Krenada
Krenada is the westernmost kingdom in Koplesh, fairly reminescant of Medieval England. Krenada is a Feudal Monarchy, consisting of a well-organized hierarchy of nobles and cities. While not conquerors by nature, they do indeed boast a rather impressive army mostly used to protect their lands from threats both foreign and domestic. The kingdom sees plenty of trade as it controls two of the ports on the continent, and is the largest of any kingdom throughout the continent of Koplesh.
Structure
Krenada is a Feudal Monarchy, ruled over by a King, with a well structured ladder of lesser nobles beneath him. It is the most well-organized kingdom in all of Ebreon. Most towns enjoy a good deal of autonomy under this structure, though they still owe their allegiance to the kingdom and possibly a duchy or county as well. Dukes rule over duchies consisting of multiple towns or cities, counts rule over counties, generally consisting of a larger village or city and it's outlying lands, and barons and knights are lesser nobles with lesser degrees of power. Both own land, with barons generally occupying the role of landlord, leasing out residential or commercial areas in small and large towns alike. Additionally, barons are allowed to sit on town councils as well.
A small enough town may be governed by a single mayor or reeve, but larger villages tend to be governed by a town council. This usually consists of the duke and count responsible for the area, as well as any barons who may own land there as well. Technically, the king sits on all councils, though is rarely present. Sometimes he will send a proxy to speak for his wishes. While the king can at any time overrule the council, it is generally thought of as best practice to allow day to day operations to be run without the king's input, as he has other issues to attend to.
Major Settlements
Duchy of Apla
Duchy of Estye
Duchy of Brelia
Titles
King/Queen
- The King of Krenada
Duke/Duchess
- The Duke of Apla
- The Duke of Brelia
- The Duke of Estye
- The Commander of the Krenadan Army
Count/Countess
- The Count of Acre
- The Count of Esan
- The Count of Falthor
- The Count of Hillview
- The Count of Newport
- The Count of Ridgeland
- The Count of Stormcastle
- The Count of Westland
- The Count of Westport
Lesser Nobles
History
In the fall of 493 in the Fourth Age, Eluric Stormcastle, ancestor of Eridor Stormcastle, rallied a large group of the nomadic Krenadan people under his leadership. With their might and his cunning, they were able to drive a group of fire giants out of the land that would eventually become the great city of Stormcastle. On this day, Krenada was born. As the years went by, the kingdom began to expand westward. Through times of war and times of peace, the Stormcastle family lead Krenada onward. By the middle of the 7th century, Krenada had stretched as far as Westland. Ever since, their cities have grown, bolstered by a great agriculture based economy, and Krenada has become a force to be reckoned with on Koplesh.
Demography and Population
The vast majority of Krenada is made up of Krenadan humans, though plenty of other ethnicities of humans call this nation their home. As do various other races, such as elves, dwarves, gnomes, and halflings, just to name a few. The kingdom conservatively accounts for hundreds of thousands of souls across its vast land from Westland to Stormcastle and everywhere in between.
Territories
The territory of Krenada stretches from Westland in the west, up to Westport in the north, and all the way across to Stormcastle . These lands have been held by Krenada for some time, with the land that Stormcastle was settled on being forcibly taken from fire giants in the year 493 of the Fourth Age. From there, they tamed the wilds of northwestern Koplesh and expanded out to Westland by the middle of the 7th century.
Krenada is the westernmost kingdom in Koplesh as all that exists west of the kingdom is Duskmeadow Swamp, a seemingly uninhabitable land consisting of swamp, death, and decay. Occasionally lizardfolk, undead creatures, and other unknown horrors creep out of the swamp and begin to approach the nearby city of Westland. To the south lies the Koplesh Desert, which separates the independent city of Farrun and the kingdom of Stosia from Krenada.
Krenada touches most of the northern coastline, though there is a peninsula that juts further north containing the independent cities of Vezen, the city of thieves, and Gulgrushnod, an Orc stronghold. Further up this peninsula lies the Dawnstar Mountains and the ruins of the once great city of Dawnstar itself. Eastward lies the Korahgduhr Mountains, named for the dwarves who call this their home. Bordering Krenada on the southeast is the Iyabel Forest where the wood elves live.
