The Nine Kingdoms of Lumeris
"Why do we not leave our realm, you ask? Why would a human crawl through a rat nest?"
- Theron val'Shara, Eldar noble
"Do not be fooled by the fair exterior of the high elves. Behind their looks is an unknowable and alien mind, as cruel as an Orc and as cunning as a Vampire."
- Alberich von Gersthauer, High Inquisitor of Amon
Overview:
The land of the high elves is known by many names. Collectively, its constituent nations are called Tel Khovara - the Nine Kingdoms, but the name for the region itself is Lumeris, meaning the Land of Mer. Lumeris exists in near-isolation from the rest of the world. Only a few Valmer merchants pass through the Emerald Gates to or from Arthendain, which is the only country the High Elves have any real relations with. Unwanted visitors to the the realm may find themselves wandering through the woods for what feels like a decade, only to re-emerge into the outside world a day later. The less fortunate may walk for mere minutes, only to find that a century has passed during their brief travel. The entire land is thus protected by an ancient and mysterious barrier of arcane energy. Those who do pass through the Emerald Gate find themselves in a strange realm completely saturated in magic, its people aloof and subtle, its towns home to all manner of odd sights. High elven society is weighed down by ten thousand years of tradition, its social structure ossified by a nearly incomprehensible web of caste, ritual, and social mores. Yet its people consider themselves the torchbearers of civilization across the four cycles of Erden's destruction.
A Land of Courtly Intrigue:
High elf society is guided by intricate webs of friendships, alliances, and favors. From the noblest member of a Great House to the lowliest merchant, all play the game of courtly intrigue. This is complicated by the high elves famously subtle methods of communication. In high elven culture, slight alterations in body language and facial expression can convey deep meaning. To an outside observer, a high elven household would seem aloof and passive-aggressive, as looks, slights, and compliments are exchanged incessantly. Much of this subtlety comes from the luxury of time. After all, beings who have spent centuries or millennia together tend to become excellent at picking up cues.
The Trueblooded:
Valmer literally means "Half-Person" (or Half-Blood) in the high elven tongue, and the Valmer are often looked down upon. Despite making up nearly half of the population of Tel Khovara, the Valmer find themselves relegated to the menial tasks of high elven society: farming, sailing, and, worst of all, trading. Even when they are successful in these occupations, there is usually a high elf who has done it for longer, who is more skilled, or has more resources available. A part of this is that Valmer, with their pitiful lifespan of only a few centuries, are unable to reach the heights of skill and knowledge that are expected of their Eldar cousins. A larger part however, is due to old-fashioned xenophobia.
This is not set in stone, however, and many Valmer find success in high elven society. The Valmer have found valued positions as diplomats and merchants. Lumeric Valmer are often sent to Arthendain to influence the Royal court there, and there are some who believe that Arthendain has become little more than a puppet state of the high elves. What little foreign trade exists in Tel Khovara is typically carried out by Valmer, for earning a living through trade is considered beneath most high elves. These merchants tend to be well off, but are looked down on.
- Theron val'Shara, Eldar noble
"Do not be fooled by the fair exterior of the high elves. Behind their looks is an unknowable and alien mind, as cruel as an Orc and as cunning as a Vampire."
- Alberich von Gersthauer, High Inquisitor of Amon
Overview:
The land of the high elves is known by many names. Collectively, its constituent nations are called Tel Khovara - the Nine Kingdoms, but the name for the region itself is Lumeris, meaning the Land of Mer. Lumeris exists in near-isolation from the rest of the world. Only a few Valmer merchants pass through the Emerald Gates to or from Arthendain, which is the only country the High Elves have any real relations with. Unwanted visitors to the the realm may find themselves wandering through the woods for what feels like a decade, only to re-emerge into the outside world a day later. The less fortunate may walk for mere minutes, only to find that a century has passed during their brief travel. The entire land is thus protected by an ancient and mysterious barrier of arcane energy. Those who do pass through the Emerald Gate find themselves in a strange realm completely saturated in magic, its people aloof and subtle, its towns home to all manner of odd sights. High elven society is weighed down by ten thousand years of tradition, its social structure ossified by a nearly incomprehensible web of caste, ritual, and social mores. Yet its people consider themselves the torchbearers of civilization across the four cycles of Erden's destruction.
A Land of Courtly Intrigue:
High elf society is guided by intricate webs of friendships, alliances, and favors. From the noblest member of a Great House to the lowliest merchant, all play the game of courtly intrigue. This is complicated by the high elves famously subtle methods of communication. In high elven culture, slight alterations in body language and facial expression can convey deep meaning. To an outside observer, a high elven household would seem aloof and passive-aggressive, as looks, slights, and compliments are exchanged incessantly. Much of this subtlety comes from the luxury of time. After all, beings who have spent centuries or millennia together tend to become excellent at picking up cues.
