Kingdom of Evergnon Organization in Hyr [The Forbidden Isles] | World Anvil
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Kingdom of Evergnon

Established about four hundred and forty years ago, as the tribes and petty kings of the Evergreen forests and the hills united into a single kingdom, Evergnon is widely considered the breadbasket of south-east Tzunar, with rich meadows, villas and the famous castles their lords and barons live in. From the mighty forts of the northern border aimed against the nomadic Jazyart, to the numerous forests of the interior, to the fine grapevines of the coasts, to the rich farms and stunning lakes of the island of Hydric. Evergnon is nothing if not a marvellous sight to behold. Home to the plate armoured knights who joust for training, and to the white orchards that grow almost everywhere, Evergnon is considered widely to be the emerald of the Forbidden Isles. Having historically had good relations with their neighbours and cultural kin of Altyn to the west, the Evergno peoples threatened intervention when Altyn was invaded by the Dominion a mere few decades ago, but the sheer speed of the invasion deterred them from this, and presumably they wished not to end up another target of conquest.   Even within its borders, the people of Evergnon are not a single undivided group. Even without factoring in the different and overlapping territories of the barons and dukes ruling over the land, the different regions of Evergnon tend to have various local subcultures and traditions, even worshipping different gods in some cases. Local differences are much more rapid than in larger nations such as the Dominion due to the nature of organisation and the circumstances by which Evergnon formed.

Structure

As a feudal kingdom, the highest position of power granted is to the king, who depends on the power of his dukes and barons, who in turn depend on the lords and the infamous ‘knights’ unique to Evergnon.

Assets

Some of the richest farmland in the entire Forbidden Isles, particularly on the island and Duchy of Hydric. They also have great mines from which they mine steel and stone, allowing them to build great castles and their elite cavalry, known as knights, who wear steel plate armour and use sharp lances and swords. While not as large in army as other nation's professional branches, the knights of Evergnon make up for it with their great equipment, training and discipline, as well as the valour they inspire in their fellow soldiers. Due to the importance of Hydric and its milder waters, they possess a navy that rivals that of Xu or even the Dominion. Riches are therefore found easily as a result, putting them in a position where even Phurzia or Hartstone may feel uncomfortable.

History

Originally a system of tribes, petty kingdoms and city states from as old as Olm's days, Evergnon was united under the first dynasty of the Frog goddess, Haurie I, who spent almost his whole life on murk-back either fighting rival kings, driving off Jazyart attacks, or negotiating with neighbours. When he died, his son, Byenoi I chose the beautiful city of Elinor as his capital, for it was the name of his beautiful wife. It is under he and his own sons that the great Forts of the northern border were constructed to fend off Jazyart attacks, as well as the almighty Rivermoat in the south, to defend from the dangers of the south. Ever since, Evergnon has continued to prosper and grow, acquiring the Duchy of Hydric in 543AF, and continuing to fight off raids and wars, even defeating the Almighty Raid by the Vunkish in 587AF. However, the Kingdom's prosperity is not quite what it was now, and as the Jazyart have finally united once more, they are forced to turn to The Phurzic Dominion for aid.

Military

A mix of mainly levies on foot along with a professional core of heavy cavalry knights and archers, including longbowmen (though not as notorious as those of Hartstobe), Evergno military capacities are quite formidable despite their relatively small size compared to neighbouring nations. Based off feudal levies, they tend to be loyal to their overlords who in turn follow the king, and so how much they can contribute depends on the king’s relations to his vassals, thus making foreign campaigns of conquest more difficult and requiring consistent support from the Baron’s Gathering for action to take place.   Estimates for Evergnon’s army are hard to come by, but given the amount of agrarian land and resources to feed armies, build fleets and hire mercenaries, they can certainly provide a fierce force against rivals.

Religion

As opposed to the fifty or more gods of Phurzia, or indeed the hundreds of gods of the Yamachai or the Illustrio, Evergnon only recognizes five gods who command authority over the whole world. They do not recognize the Forefathers or Ancient Ones anywhere in their religion, merely seeing these as demonic corruptions of surrounding gods.

Foreign Relations

Is on good terms with the Dominion and is currently accepting financial aid and military support against excess Jazyart raids. in exchange for the acceptance of the annexation of the neighbouring Duchy of Altyn. The relationship has issues due to suspicions the Dominion intends to annex them, but for now needs assistance against the the growing Jazyart threat. Evergnon and the Jazyart Confederacy are becoming the setting of a proxy war for the Dominion and Xu.

Agriculture & Industry

Wood, timber and pelts are readily available from the forests of the coasts and interior, while the farmlands of the north provide plentiful grain and vineyards to feed and quench the population, surpassing even Slithia’s bounties. With the mountains and caves of the south-west providing iron and gold, Evergno steel is desired all across the known world for its strength and sturdiness, surpassing even that of Vulgar in the far north.

Trade & Transport

The capital of Elinor is a useful trade city besides its political status, and the cities of the coast provide opportunities to trade with the island nations of the north as well as the grand eastern continent.
Founding Date
318AF
Type
Geopolitical, Kingdom
Capital
Alternative Names
Evergnon, the Kingdom, the Emerald of the East.
Training Level
Levy
Veterancy Level
Trained
Demonym
Evergno
Leader
Leader Title
Head of State
Government System
Monarchy, Constitutional
Power Structure
Feudal state
Economic System
Traditional
Currency
Gold Clovers
Parent Organization
Subsidiary Organizations
Location
Controlled Territories
Notable Members
Related Ethnicities

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