Eighth Kingdom of Aedrinar Organization in Ragnarok Codex | World Anvil
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Eighth Kingdom of Aedrinar

This article is about the Eighth Kingdom of Aedrinar (founded 924) only - for a more general overview of Aedrinarian history look at the ethnicity page or request specific historical periods on the codex.
The most recent unified Aedrinarian kingdom, the eight kingdom was founded by high queen Sigrun III in 924 after the third interregnum period in the human portion of the Aedrinaran archipleago. Beginning as a smaller trade power, the Aedrinarans have made a bold return to the world stage since the 40 Year War with Aedrinaran warriors fighting in some of the most fierce battles throughout the conflict. Now considered a strong middle or rising power, the eighth kingdom has become a feared and respected force in throughout the continent.   Based in the cold and remote Aedrinaran archipelago, the eighth kingdom makes up for its small land area and population in projected military and trade power. Controlling the valueable Terrasic trade route through its terminus port in Lastlight, the kingdom's exports of valuable treasures and weapons have seen them become amongst the most successful post-war nations in the past twenty years.   Aedrinar differs on many levels from the western human powers in its governmental structure, religion, and culture and has a proud history dating back to the mythic age where the earliest Aedrinarans killed their pantheon of gods and assumed their place. The kingdom is considered by many to be incredibly militaristic and antagonistic, but this has not stopped them forming strong diplomatic relations with their neighbours in Asrinheim and across the ocean in The Commonwealth or with the far more distant Dragon Empire.  

Structure

Aedrinar is a confedederated nation with high levels of autonomy for its jarldoms and holds. The kingdom is held together by oaths and shared codes of honour and respect, with centralised descions only being made around unviersal declarations of war. Small amounts of taxes in the form of coinage or assets are paid to the high king every year by the holds, but this is considerably smaller than any tithe paid by any other country.

History

Precursor Kingdoms

As its name suggests, the 'eighth kingdom' is not the first united Aedrinaran nation. The Aedrinaran people have a history of uniting under a single banner dating back Odin and the first kingdom in the Mythic age. Their scattered island population has often meant that the various clans and houses of the island chain prefer to maintain local independence and autonomy. This decentralised structure has led to an elective system of monarchy with a moving capital, a system of government that has lasted for thousands of years in various forms throughout the isles.   Aedrinaran history follows a predicatable pattern of uniting under a strong house or ruler, having a golden age, stagnating, then collapsing due to in-fighting. There are long periods of interregnums and internal division that last until another strong house or ruler again reunites the scattered peoples - beginning the cycle all over again. The kingdoms have historically thrived when there is a single enemy to fight, such as Soulthek or the Marcian empire. The warrior culture of the islands suits the nation to times of war and conflict, which has led to them thriving during and post the 40 year war.   Listed below are the kingdoms and interregnum periods:
Kingdom/Interregnum Start Date End Date Notes
First Kingdom ? 3154, me Considered mythical or legendary, the first Kingdom was supposedly founded by Odin and the other Aesir during their war with the Forgotten Gods pantheon in the mythic age. The kingdom dispersed when the third Jarlsmoot could not agree on a new highking.
Great Division 3154, me 1672, 1e The kingdom broke into smaller tribes and kingdoms that remained in constant flux. Only a few clan chronicles date back to this time and oral history is considered highly exagarated by the ages
Second Kingdom 1672, 1e 1721, 1e The second kingdom was the shortest lasting kingdom and had only one ruled, Queen Astrid I the Dragontamer. Astrid united the islands during the flight of the dragons by taming the Great Golden Wyrm and defeating the seven dragons who had invaded Aedrinar and Asrinheim.
Age of 1000 Clans 1721, 1e 2760, 1e Most prominent families trace their routes to the legendary heroes and warriors of this interregnum period. The various factions united by Astrid divided after her death as "None could dare replace her greatness." At least every family will claim ancestry from one of the many rulers or great warriors of this period.
Third Kingdom 2760, 1e 56, 2e The second kingdom united around the city of Halgafjar (No relation to the modern city). The third kingdom was a golden age for the Aedrinaran people with legendary kings such as Haarold I, the Seasnake, and Ragnar I, the great uniter. At its height, the third kingdom sailed under the rulership of King Olaf I, Redhands, to fight in the First Soulthek war. The kingdom would collapse in the early first age after weak leadership from Rollo I and II.
Age of Iron and Blood 56, 2e 812, 2e The most violent Interregnum, chronicles and oral history say most of the ancient clans and houses were destroyed by constant warfare and blood feuds in this time.
Fourth Kingdom 812, 2e 1014, 2e Amongst the most influential kingdoms still held in high regard today - the fourth kingdom was foundedby the Winter-Shield clan who managed to peacefully assemble the warring factions of the isles and united under their rulership. The Winter-Shields also began the first raids on the Prima Terra mainland. The kingdom would become divided between the Coldstar and Winter-Shield clans and fell apart in the Wintersrevenge war.
Age of Long Winter 1014, 2e 1930, 2e The long winter period was characterised by constant battling between the Wintershields and their enemies. Legend also says the winters were particularly harsh at this time with a general population decline tha lasted until the late 19th century where the population boomed again.
Fifth Kingdom 1930, 2e 2136, 2e The kingdom most known to mainland - the fifth kingdom began the Aedrinaran age during the late Marcian Empire and early dark ages as a now booming Aedrinarian population raided and settled across the mainland continent - eventually sacking Neapia and destroying the Marcian Empire. The Empire collapsed under its own weight as the new sub-kingdoms grew more distant from the homeland.
Lesser Interregnum 2136, 2e 2191, 2e This brief interregnum was largely a set of civil wars within the Aedrinarian islands themselves that was ended by the powerful warlord Olaf I of Lastlight.
Sixth Kingdom 2191, 2e 2263*, 2e Also known as the Lesser Kingdom, the sixth kingdom stuggled to hold itself together due to longstanding clan feuds and disagreements between the prominent houses. The kingdom fell to internal revolt against King Ebbe.
Greater Interregnum 2263, 2e 519, 3e This large interregnum period saw most of the contemporary borders become set in place as a handful of holds and petty kingdoms took control of the divided lands. These smaller nations were regularly fighting and raiding each other with only occasional raids on the mainland.
Seventh Kingdom 519, 3e 798, 3e The most recent kingdom, the Seventh Kingdom was established by the legendary King Olaf III, likely a half-elf commoner from the eastern isles who managed to establish himself as Jarl of the Southern Hold. The kingdom survived an early rebellion and began larger scaled attacks on western coast of Prima Terra, re-establishing Ceannastra as an Aedrinaran nation. The kingdom collapsed after the death of Ulfgir V, the wolf king, at the hands of the Eldrian Navy in 789. The defeat was so catestrophic, his son Sven II disbanded the kingdom.
Third Interregnum 798, 3e 924, 3e A misnomar, as there had been more than three interregnums by this point, the third interregnum saw Aedrinar partially modernise as literacy and trade become more dominant over the more traditional warrior culture. Lastlight grew into its modern, metropolitan form and the Aedrinarians slowly gained dominion over the lucrative Terrasic trade route.
Eigth Kingdom 924, 3e - The current kingdom, it was united largely peacefully by Sigrunn III and has been dominated by the city of Odinsthrone in the southern hold.
*If King Knut is counted, the sixth kingdom lasts until 2285.      