The Trueblooded:
Valmer literally means "Half-Person" (or Half-Blood) in the high elven tongue, and the Valmer are often looked down upon. Despite making up nearly half of the population of Tel Khovara, the Valmer find themselves relegated to the menial tasks of high elven society: farming, sailing, and, worst of all, trading. Even when they are successful in these occupations, there is usually a high elf who has done it for longer, who is more skilled, or has more resources available. A part of this is that Valmer, with their pitiful lifespan of only a few centuries, are unable to reach the heights of skill and knowledge that are expected of their Eldar cousins. A larger part however, is due to old-fashioned xenophobia.
This is not set in stone, however, and many Valmer find success in high elven society. The Valmer have found valued positions as diplomats and merchants. Lumeric Valmer are often sent to Arthendain to influence the Royal court there, and there are some who believe that Arthendain has become little more than a puppet state of the high elves. What little foreign trade exists in Tel Khovara is typically carried out by Valmer, for earning a living through trade is considered beneath most high elves. These merchants tend to be well off, but are looked down on.
Structure
There are four respective pillars of governance in Lumeris, which functions as a magocratic constitutional monarchy with a strong aristocracy. These pillars are the two respective Mirrored Courts, the Ordo Magisterialis, and the Great Houses.
The Mirrored Courts
Lumeris is technically commanded by both the High Queen and the King-Consort, and their courts: together known as the Mirrored Courts. Imitating the courts of the Fey, the High Queen's court is Seelie, and the King-Consort's Unseelie. Long ago, the courts rotated with the seasons, with the Unseelie court taking precedence during the fall and winter and the Seelie during the morning months. However, most of these distinctions are cultural formalities, and there is virtually no resemblence between the Seelie/Unseelie courts of the Eldar compared to that of the Fey. When Sanguine was overthrown, the Seelie court was in session. During the cataclysm that followed, the Seelie court remained in power, and eventually became dominant. Now, the King-Consort is no more than a figurehead, a local ruler of Cythera who defers to the wishes of the High Queen and is under an extreme degree of suspicion and supervision. Some would say the King-Consort is little more than a pawn, a prisoner for the whims of the High Queen, who rules Theron and the rest of Lumeris through her extensive network of spies, mages, and nobles. The High Queen and King are married, but it is an open secret that they share no real romantic feelings for each other. While they may be expected to ceremonially dance, and even bed, they each have their own retinue of rotating concubines and lovers. In previous centuries, the High Queen and King have shown love towards each other, but this is an exception to the rule. The positions of High Queen and King-Consort are professional in nature: the position of High Queen is hereditary and life-long, while the position of King-Consort is elected from the officials of the Magisters of the Argent Lyceum of Theron. Moreover, the King-Consort is expected to sacrifice himself every 50 years in an elaborate ceremony atop the Isle of Rebirth - The Ritual of Renewal. The Ordo Magisteralia: The domains of governance in Lumeris are divided up into innumerable Magisterial Orders - Ordo Magisterialia in Lumeric High Elven. Each High Magister - a noble of exceptional skill - is granted a portfolio over a certain aspect of governance. Each portfolio is referred to as an Ordo, and there are around 100 ordos in Lumeris, though this number fluctuates. The ~100 High Magisters therefore make up one of the four great power blocs in Lumeric society, the others being the Great Houses, the Queen's Court, and the court of the King-Consort. Each High Magister is known by their portfolio - for example, the High Magister of military affairs is known as the Magister Militum. The myriad Ordos all in theory report to the High Queen, though many are delegated under the portfolio of the King-Consort. Ordos wax and wane in power depending on the time. For example the Ordo Militarum may reign supreme in times of war. Some of the Ordos include: The Ordo Arcanum - responsible for supervising all magical activity
The Ordo Militarum - military
The Ordo Druidicum - natural affairs
The Ordo Solaricum - Lathandar worship
The Ordo Serpentis - Oroboritic affairs
The Ordo Kailem - Kelemvor worship
The Ordo Argentalis - the orders of banking and finance
The Ordo Justicialis - judicial affairs
The Ordo Hereticus - a semi secret, highly controversial order of zealots dedicated at rooting out non-orthodox Lumeric faith. The Great Houses: The final pillar of Lumeric governance is the vast body of nobility divided into many houses, the most powerful which are referred to as Domi majoris - the Great Houses. It is from these houses that the Magisterial class is divided and the offices of High Magisters are distributed to them by the Queen's favour. Each of the kingdoms of Lumeris is ruled by members of a Great House; these leaders are called Princes and Princesses.
