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Eastern Realms

A feudal system at constant war among itself, often failing to assess the gravity of some threats

A conglomeration of many small countries and city-states tied together into a loose feudal system, the Eastern Realms are one of the main human powers. Though most of the small countries signed a peace treaty about 50 years before current events, there are still internal conflicts ravaging the territory. While powerful cities such as Eacester and Capital Supreme are renowned across The Continent, most of the small countries are poor and unstable. This makes the Eastern Realms the politically weakest faction/country on The Continent, at a disadvantage against its neighbor Eshneff'il, and lacking the coherence of the Western Alliance . The Eastern Realms were never one coherent kingdom or system, feudalism being heavily ingrained in the culture and each country or kingdom valuing its independence. It was only with the constant rise of Eshneff'il that some kingdoms, particularly in the south, decided to join forces and set aside their differences to form Mirshire, for example, the largest of the Eastern Realms. It is also because of this isolationist behavior and lack of unity, as well as harsh xenophobia and racism towards other races, that prevented a strong development of magic and magical schools, with some exceptions ( Capital Supreme's great school of conjuration, for example) compared to other countries. As such, there is no founder of the Eastern Realms, many populations just flocking towards the rich land and making their own kingdoms.

Geography

The Eastern Realms have a very varied geography, ranging from plains to marshes and small forests, but generally, the terrain is rather flat with the only considerable elevations being in the north The Lonely Mountain and Mahakam Mountains. As the flat lands are very rich, a large part of the territory is covered in large fields and Grassland that span over the horizon.
At the time of current events (ca. year 1070 of the Eshneff Calendar), the Eastern Realms Consist of the following main kingdoms, city states and independant regions, though the ever shifting nature of their borders through their constant conflicts makes drawing exact lines night impossible:  
  •  Capital Supreme : The most powerful City-State of the Eastern Realms, and yet the only one with no notable wars in the past centuries.
  •  Eacester : "The Granary of the East", northern most city-state that is known for its agricultural might and tolerance.
  • Belhaven: "The City of Splendors", A small but steadfast City-State at the center of the Eastern Coast, known for its benevolent and powerful line of Dukes, the Van Belhavens, and its repelling of countless assaults through sheer might.
  • Seehaven: The only frontier City that has not been assimilated into Mirshire to repell the Eshneff'il Empire, its strategic position as well as the management of a long line of competent Wardens has made it into the main trade hub between South and North East.
  • Mirshire: A kingdom formed through the alliance of all those who desired to resist the seemingly unstoppable advance of Eshneff'il, it is a beligerent country who justifies its own conquests as protection against the Empire.
  • Rivia: Once a kingdom at the Brink of collapse, it has become the center of the popular cult of Vurgmnit under the guiding hand of Dachnu, one of the legendary Adventurers who took down the Lich King. It has since risen to prominence, crushing most surrounding rivals and assimilating them into its newly formed theocratic rule that uses the royal Rivian family mostly as puppets.
  • The Lonely Mountain autonomous region: A desolate waste land, the region around the Lonely mountain has come under control of the Greatwyrm Tynnacre the Calm, and oppressed tribes of diverse races  have pledged fielty to the dragon in response. It is not an official country but its staying power over the past decades is uncontested, taking the place of the multiple small kingdoms that used to inhabit the region around the mountain.
  • The Varshalburg Town League: Situated in the much contested region between Eacester and Capital Supreme, in the Eastern Sea-Spray forest, the three remaining independant kingdoms and City-States around the central Varshalburg have allied into a league of self defense to attempt to consolidate their identity. The league mainly relies on trading wood with the neighboring realms, and its political instability has only been held together by a few competent leaders.
  • Sembiano Duchy: The Sembiano Duchy is a Vassal State to Mirshire that keeps a certain level of Autonomy and identity. It has in recent decades however mostly become a buffer to the desolate regions of the Lonely Mountain, its knights constantly busied by assaults of tribes of diverse origin loyal to Tynnacre the Calm.
  In general, the Eastern Realms contain a vast amount of diverse geographical locations, leading to many defensible places in which City-States have appeared and disappeared throughout history. Its current realms have obeyed the law of the strongest, but it only requires a slight tip on the balance of power to plunge the entire region into all out war once again.

Fauna & Flora

The Eastern Realms have very rich soil. This makes most of the kingdom's main source of income related to agricultural activities, mainly growing crops and having grassland for animals. The uncultivated parts of the territory are covered in either large bush landscapes or dense forests that are centuries old. The country is also home to many swamps and marshlands, letting more wet flora thrive too. Furthermore, the many rivers that span across the different kingdoms and often make their natural frontiers manage to often keep the soil well hydrated and rich in minerals. This makes the Eastern Realms a seemingly ideal land. The fauna is not the only thing that profits from a rich soil and landscape. As varied as the biomes are, so are the creatures that inhabit them. Wildlife and domesticated animals both thrive in this environment, from the coasts of the East to the Marshlands to the West of the territory, you can find all types of mammals, insects, birds and reptiles, ranging from giant crocodiles in the swamps to small mice in the vast fields. However, this varied life does not come without its dangers. Aside from the pests such as locusts that plague many farmers and that ruined many a fiefdom, monsters plague in these biomes, every monster being able to find one for itself.

Natural Resources

Aside from the before mentioned rich variety of fauna and flora, as well as an incomparable soil, the Eastern Realms possess some natural ores and precious metals, many of which are still unknown, as well as many favorable climates, ranging from coastal to continental, with some regions going through rain seasons while others further south have a milder climate. The abundance of monsters in the region left unchecked by the lack of a higher organized government also open the doors to many jobs for adventurers, with varying difficulties. However, as of late, some many crops have been withering prematurely, as well as animals being sighted as fleeing south...
Eastern Realms stats:
Population ca. 3 000 000
Active military troops 500 000 (no unitary army, constituted of militias and enrollments)
Number of wizard schools 1
Main Religion Gods, Second Pantheon (multiple)
Political system Feudal lordship
Alternative Name(s)
The Realms (by locals), The quarreling state (by critics)
Type
Region
Included Locations

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