Kingdom of Nidever
In the hills and mountains North of the Kingdom of Hain sits the frontier kingdom of Nidever. This cold, elevated, rocky kingdom is a dual frontier: its surface basically marchland against the Scouringwood Wastes, which regularly flings monsters into Nidever's lands, and beneath the surface Nidever is a hub of tunnels and complex cavern systems with its own war against monsters. A particular kind of monster - Barhells, huge and monstrous burrowing prism-like insects that are quite territorial - is both a major export of Nidever and a constant source of violence.
From the great prism-hold of Tovelkarn, the people of Nidever fight relentlessly against their surroundings. They fetishize stubbornness and curate a standard of bravery that is almost idiotic. Violence and physical labor are praised as the ultimate expressions of mortal will, and a sense of hard-scrap homesteading individualism permeates the culture. Feudal control here is weak, largely limited to the arable valleys of the West; for it is the right of any Nidevan to choose to be their own master as long as they have the willpower and grit to set out with a blade to seize a scrap of land or ore from a dangerous world.
Nidever is a landscape that inspires pride in many, but also fear. Great ruins dot the landscape, reminding Nidevans of a time when the Wasteland was on the run; alongside these ruined pillars are the fragments of centuries of broken homesteads and reclamations, failed counter-offensives that leave sedimentary traces across the landscape. Tovelkarn, while booming, sits at the edge of an ancient ruined city that is pierced by a great hole in the mountain - a wound that suggests that true grandeur has been had here, and has been struck dead. That ancient city has given its name to the kingdom; the very name of the realm is an aspirational return to the greatness of the ancient past.
It is easy to fall into narratives of Falls or Reclaimed Glories, to cast Nidever as some sad dying vestige or a destined future power. But these are simply the stories that people tell themselves. The truth is that Nidever is simply a part of old Andrig that has never forgiven Stildane for being Stildane. Seek ye gold, seek ye glory, seek ye freedom. But turn away, should you seek peace.
Structure
The Kingdom of Nidever is a feudal monarchy, with rulers chosen by the House of Hugelma - a powerful noble house from the Kingdom of Hain. Beneath the monarch is a group of eight counts, each ruling over a different county. Nidever is more centralized than some feudal states; while each count has legal autonomy and powers over their province, the monarch has sweeping emergency powers if the matter is in any way related to security. These emergency powers are always active, but any temporary laws or changes enacted using them require approval by at least three counts to become permanent. Two of the eight counts are also elected or affirmed by local Nidevan communities, and operate more like local chieftains than traditional feudal lords.
The current monarch of Nidever is King Yovin Hugelma, an arrogant yet forgiving man with little care for anyone's authority but his own - he quietly believes he is a genius, and everyone can tell. King Yovin is an extremely competent man when it comes to matter of trade, paperwork, and budgeting, who has made Nidever more interconnected with the surrounding kingdoms and far more efficient as a cohesive whole. He is also well loved by the commonfolk of the interior provinces thanks to his successful courtship of the local guilds, mining associations, and clans - he is an unorthodox man with a keen interest in building support among commoners and Burghers. The counts are not very fond of this, though they are more upset at Yovin's military failures. While Yovin is skilled with a sword, he is not skilled at military strategy; this is made worse by his tendency to study large-scale battles and grand war strategies rather than smaller-scale unit tactics (which are essential here). His obsession with "the big picture" has given him necessary perspective in administration and economy, but constantly undermines his army, and he is too proud to change tact. His frontier losses have worried many in the outskirts, where he is generally unpopular among noble and commoner alike.
King Yovin may have solid working relationships with the local nobility and commoners, but he is hopelessly blundering when he tries to get involved in politics outside Nidever. This is a problem for him, since his ultimate dream is to reshape policy for House Hugelma and even the Kingdom of Hain. Yovin is deeply envious of his cousin, Elector-Prince Olgar Hugelma, who was chosen over him to become House Prince and with whom Yovin has often disagreed; Yovin feels he has been given his role only to keep him out of court, and he may be right.