Lumeris is technically commanded by both the High Queen and the King-Consort, and their courts: together known as the Mirrored Courts. Imitating the courts of the Fey, the High Queen's court is Seelie, and the King-Consort's Unseelie. Long ago, the courts rotated with the seasons, with the Unseelie court taking precedence during the fall and winter and the Seelie during the morning months. However, most of these distinctions are cultural formalities, and there is virtually no resemblence between the Seelie/Unseelie courts of the Eldar compared to that of the Fey. When Sanguine was overthrown, the Seelie court was in session. During the cataclysm that followed, the Seelie court remained in power, and eventually became dominant. Now, the King-Consort is no more than a figurehead, a local ruler of Cythera who defers to the wishes of the High Queen and is under an extreme degree of suspicion and supervision. Some would say the King-Consort is little more than a pawn, a prisoner for the whims of the High Queen, who rules Theron and the rest of Lumeris through her extensive network of spies, mages, and nobles. The High Queen and King are married, but it is an open secret that they share no real romantic feelings for each other. While they may be expected to ceremonially dance, and even bed, they each have their own retinue of rotating concubines and lovers. In previous centuries, the High Queen and King have shown love towards each other, but this is an exception to the rule. The positions of High Queen and King-Consort are professional in nature: the position of High Queen is hereditary and life-long, while the position of King-Consort is elected from the officials of the Magisters of the Argent Lyceum of Theron. Moreover, the King-Consort is expected to sacrifice himself every 50 years in an elaborate ceremony atop the Isle of Rebirth - The Ritual of Renewal. The Ordo Magisteralia: The domains of governance in Lumeris are divided up into innumerable Magisterial Orders - Ordo Magisterialia in Lumeric High Elven. Each High Magister - a noble of exceptional skill - is granted a portfolio over a certain aspect of governance. Each portfolio is referred to as an Ordo, and there are around 100 ordos in Lumeris, though this number fluctuates. The ~100 High Magisters therefore make up one of the four great power blocs in Lumeric society, the others being the Great Houses, the Queen's Court, and the court of the King-Consort. Each High Magister is known by their portfolio - for example, the High Magister of military affairs is known as the Magister Militum. The myriad Ordos all in theory report to the High Queen, though many are delegated under the portfolio of the King-Consort. Ordos wax and wane in power depending on the time. For example the Ordo Militarum may reign supreme in times of war. Some of the Ordos include: The Ordo Arcanum - responsible for supervising all magical activity
The Ordo Militarum - military
The Ordo Druidicum - natural affairs
The Ordo Solaricum - Lathandar worship
The Ordo Serpentis - Oroboritic affairs
The Ordo Kailem - Kelemvor worship
The Ordo Argentalis - the orders of banking and finance
The Ordo Justicialis - judicial affairs
The Ordo Hereticus - a semi secret, highly controversial order of zealots dedicated at rooting out non-orthodox Lumeric faith. The Great Houses: The final pillar of Lumeric governance is the vast body of nobility divided into many houses, the most powerful which are referred to as Domi majoris - the Great Houses. It is from these houses that the Magisterial class is divided and the offices of High Magisters are distributed to them by the Queen's favour. Each of the kingdoms of Lumeris is ruled by members of a Great House; these leaders are called Princes and Princesses.
Culture
High Elven culture is tremendously complex, and differs greatly from kingdom to kingdom. High elf traditions exemplify the core ideal at the heart of their culture: that the purpose of life is perfection in all things. A few examples of some more striking cultural traditions are outlined below:
Mordannath
Unfortunately, ritual suicide has a long tradition in Lumeris, and has become a sort of rare, exhibitionistic performance art. Originally accompanied by the reading of a death poem, Mordannath has evolved into wildly performative, complex methods of ending life. It has also had an effect on the Lumeric language: telling someone to "go write a poem" is considered a grave insult.
The Way of Wine
Millennia of wine culture has turned the act of pouring wine into a complex art form of its own. Specially trained, magically gifted professionals pour wine in noble houses and wealthy establishments, using telekinesis to shift the current of flowing liquid into fantastical shapes: the so-called Wine Dance.
Bel Tayn
Of all the many Lumeric festivals, the most important is Bel Tayn. Bel Tayn is the celebration of the first day of summer, and the Lumeric New Year, the turning of the yearly cycle. Traditionally, it is the day that the Unseelie court gives way to Seelie, but this custom is no longer followed - the (Unseelie) court of the High Queen is always first in precedence. Most important of all, on Bel Tayn, all are equal, regardless of profession or class. The Magisters and nobility host public feasts in forest glades for all to attend free of charge, and folk dance around great bonfires hand-in-hand, forming great spinning rings of celebrants. Gifts are exchanged, and magical displays are put on.
