The Kingdom of Hain
A "Hain" is a traditional word for community-tended walled garden native to the region. This is not coincidental- old families and records here even call the kingdom by its original title of "The Great Hain" rather than "the kingdom" or "the empire". Outside scholars assume that this is because Hain is a state dedicated to courtly beauty and serenity, as Hain is known to outside lands as a realm of courtly romance, chivalry, and sophisticated warrior-poets who slay monsters and Kivish armies for honor and piety.
The truth is that this has little to do with beauty or honor. The hain gardens have a very different meaning in traditional culture: they are not for beauty or peace, but a communal place to grow shared village crops and hide vulnerable community members during attacks. The hains are a basic unit of community, which designates clear communal roles: are you one of the community members guarding the walls and keeping watch, or one of the vulnerable community members who are there to tend the plants and keep protected from danger. These roles have been idealized and codified into the Hainish Code of Honor- a cultural standard for behavior that defines ideal social roles for farmers, visitors, and warriors. It beautifies the strict militarism and hierarchy that serves as the foundation for Hainish culture. Beneath all the romance and chivalry is a fundamental principle: that to deviate from social norms is to put the community at risk of death or worse. If you cannot fight, you must serve; if you cannot obey you must leave.
Reputation is everything here and has been codified into a kind of currency for aristocrats and merchants known as Honors. Honors are awarded to families for honorable behavior- stuff like building roads or defensive structures, fighting against monsters, or questing against "evils" such as the Kivish. Honors are stripped from a family whenever they are publicly associated with dishonorable behavior such as fighting other families or spending tax money on personal projects. Honors are used to measure political weight in the crowned assembly and generally to decide who deserves what privileges. The Honors system is also a way to keep the old families in power perpetually, as honors are hoarded by a small clique of ancient clans that use their influence to secure more and more honors. It is a way to both regulate behavior and exclude newcomers from the social ladder.
That said, the Hainish spirit is effective at holding the line. They have time and time again repelled armies that no other land could stop. Their warriors are legendary, and even during civil war they have a miraculous ability to re-unify in the face of danger. No foreign power has even held Hain, though they have gotten close- and one can only wonder what horrors might come to pass if Hain ever truly falls.
Structure
The Kingdom of Hain is led by two authorities:
- The Monarch , who is elected for life by the Elector-Princes, typically from among the top nobility and manages military affairs
- The Uvaran Archdruid, who is elected for life by the Autumn Court of high druid-priests and manages religious affairs
- The Elector Council manages military affairs and selects generals to lead campaigns. They also act as the leadership of the Crown Diet . Each Elector represents one of the eight most Honored families in Hain
- The Autumn Court is made of the top magicians, scholars, and administrators of the Hainish Uvaran religious hierarchy. Each new member is chosen from hierarchy by the rest of the Court. The Autumn Court hands out Honors and acts as a top judiciary.
- Elector-Prince: leader of an elector-clan
- Margrave: a noble who holds border-lands, both a great responsibility and honor (and a potential source of Honors)
- Herzog: a Herzog rules over a large tract of heartlands territory and is often tasked with protecting Uvaran church preservation lands
- Junker: Junkers are urban nobility, masters of towns or cities
- Graf: Grafs manage medium-sized land tracts, and often have lesser vassals
- Burgrave: Burgraves are the smallest-tier major landholder
- Below Burgraves are the Gentry or Lesser Nobility: the Ritters and Edlers
- Cherls are free commoners. Most cherls still have an overlord of some kind, but they have greater mobility, privileges, and access to legal institutions than other commoners. Many cherls live in cities, as official membership in a city community automatically grants cherl status for commoners. These cities include Telgen, Vruhafen, Ozaren, and Zinduhl. Most towns do not have this legal status, despite being urban in their own way.
- Dienstmann are not entirely free commoners, but they are privileged ones. Many Dienstmenn are men-at-arms, mercenaries, or martial communes. They have greater rights, access to legal institutions, and often pay less in taxes and rents. Many Dienstmenn are fighting commoners drawn upon for Hain's armies and warbands.
- Eigen represent the vast majority of Hain's population. These are serfs, bound to either their parcel of land or their ruling title. An Eigen has fewer rights than others, but they do enjoy some economic security.
- Tunrokken are bound day-laborers and generally represent the poorest and lowest status commoner in Hain that still holds formal social rank
- Exiles, outlaws, and foreigners represent the lowest rung of commoner society, the perpetual outsiders who hold no position and enjoy few to no rights. Wealthy foreigners may have some legal protection, but poor refugees and wanderers are often seen as dangerous and disposable in a way that even the Eigen are not.