Yovin and his family have also been sent an heir to train to be the next monarch (as the title is managed by the house, not by direct inheritance). This designated heir is Lady Karnava Hugelma, a child who was (like Yovin) banished with a promotion here. Karnava is a skilled duelist with a deep curiosity for magic in all its applications and forms, who is both very stubborn and very cynical in her worldview. Her moods shift between a deep melancholy when not engaged in the things she loves, and a bubbling excitement that seems to never tire. She has been deeply desensitized towards violence since a young age, and Yovin has become concerned about her unhealthy relationship to violence since she became his ward. Karnava finds excitement and danger to be thrilling; when she is in an active mood, she seems to turn towards danger-seeking behavior out of habit. It was this that got her de-facto exiled from Hain (after she deeply humiliated her parents and almost brought shame upon the Elector-Prince). Here, however, her thrill-seeking and her fixation on the study of magic are both rewarded. Her bravery on the frontier has been noted by the counts, and she is unlikely to face resistance from them when she takes the throne one day. Whether she will become the monarch Nidever needs, or whether the ambient violence of the realm will lead her down a path of brutal militarism, is yet to be seen. Lady Karnava and King Yovin have a tense relationship at times (they both have problems listening), but they are growing closer with each passing year - she has become part of his immediate family, that seems to care for her more than her own.
Culture
Nidevan local culture is unusually individualistic and rebellious, as Andrigan cultures go. Individual stubbornness, often backed up by a willingness to fight, is the measurement of a "good Nidevan". Open displays of fear are associated with shame. If you don't like your place in life, get a sword and march off into the world to take what you want from life. Be stubborn as stone. Your word is your honor and a statement of your intent; don't bandy it about carelessly. Those who make an oath or a boast should stand by it.
All of this comes together to create a "pioneer culture" that idealizes the homesteader and the explorer as the peak of virility and power. To live by one's own labor is romanticized and idealized. Physical labor is seen as necessary for a moral and dignified life. Living by the generosity of strangers is shameful. This is not 'pure' individualism, though. Small-scale self-sufficient communalism is a quiet part of this loud ideal individualism; it isn't a Nidevan alone that stands tall, but one with their kin and their companions. Oneself and one's labor is partially blended with one's small-scale group; an insult to one villager is an insult against all. To live by the aid of strangers is shameful, but living by the aid of your neighbors is a sign of mutual trust and shared bonds. It is the difference between a perceived one-way dependency (childlike), and mutual aid and support (adulthood). Reality rarely accommodates these clean lines between the "in group" and the "out", and this is often a source of tension (especially in the big city of Tovelkarn).
Nidevans often see themselves as at war with the world; the underground teems with monsters, and the strange beasts crawl in from the Scouringwood Wastes to haunt the countryside. Sometimes, wasteland-residents are romanticized into the ultimate pioneers; other times they are witches and aligned with this nebulous Enemy. It depends largely on whether the wastelanders are seen positively in the moment or not.
Nidevan food is big with either mushrooms or minerals. Some traditional dishes that are appealing to humans would be: rosti (shallow fried potato pancakes), herdsman's macaroni (pasta with potatoes, cream, cheese, onions), and beuschel (a lung and heart ragout).
History
Ancient History (200 - 700)
The Great Expansion (700 - 1100)
Reconnection (1100 - 1400)
Death (1400 - 1440)
Rebirth (1440 - 1680)
Overlord to Overlord (1680 - 1730)
The Yeltenzols (1730 - 1956)
Modern History since 1956
Demography and Population
About 30 to 40 thousand humanoids officially live in Nidever, though many wasteland tribes seasonally move through Nidever to trade and hunt.
Of the 30-40 thousand permanent taxpaying residents, 20,000 - 25,000 live in prismholds and 10,000 - 15,000 live in villages or towns entirely on the surface. Near-everyone here is a starspawn, with those in the prismholds being prism-descended typically.
An unknown number of unofficial residents move through or live under Nidever - Wasteland tribes and unintegrated prism townships.
Territories
Nidever is a small kingdom, roughly 52 by 52 miles across.
The kingdom is divided into nine counties.
- Boginchol is the largest and richest county in Nidever, and home to the great underground city of Tovelkarn. The royal seat of power is in this county. Highly mountainous and forested.
- Eizindoss is the farming capital of Nidever - a large mountain valley with clean springwater and fertile soil. The most traditionally feudal part of the kingdom.