Much of the terrain throughout Krenada is rather plain. Grasslands sprawl out as far as the eye can see in most places. Rolling hills and long stretches of farmland are the most common sights. That said, there are certainly more than a few forests and wooded areas throughout the kingdom, most notably Darkwood Forest, a magical forest of mystery between Esan and Hillview. In fact, the forest is so mysterious that many refuse to travel through it, effectively claiming Esan is the westernmost point of Krenada. A few lakes and rivers exist as well, including the giant Lake Krenada to the south of Stormcastle.
Military
Krenada boasts a strong military. The military is ultimately under the command of the King of Krenada, though the army's movements and orders generally come from the Commander of the Krenadan Army, a duke-level title. The commander then oversees a series of leaders with the title of Knight of the Realm. While many other Knights exist in the Krenadan army, there must always be exactly 9 Knights of the Realm. Each Knight of the Realm is assigned one of the 9 major Krenadan settlements. That Knight is responsible for that settlement's protection - their armed garrison and defenses (if any).
Religion
Foreign Relations
Krenada boasts a rather strong military, though they prefer to keep the peace rather than press their might in war. Krenadans generally attempt to get along with the neighboring cities and kingdoms, though they are not afraid to use their might, especially when dealing with what would be considered uncivilized races - orcs, goblins, gnolls, and the like. Krenadans generally have a tension with giants due to leaders from the past settling the kingdom on what was once giant territory.
The majority of Krenada's foreign relations deal with kingdoms and cities that directly border her lands. The major (and a few minor) players and their relationships are listed below. Korahgduhr Krenada has generally favorable dealings with the Korahgduhr dwarves. The Stormcastle family and Greatrock dynasty have had a long and healthy friendship for centuries. The two engage in large amounts of trade, especially with Korahgduhr so close to the Krenada's capitol of Stormcastle. While the two do not technically have a formal alliance, they have always come to one another's aid in times of great need and have never had a conflict so large as to raise up arms over. Iyabel The elves to the south of Krenada are generally friendly to all. They refuse to ally themselves with anyone, instead acting as a sort of intermediary and friend to all. As such, dealings between Krenada and the wood elves are rather pleasant. While no explicit alliance is formed between the two, plenty of trade and aid is passed back and forth. Stosia The Krenada-Stosian relationship has been a rocky one at best for quite some time. While the two usually avoid outright war, it is never far off. Skirmishes on the outskirts of one-another's territory happen rather frequently and help to increase tensions, heading in the direction of full scale armed conflict. Krenada generally views itself as keepers of the peace, but also as rightful owners of the land it currently holds, as if by some holy mandate. Stosia, on the other hand, can be quite aggressive in expanding into territories they do not currently own. Still, trade between the two kingdoms is usually open, though Krenadans tend to look down upon Stosians as troublemakers. Trader's Port With Trader's Port being an independent settlement and also retaining it's position as the largest trading port on Koplesh, it has a rather unique relationship with Krenada. While on its surface, Krenada and its governmental officials recognize the sovereignty of Trader's Port and respect it's right to exist as a free state, there are many within the government, and among the general populace of Krenada, who can't help but wonder what the economic benefit of annexing Trader's Port would bring to the kingdom. Of course, if this were to ever happen, it would have to be done with as little violence as necessary, obviously. Farrun While Farrun is an independent city much like Trader's Port, there are many differences when it comes to wayward thoughts of Krenadans on somehow attempting to annex the desert oasis. First, Farrun is much further from Krenada than Trader's Port is. The latter is basically in the kingdom's backyard, while the former may as well be part of Stosia by all accounts. Second, many of Krenada's wealthy enjoy the trip south of the border to vacation in Farrun. The change in culture and laws is a welcome diversion from everyday life and these wealthy and connected individuals would rather do nothing to harm relationships with the paradise vacation setting that is Farrun and it's Pandora Oasis. Third, and perhaps most importantly, Farrun is not without its defenses. While it's army is certainly diminutive by Krenada's standards, they can hold their own, and the city's defenses are formidable. An outright assault on Farrun would almost certainly result in a Krenadan victory, however, the kingdom would be weak and extremely susceptible to an invasion from Stosia. These three conditions keep Farrun and Krenada understanding eachother, and in a rather peaceful mood. Silktree The settlement of Silktree is recognized by all as an independent safe-haven - a pluralistic society where anyone can claim refuge. An alliance between Krenada, Korahgduhr, Iyabel, and Stosia protect the sovereignty of this state. If anyone were to attack or attempt to annex Silktree, the alliance would be legally obligated to respond with force. For this reason Silktree and Krenada share a very favorable relationship, with Krenada engaging in trade and aid wherever necessary.