Culture
Honor and Hierarchy
Living Hain
History
Early Period (-100 to 460)
Vetkan Period and League of Eight (460 - 610)
Infighting and Negotiation (610 - 1100)
Holding the Line (1100 - 1300)
The Spring-Monarchs (1300 - 1450)
The Return of Honor (1450 - 1800)
The Garden Peace (1800 - Present)
Demography and Population
Territories
Hain is a little over 27,000 square miles of territory. It is generally defined as the region between the Saress River in the South and the Gardog Mountains in the North, and contains a mixture between forest, plains, river floodlands, and hills. The bulk of the Hainish population and development is in the North-central rivervalley, known for its lush forests and floodplains. In the Northeast, the forest opens to grassy plains and hilly expanses before reaching the Gardog mountains. In the Northwest, heavily developed forest has become partially grassy flatlands from historic deforestation. The Southern side of the Saress river is colonial Hain: a constant march Southwards to develop the irradiated marshlands.
Hain is broadly divided into seven main provinces:
- The Hainish Heartlands, also called the Bellinbrosh. These are the richest and most insulated lands of Hain, an agricultural basin of great plenty. Not all parts are equally developed, but generally this is the safest and most "cultured" region
- Graefsher, the Northern reaches of Hain, is the haunted corridor of countless wars. Graefsher is known for its xenophobic and militaristic local peasantry and its chronic plagues of undead.
- The Delent, The North-central breadbasket of Hain. This is a large valley used to farm vast quantities of wheat, reclaimed from the Ederstone wastelands. The Delent is known for as being somewhat backwards, unsophisticated, and is associated with the unwashed peasantry - notably the insular and superstitious Yolps
- Halmenter is the traditional mountainous realm of Prisms and other stone-folk. It is seen as the great wall against foreign aggression, protecting the heartlands.
- Selkeren is the province of the Eastern valleys, a disjointed area reclaimed from the Ederstone wastes. Somewhat unstable and currently being integrated into Hain proper
- The Northern Frontier is an active front against the Ederstone wastes, a realm of monsters and monster-hunters at the edge of the Hell's Cradle, the Bladed Wastes, and the Warrens.
- The Southern Frontier is an active front against the Ederstone wastes, a realm of monsters and monster-hunters at the edge of the Deverkel Wastes
Military
Hain's military is led by knightly orders, backed up by the Clans, supported by Southern auxiliaries, and tied together by warrior levies.
The knightly orders of Hain are the greatest in the world. They include one of the few assortments of mixed-divinity government-attached paladins in the world, as all of the Lunar Pantheon supports Hain. While some knightly orders are attached to specific Lunar patrons, some of the greatest knightly orders go out of their way to include all of them.
Most notable of the Knights Orders are the Orders of the Four Seasons- specifically the Spring Knights. Founded by Arvarad the Magnificent, a famous Half-Dryad warrior in the 560's who led his group of companions in riding through the early Empire of Kizen liberating slaves and destroying Kivish outposts. He was originally a druidic student who was called to paladinhood and became something more: a Green Knight or nature paladin. Arvarad may have died in Kizen, but his daughter-squire returned the companions to Hain with a great treasure: the Knucklebone of Ustav, the only remaining physical piece of the Spring God. It is rumored to have great magical power that is connected to the strange tokens or amulets Green Knights carry- whenever Hain is under attack and the Spring Knights are needed to return from their quests, the amulets are said to whisper to their knights to return. Spring Knights are rare- they require immense skill, experience, and commitment, and they often spend their lives abroad questing for the glory of their families. The most common place for their Questing is deep in Ederstone wastelands.
Winter Knights, meanwhile, are said to blend arcane magic and wizardry with their fighting, and often quest in civilized lands and reject paladinhood to belong only to Hain; Autumn knights practice in learning magic to better spot and disrupt enemy casters, and hunt rogue magicians; Summer Knights specifically hunt Kivish, and often work with Kobold-bone (many are Kobolds themselves as well), and prefer to Quest against Kivish bands as training.
Other groups such as the Rose Knights (who quest for the glory and influence of Hain abroad), the Horned Knights (who quest for Uvaran religion exclusively), and the Starry Knights (who fight for the glory and honor of the Ketarun Cats) abound. No knightly order isn't themed, as each must have a reputation and some sort of quality to make it a truly honorable calling.
The Eight Clans (not to be confused with the eight Elector Clans) are not the actual Eight Clans of old, but are rather titled free peasant groups that can gain Honors as a local community, are exempt from certain taxes, can directly hold land, and are in charge of making sure that the local areas are armed and ready. "Adoption" into these clans is as much a low-level independent military position as anything; they often take particularly skillful peasants in to improve their martial education. These Clan communities are sprinkled throughout Hain but are most common along the Northern border.