- Yeinshtag is a strip of hilly marchland, populated by migrating hill tribes tied to the wasteland and a single small underground settlement - the Lone Mountain. Yeinshtag is mostly self-governing, and is a haven for anyone who would rather fight monsters than pay taxes
- Kaffsker is a wide swath of hilly terrain mostly inhabited by shepherds and small-miners, with a few isolated valleys occupied by homesteaders.
- Arskevsha is a small valley and surrounding mountains, a kind of 'last stop' outpost with a semi-self-sufficient township. Hardly a county in anything but name, but a useful base for Questing Knights.
- Kofferdech is a mix between forested hills and pockets of farmland
- Lossfine is a long, winding valley with forests, farms, and small-mines
- Yunmosh is a tall plateau known to be challenging to access - an isolated flatland in the sky. Largely self-governed by a local federation of villages, who give tribute and military aid to the monarch in exchange for being left alone
- Oppertosh is a relatively farmable, open area connecting Nidever to the neighboring kingdoms. Commercial, somewhat bustling, and mostly normal for Andrig.
Military
Nidever's formal army is a small but centralized bureaucratic apparatus, with one main force led by the monarch or appointed general and eight regional garrisons commanded by the local counts. The regional garrisons all regularly work together and have a clear chain of command to prevent any group from roaming off on its own. Supporting this focused standing army is a large number of local militias and warbands. Some of these warbands are pulled together by aristocrats, others are mercenaries. Recently, the Nidevan army's greatest problems have come from its excessive centralization and inflexibility; the King has been too restrictive of the local garrisons and has hindered independent offensive actions. This has been a good thing at maintaining the general peace with the surrounding wasteland communities, but has been bad at dealing with roving individual monsters.
The wealthier counts bring armored knights to the field; the poorer ones stick to light infantry and skirmishers. The prismholds contribute heavy infantry, and most infamously prism greatweapon berserkers. This all comes together to create a hammer and anvil with a very small hammer, a small anvil, and reasonable bulk of supportive skirmishers. It works astoundingly well against less-disciplined forces, but isn't particularly geared towards facing other established powers.
Within the prismholds, the hard defense common in militaristic prism societies is backed up by a sucker-punching offense. Heavily armored footknights, hardy tunnel-fighting underground rangers, and terrifying berserkers work together in harmony to make the most of enclosed spaces. The greatest warband of the underground are The Merry Havoc Company - a group of explorers and mercenaries who focus on delving as deep as they can into the underground and extorting endangered homesteads for coin in exchange for protection.
Religion
Nidever is a mostly Uvaran kingdom, with plenty of local religions or "pagans" coexisting alongside the Uvaran majority. While this is not a secular kingdom, it is not one preoccupied with policing religious expression or worship. Uvaran religion is politically dominant and protected by the full force of the law, but you can have as many other gods or religious beliefs as you'd like. So you will face legal punishment for insulting the God Ustav or desecrating a shrine, but there is no punishment for wearing a Kivishta star, Lunar moons, or Ederstone-worshipping star-seed symbol.
Local religion is mostly centered on the Goddess Kragen, the Queen of Steel and Relentless Survival. Kragen is believed to be mother of all Prisms and prism hybrids, and is often pictured with the ancestors of major local clans. She is also a harsh goddess of pragmatism, law, duty, and resource extraction (typically mining or harvesting). She offers plenty, but demands great labor and dedication to get it. Kragen is not worshipped to the exclusion of the other Gods, but local Uvara places her much more on the level of Ustav (the main "King of Heaven" or "Chief God" of the Uvaran pantheon). Sometimes, she is even depicted as wife of Ustav, with the two operating as a single head divinity with two bodies; their children, Rugon and Ertinar (fertility and rain), are often also embodied as a "couplet" in this style of worship.
Ancestor veneration is also not uncommon here. There is a belief that worthy souls who go to Paradise do not "go silent in eternal sleep" like other souls after a period of time, but instead are reborn as earth spirits to protect or govern a place associated with them in life. These spirits are very much place-locked and will continue to protect that place as long as their descendants maintain worship and offerings to them. If a tunnel, road, well, or cave contains a maintained shrine to someone's ancestor, it is seen as pious and wise to give a small offering as well.
Dozens of minor local religions also exist, inherited by the ancient "Deep towns" and the tribes of the chaos wastes. It is not uncommon to run into someone who worships a God you've never heard of here.
