of the emperor to cave in. After his death, and a long restoring age of chancellorships, it was up to the new ruler, Gjaelund the Fierce to revoke his title of Emperor and named himself King of the West or King of Aldevaria in order to save whatever legitimacy the monarch had left and restore the name of the past rulers before Ulvesar. The tradition of the title of King or Queen stayed as the title of Emperor has been made impossible to acquire by the Ducal Electors and the Royal State Protection. As means to never repeat the mistakes of Ulvesar.


Rise of the Bemedic Royal Blood-line

 
The current King, Clothar I, acceded to the Royal Throne as a young and vigorous man. Ruling from the capital of Dynasty's Dawn like his predecessors, he showed more skill and character than all of his immediate ancestors and held out the promise of strong leadership for the Kingdom. The Electors felt pressured to toe the Royal line and he skillfully played the Cults of Aarus and Edar against each other in their attempts to gain his favour. Pundits and scholars alike claim that Clothar I is able to maintain order by forcing each Duchy into deals that are mutually acceptable. With an excellent understanding of leverage, many of the King's political victories have been won by granting a person not what they want, but instead what they do not want any of their rivals to have. Using such tactics, for example, Clothar I was able to convince the Guilds of Dynasty's Dawn to sign the infamous "Cleanliness Act" of 1614, committing themselves to large fines and fees, not because they believed in a cleaner Dynasty's Dawn, but because they thought the cost would destroy their rival Guilds. A powerful statesman, aided in no small way by the excellent advisors he has chosen, King Clothar I has managed to steer the Kingdom through many dangers.

Military

By decree of Gjaelund the Fierce, every Duchy in the Aldevarian Kingdom must maintain a Regional Army at its own expense. Together, these regional forces make up the Royal Army, the force that mans the Kingdom's fortresses, patrols the borders, repels the invaders, and, in many places, acts as local law-enforcement. These soldiers are armed with a variety of weapons, the most common being the Halberd, Sword, and Spear.

As well has having a standing army, the Kingdom has the ability to call up and use the warships of the Royal Navy, which are divided amongst the First Armada and Second Armada, stationed within the Crown Domain. In addition, Royal forces are often supplemented with militia troops that are little better than recruits, and more professional mercenaries.

With the need for professional soldiers always on the rise, each Royal soldier is regularly trained, equipped, and maintained at the expense of the Royal government. Enlistment in the state troops means enlistment in a full-time profession, where those with skill at arms enlist as basic front-line soldier. Armies stationed within the richer north-east are equipped with the finest weaponry and armor available to them by their local government, with standard equipment being comparably superior than those in other national armies.

Each regiment has a wide variety of weapons for certain types of engagements, with spears, halberds, and swords being the most common and the most flexible in battle situations. Royal regiments used as long-range support are often equipped with firearms, crossbows, and longbows, among others. When not in war, Royal soldiers are required to drill and train on a regular basis in order to build their stamina and deepen their martial abilities when the time for combat soon reappears. Supervised by drill-sergeants, these men are harshly instruct in the importance of formation tactics and the need to fight as a cohesive unit capable of lending support to one another in the chaos of the battlefield. Those soldiers not stationed within a campaigning army usually serves as guards, acting as the local city watch, fire watch, and enforcers of the law, patrolling the streets or roads of the provinces for anything as small as minor criminal activities to as large as Naga raids.

State trooper regiments typically wear the color or colors associated with their Duchy as a means of identification amongst the many Royal armies, although some exceptions are occasionally made. There are no overriding rules governing how, where, or in what proportions these colors are used; instead, colors differ based on individual regiments' own traditions, their preferred uniforms, the whim of their commanders, the demands of the nobility, or even just the availability of materials and dyes. One regiment might be outfitted entirely in its Ducal colors, while another could only bear sleeves or leggings of their Duchy's associated color hue. Many regiments, however, distinguish themselves by the use of minor details such as sleeves, cuffs, plumes, hats, or collars in a common uniform color.