Southern Auxiliaries are basically monster-hunters from the Southern cultural groups that are absorbed into the Hainish Southern frontier.
The common levies are also nothing to stick your nose at. The common people are expected to be armed and prepared to fight- the old hain levies never died. The kingdom avoids drawing on them because they are "gardeners" to a certain extent. But when the Empire of Kizen invades, they become "protectors"- and while the walled gardens can't truly withstand artillery fire, they essentially create a massive network of tiny village forts. The levies are the invisible backbone of Hain's supposedly knights-only military, and the secret weapon that any invader faces.
Religion
Hain claims to be the leader and defender of the Uvaran faith, though other Uvaran communities disagree. Hain does carry a lot of weight in the Uvaran religious system, though, and works to archive holy texts, train priests, and protect holy artifacts for the greater faith.
Hain's brand of Uvara is a lot more hierarchical, formal, and legalistic than other varieties. Uvaran Priests who hold status within the hierarchy are expected to be spellcasters of some kind, and spellcasting power is itself a path to power. The religious structure attempts to have a monopoly on spellcasting, with all casters receiving religious instruction and bound by specific religious rules. Druidic magic is seen as the most direct form of channeled wisdom and is the highest status form of magic; wizarding magic is seen as a holy gift from the Gods against the Kivish and is only slightly less prestigious. Bardic magic and sorcery are less prestigious, with bardic magic more common in the military and sorcererous groups largely existing as their own associations. Warlockery is not understand and therefore suspect.
Uvaran Priests in Hain may follow a familiar Uvaran selection process, but require official acceptance by the greater Temple hierarchy. The Autumn Court and Uvaran Archdruid are the official religious heads here, and temple policy is strictly top-down.
The Hainish Sovikov is also has a very specifically Hainish addition: the expanded sagas of The Kofalin Stories. These are literature, religious parables, and national legends all in one; the governmental system of honors and elected monarchy is also named after them. If you are to say that Hain has a national religious mythology, Kofalin is a critical part of that mythos. Veneration of Vetka the Liberator, greatest of the Alkoa is also fairly common among druids here. Vetka is honored as a Hainish ancestor along with other great heroes.
Worship of the Lunar Pantheon is very specifically regulated here to "maintain balance". All Lunar cults are legal, but are to be kept in the open and regularly reporting to the Uvaran temples.
Speaking of legality, religious law is the norm here and religious courts are as well. Religion itself is highly regulated, with Kivishta all-but-banned (you must be Hainish Promised Path Kivish) as well as the Suneka and other foreign faiths.
Foreign Relations
Hain is a walled garden- it seeks no conquest, which would only weaken it. This policy is a part of the Code of Honor, and has guided Hain for centuries. This makes many kingdoms and empires very fond of Hain, as they can actually trust that they won't attack unprovoked.
The only threat to Hain's spotless reputation is Questing. Questing is when a warrior or warriors make an oath to go abroad and defeat an evil or perform some "good" action. Most common forms of Questing are monster hunts, bandit hunts, pirate hunts, oaths to protect an Ederstone-waste frontier settlement, or attacks on some radical Kivish group or Starspawn wasteland cult. But they can also be to avenge an injustice, topple a local tyrant, or obtain a sacred relic of Uvara This is where Questing is problematic for neighboring countries, and where Hain can be seen as troublesome.
While Hain itself does not expand, its noble families have been known to engage in quite a lot of imperialism - which the Kingdom supports.
Laws
Hainish law is primarily local. Nobles have great legal leeway and authority within their fiefs and laws can vary wildly from place to place. This system is prone to confusion and mostly works because the serfs, or Eigen, are typically tried in private fief courts by their liegelords rather than in general royal courts. Secular crimes follow similar suit, with vassals being tried by their respective liegelords. Courts that handle contested cases, religious law cases, or royal cases are operated by the Uvaran Priests of the Autumn Court.
Each lord has a handful of sheriffs, who handle formal law enforcement. Communities often play a very active role in policing; village militias are allowed to hold court for petty crimes, though the interior counties all demand that all murderers, witches, or other perpetrators of serious crimes be tried in official courts.
Eigens are divided into groups of ten families, called Eigenchups. If the a member of an Eigenchup commits a crime and that crime is knowingly ignored by other members of the Eigenchup, all ten families may face punishment.