Laws
There is royal law made by the king, and then there is county law made by local counts. Both formal legal codes give some limited official power to local customary law, which is seen as valid for non-violent transactions and local self-policing. Local militias do much of the law enforcement anyways, and customary law is often most familiar with them.
Customary law is most intricate (and most formalized) when it comes to property disputes. Local communities have very firm ideas of private property and communal property, and community status plays a major role in deciding who can access what resources on whose property. The idea of there being primary owners and secondary owners is entirely legitimate here; while a person's right to land and tools is great, there are spheres of secondary and tertiary ownership and access that complicate it. With customary law can be notoriously harsh when handling thieves, most people with status in a community won't be considered full thieves if they steal something like food or tools. Contribution of labor and sacrifice to a community and a kinship network embed a shadow of ownership into parts of that community that benefit from that labor. Outsiders who steal, even if they steal to survive, are seen as worthless creatures and parasites to be either forced into temporary indentured servitude, permanent exile, or even execution. Thankfully, indentured servants do still have some local rights and their debts are not hereditary. Customary law does not allow for the execution of thieves without royal permission, but royal courts only sometimes intercede.
Monster-slayers, often shortened to slayers, are given special status here along with military veterans. It isn't exactly royalty, but one who slays monsters or who serves in the military is generally given a little more legal breathing room. A slayer or veteran can largely ignore laws against insulting their social betters, for example - though they often still face social repercussions if they aren't a famous warrior. A thief who is also a veteran will also be given far more leniency.
Law enforcement on a royal or county level is handled by Vogts, or "lord sheriffs". A vogt is something of a military sheriff and investigator; they are recruited from the military, continue to hold rank in the army, and often play a military-policing or information-gathering role in military operations. Vogts can be investigated for misbehavior in military, religious, or noble settings, but are given extreme autonomy with little oversight in civilian matters. A Vogt can call a court to try someone, or they can handle it themselves if the accused is unimportant. Vogts who kill unjustly may still see consequences from their superiors, but even that becomes unlikely if they are able to find material proof of magical aberration or witchcraft involved in the case - in dark magic cases, Vogts are legally exempt from accountability as long as the accused lacks a title. The very uniform of a Vogt commands fear and respect in Nidever among the commonfolk.
Agriculture & Industry
Nidever is a big mining kingdom; it produces enormous amounts of copper, as well as plenty of iron, lead, zinc, tin, and silver. Rare mutated ore is hunted for and mined throughout the great caverns, and a unique subgroup of Monstercrafters specializing in mineral research and arcane metallurgy work here. The great city of Tovelkarn also harvests many gems, both from the mountain and from the crystalline Barhells - monstrous insects that breed below the capital city in great nests. In the last century, steel production has also begun here, now that new technologies from the South have finally reached Tovelkarn.
Halpara Mushrooms are often farmed, and the lowlands grow wheat and fruit. The highlands ranch livestock and produce wool.
Manufacturing in Nidever is rather basic - town artisans produce an average amount of goods, with few major workshops or massive businesses.
Trade & Transport
The big formal export/import markets are held by powerful Hainish Burgher families who run caravans through the small handful of roads that connect Nidever to Dovenar and Hain. Access to these monopolies is treasured, and the ruling House Hugelma is very selective about who can access such privileges. Much trade policy and export/import business is done out of the town of Oppervolt, the surface counterpart to the capital of Tovelkarn at the border between the counties of Boginchol and Oppertosh.
Smaller local merchants do certainly exist, but tend to mostly handle domestic trade. These merchants travel between the counties and down into the depths to the homesteads selling wares and supplies. Many of these small merchants either trade with or have married into the Wastelander merchants - small groups from the traveling wasteland communities that trade supplies between the villages beyond Nidever's borders and the villages within the kingdom. As wastelanders are viewed with some suspicion, small merchants sometimes are as well.
"Cowardice is Damnation"
Founding Date
1729
Type
Geopolitical, Kingdom
Demonym
Nidevan
Ruling Organization
Government System
Monarchy, Constitutional
Power Structure
Feudal state
Currency
Sunekan Golden Lions, Silver Foxes, Copper Stars
Major Exports
Iron, copper, steel, stone, gems, monster parts
Major Imports
Mounts, grains (sometimes), wine, spices, textiles
Official State Religion
Location
Official Languages
Related Ranks & Titles
Neighboring Nations
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