Some regiments do follow strict uniform regulations, but most units leave individual soldiers to procure their own garbs, resulting in a variety of gear that are often in differing states of wear. Regardless, troops on the march, based in the wilderness, or campaigning are generally more ragtag in appearance as their equipment wears out and replacements must be found.

Notable Regiments of the Empire

  Dynasty's Dawn Company of Honour - A Royal Regiment of highly-trained and highly-equipped troops dedicated to the service of the King and the capital city.
Offenian Guard - An Offenian Regiment dedicated to the safeguarding of merchants and travelers along the Old Road, in exchange for spoils and gold.
The Swords of Aarus - A Farevigt Regiment formed and funded by the Temple of Aarus in Middenhiem as a special fighting force meant to safeguard and patrol the county of Sarmagavt of Farevigt.
Cloveric's Defenders - A Bemedic Regiment formed for the sole purpose of protecting important and irreplacable cannons and mortar batteries from the claws of the Kingdom's enemy.

Religion

"The Gods of the Kingdom rule over all. Regardless of whether you are peasant or slave, knight or priest, rat catcher of the King himself, all must pay heed to the wisdom, rules, and decrees of the Gods. To ignore them, or worse, belittle them, is to invite disaster." —Suthred Vleshmann, Priest of Odall

 
A deeply superstitious people, the Aldevarian Kingdom has always looked to their Gods for hope, prosperity and salvation upon a world that is awashed with misery, destruction, and corruption. Generally, nearly every village, town, and city has dedicated a portion of their wealth and land to the construction and maintenance of atleast one deity. It is from these temples and shrines that people deposit their daily offerings, hoping to curry their favor and perhaps improve their lives in some way or form.

These Cults possess considerable political influence on the workings of the Kingdom, be it through religious or fiscal means. Such is the case that even the Cult of Aarus has an Electoral power to choose who shall become the next King, a power that is usually reserved only for the Ducal Electors. Currently, the Cult of Aarus holds the strongest influence within the nation's large web of bureaucracy, having the ability to cast 3 votes within the selection process, with each vote being divided towards the Archpriest and his two Chorbishops.

Depending on the location of a particular community, some areas of the Kingdom has a certain degree of worship often towards a certain family of gods. Within the northern provinces of the Empire, the people of those harsh lands have been known to worship primary core of the pantheon of Gods known as the First Gods, whilst in the south the worship of the Second Gods is more common.

Foreign Relations

The greatest nation of Aldevaria, the Kingdom of Aldevaria is ruled by a King and is composed of the descendants of the ancient tribes of Humans united by the great Human warrior Aldevar after the Battle of Greykeep. Aldevar was sanctified after his death by his people and his promise of eternal aid from the Empire for the kingdom of the Dwarves still stands today.

This action solidified the relationship between Humans and Dwarves and planted the seeds for the burgeoning Empire through trade between the two races. Today, the Kingdom is led by King Clothar I,who rules from his court in the capital city of Dynasty's Dawn.

Three things make the Kingdom great; faith, steel and wealth.

Founding Date
1 AD
Type
Geopolitical, Kingdom
Capital
Alternative Names
Kingdom of the West
Demonym
Westerner, Aldevarian
Leader
Leader Title
Head of State
Head of Government
Government System
Monarchy, Absolute
Power Structure
Feudal state
Economic System
Market economy
Currency
Eskos
Legislative Body
  • King of Aldevaria
  • Royal Council

Current members of the Royal Council

 
  • Grand Patriarch Walaric - Religious Leader and Archpriest of the Temple of Aarus
  • Duke Theudebald - Chancellor of the Crown Domain (Royal spymaster)
  • Arch-Mage Burchard etheric - Counselor and rector of the School of the Arcane
  • Duke Aedelrad - Duke of Finavigt and Counselor of external relations
  • Sir Cassyon Blacklung - Personal Military Advisor to the King
  • Amabilia Untergar - Chancellor of the Royal Treasury
  • Judge Agatha ad Veats - Supreme judge of Legal Affairs
  • Osmunt Restault - Chamberlain of the Royal Household
Judicial Body
Royal State Protection
Official State Religion
Location
Official Languages
Related Ranks & Titles
Notable Members

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!