While most law is local, there are general kingdom-wide laws and royal edicts that do bind all Hainish subjects together. These include:
- Eigens, or serfs, must acquire permission from their liegelords to move from their assigned plot of farmland
- No faith but Uvara may influence government. All landed nobles ranked Burgrave or above must be of the Uvaran religion.
- All forms of Kivish religion except for the Promised Path is banned. All forms of Sunekan religion are banned.
- Any commoner who slanders or wounds a noble is to be punished and humiliated; if the instance is seen as particularly foul and unprovoked, the commoner will be disfigured or branded in such a way to mark them as shameful
- Only nobles may grow food of any kind for sale outside the country - all exported food must be sold to them first, then typically resold to a Burgher
- The Divine Contact cannot be performed by any commoner without an Uvaran Priest's permission
- Commoners who commit crimes can have their sentences reduced if they were deemed intoxicated by the court; in exchange, the commoner must work a set number of years as an indentured servant (typically for a lord).
- To break an oath is a criminal matter that may lead to fines.
Agriculture & Industry
Hain is overwhelmingly agricultural, though it does have a few major urban centers in the central river heartlands.
The Saress river valley region is primarily based around rice, wheat, and potatoes. Cash crops such as cotton and dye-crops are grown in the East, while the Northern plains focus more on livestock. Renewable lumber-forests are used in rotation around the kingdom, and the Northern hills have many mines and quarries. Outside of mineral gathering, Hain plans around sustainability and isolation - they need to be able to sustain total war conditions even when cut off from trade and under attack for decades.
Interspersed among the crops and lumber-forests are the Preserves. The Preserves are forests kept largely untouched, reserved for hunting, foraging, and druidic meditation. These are temple lands used for druidic mastery, but their day to day management falls to the Ketarun Cats. The Ketarun chieftains are given plots of these preserves in which their people hunt freely. Some of these forest fiefs are like miniature cat cities, with cats herding domesticated poultry in order to feed densely populated cat communities; others produce basic plant dyes to both dye their own fur and trade with other Ketarun fiefs.
Trade & Transport
Hain is a lot of things, but it is not a mercantile power. The emphasis on taxes paid in labor and services performed for Honors means that a lot of the economy isn't in actual coinage. This makes the Hainish economy difficult to access for foreigners (this is somewhat intentional, as it helps insulate the region from trade exploitation and bribery). Add in the Hainish obsession with self-sufficient production and you have a country that is severely handicapped in trade.
Most Hainish trade takes place in the large urban centers around the Saress River, where strong guilds hold sway and Junkers set trading policy.
Education
Almost all of Hainish education is done for Honor. Local aristocrats often send their least militarily suited children out as school administrators, who set up local Charity Schools for rural or urban communities. This informal patchwork of free private schools is extremely messy but somehow functional.
Temples also often provide basic literacy training and can have further education for those on the track to become priests. Particularly bright children (particularly of the middling class) are often flagged for promotion into wizarding studies. Higher education is entirely religious, and academies for specific disciplines or areas of studies are run by priests educated in the field.
Infrastructure
Constructing walls, fortresses, roads, and aqueducts are all sources of Honor in Hain- and as such, communities often work in construction as part of their taxes. Hain has traditionally focused what little fluid money it has on construction projects, and works hard to maintain a staggering level of building development.
"No Evil May Enter Here"
Founding Date
1800 ME
Type
Geopolitical, Kingdom
Capital
Alternative Names
The Great Hain, The Kingdom of Hainzen
Demonym
Hainish
Leader Title
Government System
Monarchy, Elective
Power Structure
Unitary state
Economic System
Market economy
Gazetteer
- Ozaren, capital city of jousting, honors, and memory
- Vruhafen, the great port city of riches, priests, and colors
- Telgen, the war-port city of monster hunters and feasting
- Zinduhl, the great milling city of strange magic
- Hodsyarn, a haunted farming town
- Artoril, a mountain-city known for its ancient relics
- Kamminfost, a small cult-town of Lunar cultists
- Gornin, a small border town known for its prison and monks
- Hauzen, a prosperous college town known for its mages
- Slevenk, a town of many cursed monks, reformed monsters, and a great prison
- Feltarnok, a lighthouse temple-keep and honory home to the wandering God Haru
- Ozginheilk, a rich coastal enclave known for its great library and many authors, artists, and philosophers
Currency
Sunekan Golden Lions, Silver Foxes, Copper Stars
Legislative Body
Judicial Body
The Autumn Court
Official State Religion
Subsidiary Organizations
Location
Official Languages
Related Traditions
Related Ranks & Titles
Controlled Territories
Neighboring Nations
Related Ethnicities
Related Plots
Remove these ads. Join the Worldbuilders Guild
Comments