Krenada has little dealing with the rest of Koplesh or the world of Ebreon as a whole. Here are a few notable exceptions. Otravia Otravia is the cultural and economic capitol of the world. As such, Krenada has some dealing with the kingdom through trade and tourism. There is little to state other than that Krenadan's are appreciative of what Otravia brings to the table. The two share a generally pleasant diplomatic relationship. Empire of Eliossis While Krenada's relationships are mostly limited to Koplesh, they have some experience with the continents of Zikrath and Edos. On a few expeditions into Edos, their explorers and researchers quickly ran into the massive empire that sprawls most of the continent. Ever since, the two have engaged in very distant, light, diplomatic relationships. A trade route was established that would exchange Krenadan ingenuity, technology, and scientific achievement for Eliossian resources, rare goods, and luxuries. Mist While the continent of Zikrath is dangerous and a difficult place to live, there are civilized settlements there. Krenada has diplomatic relations with one - Mist. Mist provides Krenada with some valuable trade. Zikrath, in addition to being deadly, is also home to the rarest resources imaginable. In return for rare items and resources, Krenada has provided military and humanitarian aid to Mist, allowing the settlement some respite from the difficult conditions on Zikrath.
Immediate Neighbors
The majority of Krenada's foreign relations deal with kingdoms and cities that directly border her lands. The major (and a few minor) players and their relationships are listed below. Korahgduhr Krenada has generally favorable dealings with the Korahgduhr dwarves. The Stormcastle family and Greatrock dynasty have had a long and healthy friendship for centuries. The two engage in large amounts of trade, especially with Korahgduhr so close to the Krenada's capitol of Stormcastle. While the two do not technically have a formal alliance, they have always come to one another's aid in times of great need and have never had a conflict so large as to raise up arms over. Iyabel The elves to the south of Krenada are generally friendly to all. They refuse to ally themselves with anyone, instead acting as a sort of intermediary and friend to all. As such, dealings between Krenada and the wood elves are rather pleasant. While no explicit alliance is formed between the two, plenty of trade and aid is passed back and forth. Stosia The Krenada-Stosian relationship has been a rocky one at best for quite some time. While the two usually avoid outright war, it is never far off. Skirmishes on the outskirts of one-another's territory happen rather frequently and help to increase tensions, heading in the direction of full scale armed conflict. Krenada generally views itself as keepers of the peace, but also as rightful owners of the land it currently holds, as if by some holy mandate. Stosia, on the other hand, can be quite aggressive in expanding into territories they do not currently own. Still, trade between the two kingdoms is usually open, though Krenadans tend to look down upon Stosians as troublemakers. Trader's Port With Trader's Port being an independent settlement and also retaining it's position as the largest trading port on Koplesh, it has a rather unique relationship with Krenada. While on its surface, Krenada and its governmental officials recognize the sovereignty of Trader's Port and respect it's right to exist as a free state, there are many within the government, and among the general populace of Krenada, who can't help but wonder what the economic benefit of annexing Trader's Port would bring to the kingdom. Of course, if this were to ever happen, it would have to be done with as little violence as necessary, obviously. Farrun While Farrun is an independent city much like Trader's Port, there are many differences when it comes to wayward thoughts of Krenadans on somehow attempting to annex the desert oasis. First, Farrun is much further from Krenada than Trader's Port is. The latter is basically in the kingdom's backyard, while the former may as well be part of Stosia by all accounts. Second, many of Krenada's wealthy enjoy the trip south of the border to vacation in Farrun. The change in culture and laws is a welcome diversion from everyday life and these wealthy and connected individuals would rather do nothing to harm relationships with the paradise vacation setting that is Farrun and it's Pandora Oasis. Third, and perhaps most importantly, Farrun is not without its defenses. While it's army is certainly diminutive by Krenada's standards, they can hold their own, and the city's defenses are formidable. An outright assault on Farrun would almost certainly result in a Krenadan victory, however, the kingdom would be weak and extremely susceptible to an invasion from Stosia. These three conditions keep Farrun and Krenada understanding eachother, and in a rather peaceful mood. Silktree The settlement of Silktree is recognized by all as an independent safe-haven - a pluralistic society where anyone can claim refuge. An alliance between Krenada, Korahgduhr, Iyabel, and Stosia protect the sovereignty of this state. If anyone were to attack or attempt to annex Silktree, the alliance would be legally obligated to respond with force. For this reason Silktree and Krenada share a very favorable relationship, with Krenada engaging in trade and aid wherever necessary.