Winterwed
The division between the King-Consort and the High Queen in Lumeris is naturally destabilizing. This is mitigated somewhat by the week of Winterwed. The apt-named custom of Winterwed is a ceremonial "argument" of sorts, where the High Queen and King-Consort meet halfway between Theron and Everhall. In a grand festival, they air elaborate grievances, conduct ceremonial duels, and at the end, partake in a enormous feast to reconcile.
The Emerald Gate:
The Emerald Gate is not a physical construction. The term instead refers to a poorly understood barrier of arcane energy that permeates Tel Khovara; a barrier that seems to have a mind of its own. It is able to detect the visitors intent and their relation to the High Elves. Should a visitor be deemed unwanted, their perception of time and space will alter. After a period of time has passed, they will re-emerge outside the borders of the realm.
Importantly, the power of this barrier is greatly reduced by travelling in numbers, and by the presence of magic-users. Invading armies are still able to enter Tel Khovara, but woe betide any who are separated from their group...
Religion:
Eldar follow a three-god Pantheon, known as the Celestial Triad, or the Celestials. These gods are the nature-focused creator god, the Oroboros, the god of life and light, Lathandar, and the god of the moon and death, Kelemvor. The realm of Talador possesses many of the greatest cathedrals of these deities. In addition, a sizeable minority follow the fell goddess Sanguine.
Demographics:
3,783,401 Eldar
3,302,500 Valmer
~293,000 Halflings
~5,000 Tiefling
~3,000 Humans
~2,000 Dwarves
The Emerald Gate is not a physical construction. The term instead refers to a poorly understood barrier of arcane energy that permeates Tel Khovara; a barrier that seems to have a mind of its own. It is able to detect the visitors intent and their relation to the High Elves. Should a visitor be deemed unwanted, their perception of time and space will alter. After a period of time has passed, they will re-emerge outside the borders of the realm.
Importantly, the power of this barrier is greatly reduced by travelling in numbers, and by the presence of magic-users. Invading armies are still able to enter Tel Khovara, but woe betide any who are separated from their group...
Religion:
Eldar follow a three-god Pantheon, known as the Celestial Triad, or the Celestials. These gods are the nature-focused creator god, the Oroboros, the god of life and light, Lathandar, and the god of the moon and death, Kelemvor. The realm of Talador possesses many of the greatest cathedrals of these deities. In addition, a sizeable minority follow the fell goddess Sanguine.
Demographics:
3,783,401 Eldar
3,302,500 Valmer
~293,000 Halflings
~5,000 Tiefling
~3,000 Humans
~2,000 Dwarves
Organizations:
The Order of the Golden Masque
An order of wandering priests serving Lathandar, known for their white robes and golden masks. Newborn children in Lumeris are traditionally blessed by the Order, who daub golden pigment on the body of the child to ensure the sun looks favourably on them.
The Mourners
The silver-masked order of Kelemvor travels Lumeris in wandering routes that take them from town to town in a never-ending funerary procession. The leader of each cadre carries a set of scales, while the followers chime bells. When the Mourners arrive in a town, they visit the homes of the recently dead, tolling their bells as they wander towards the nearest shrine of Kelemvor to aid the departed in finding swift judgement.
The Lan Saya
Lan Saya are highly trained performers, skilled in dance, music, acting, etc. They travel in brightly coloured wagons throughout Lumeris, bringing joy to wherever they walk.
The Glaivewardens
Glaivewardens are the esteemed urban militia of Theron. Armed with shields of magic, mail, and arcane shields, they are a fearsome force of order. Other cities of Lumeris also have glaivewarden covens.
The Magisters
The elite of Lumeris, especially powerful in Theron. Powerful mages all, each pledges unconditional loyalty to the High Queen. The High Magisters are particularly powerful, and rule the realm. Each High Magister is personally appointed by the High Queen.
The Calabim
A branch of the Calabim, the official term for the followers of Sanguine, is powerful in Lumeris. Recently outlawed, they still maintain a sizeable presence and many of the elite harbour sympathy for them.
Type
Geopolitical, Empire
Currency
Eldar use a mixture of silkpaper money and traditional coins. Their coins are unusual in shape, having a central hole to facilitate storage of large quantities of coins on strings.
1 platinum = 1 Coronis
1 gold = 1 Solaire
1 electrum = 1 Denaros
1 silver = 1 Morek
1 copper = 1 Shil
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