Other Relations
Krenada has little dealing with the rest of Koplesh or the world of Ebreon as a whole. Here are a few notable exceptions. Otravia Otravia is the cultural and economic capitol of the world. As such, Krenada has some dealing with the kingdom through trade and tourism. There is little to state other than that Krenadan's are appreciative of what Otravia brings to the table. The two share a generally pleasant diplomatic relationship. Empire of Eliossis While Krenada's relationships are mostly limited to Koplesh, they have some experience with the continents of Zikrath and Edos. On a few expeditions into Edos, their explorers and researchers quickly ran into the massive empire that sprawls most of the continent. Ever since, the two have engaged in very distant, light, diplomatic relationships. A trade route was established that would exchange Krenadan ingenuity, technology, and scientific achievement for Eliossian resources, rare goods, and luxuries. Mist While the continent of Zikrath is dangerous and a difficult place to live, there are civilized settlements there. Krenada has diplomatic relations with one - Mist. Mist provides Krenada with some valuable trade. Zikrath, in addition to being deadly, is also home to the rarest resources imaginable. In return for rare items and resources, Krenada has provided military and humanitarian aid to Mist, allowing the settlement some respite from the difficult conditions on Zikrath.
Agriculture & Industry
While it would be unfair to state that Krenadans are not industrial (after all, Stormcastle is one of the largest and most impressive cities in the world), their economic strength is backboned by their strong agriculture. Outside of every major settlement and in plenty of areas in-between are farms of all sorts - grains, vegetables, orchards, animals, etc. Krenadans especially raise sheep, goats, and pigs, in addition to generally farming grains and root vegetables, and growing orchards with apple trees, pear trees, and similar trees.
Magic
Magic is only slightly regulated throughout the kingdom. Open use of any kind of destructive or mind manipulating magic is not only unacceptable socially, but illegal. Any offender will be arrested on sight. Resurrection and teleportation magic is rare in the world in general, but is illegal in Krenada outside of officially recognized, government authorized practitioners throughout Krenada. This has proven to help slow the spread of individuals involved in necromancy in Krenada's lands. Anyone can be officially authorized, but there is a legal process. Additionally, anyone looking to buy or sell magical items or enchant or create any sort of magical item for the purpose of selling it to others must obtain a license to trade magical items from the government as well, or do so in a shop that has been licensed as such. This has helped cut down on the black market where people have been swindled, selling false or cursed items to unwitting buyers. Aside from these restrictions, magic is perfectly legalized throughout Krenada. In larger cities you may see lanterns lit with a light cantrip, a cleaning service driven by apprentice wizards looking to make a few coins with their newly learned prestidigitation spells, magically enhanced theatre performances, and similar displays. Despite the legality, however, those in smaller towns may never have seen magic unless there is some sort of fortune teller or reclusive wizard living among them, and view even such mundane displays with awe.For King and Country
Founding Date
The fall of 493 in the Fourth Age
Type
Geopolitical, Kingdom
Capital
Demonym
Krenadan
Leader
Leader Title
Head of State
Head of Government
Government System
Monarchy, Absolute
Power Structure
Feudal state
Economic System
Market economy
Currency
Krenada uses the traditional Gold, Silver, and Copper coin system that many civilized peoples use. They have no special names for the coins, simply referring to them by their metal.
Location
Related Ranks & Titles
Controlled Territories
Neighboring Nations
Notable Members
Related Ethnicities
Comments