Prelude to Foundation

The eighth kingdom owes much of its origins to the catestrophic loss the Seventh kingdom faced battling the Eldrian navy in the eighth century. The Aedrinaran isolationism and proud culture had seen them slow to adopt the new technologies and ideas being created on the mainland continent by the Awakening movement. The only notable exception to this policy was Lastlight and the Sudurejyan nobility, who had become heavily influenced by Awakening ideas and new technology. Sudureyja was largely an exception to this rule; for the most part, a mid-third age aedrinaran was living the same lifestyle a second age aedrinaran was with little change to weapons, tactics, or technology. The Aedrinaran navy, of mostly longships propelled by oars and sails with archers are the only form of ship-to-ship combat capability, were outgunned by the gunpowder equipped Eldrian Navy.   This loss shocked and dismayed the Aedrinarans, who had never faced such a catestrophic loss at battle in their entire history. The battle cost the life of many important jarls, thanes, and military leaders and saw the entire governmental structure collapse. Sven II willingly disbanded the kingdom as a mark of shame against his people and returned to his ancestral home. During this time, the Aedrinarans did what they did best - stubbornly burst their way through obstacles.   Aedrinar would never adopt the current trends, fashions, and philosophies of the mainland - it would dishonour their ancestors and gods and tarnish the way of life they held sacred for thousands of years. Instead, the Aedrinarans turned away from open combat with the outside world and opened up their ports to trade and commerce whilst sending key warriors to the continent to serve as jomsvikingr (mercanaries) for the continental powers.   With the ports opened, some new technology around forging techniques, armour styles, and industrial inventions came into ports like Lastlight, Winterharbour, and Halgafjar. The Aedrinarans would slowly, over the course of centuries, adapt these technologies to their own culture and style. Jomsvikingr returning from the continent also began to develop new fighting styles to counter modern army units and structures. Longships also became more armoured and defended, capable of ramming into multi-decked galleons and getting close enough that cannons could no longer threaten them. With new skills, armour, and techniques at their disposal, by the 10th century it was well past time the Aedrinarans reunited.  

Sigrun III

Sigrun III of Snowhelm descended from a cadet branch of the Winterhshield family in the north of the main Aedrinarian island. Sigrun rose to the rank of Jarl of Snowhelm in 917, 3e and had bold ambitions for a reunification of her people. Sigrun's first step was to unite the northern hold into a single state. To do this, she needed a navy and stronger army. Sigrun looked to the strongest state in the islands - Sudurejya. Sigrunn arrived in Lastlight in 919 and set about organizing a treaty between her Jarldom and the Jarldom of the southern island. In the process, she and Jarl Bloodraven fell in love and married, uniting the two powers with Sigrun declaring the Kingdom of Snow and Sea.   With an army, navy, and now considerable treasury secured through her marriage with Bloodraven, Sigrunn felt confident enough to invade her neighbours and origin house, the Wintershields of Winterharbour. Their ruler, Jarl Thorgir, was defeated in battle at Menklestead. His daugther, Estra, took the jarlship and rode out to meed Sigrun. The two jarls agreed to decide the fate of the conflict through a test of strength - a drinking contest of the strongest mead in the North. The 'Duel of the Meadhorn,' as it would become known, would last into the early hours of the morning and saw Sigrun narrowly emerge victorious. Estra and Sigrun would begin a life long friendship as a result of meeting, with their children eventually marrying.   Sigrun would diplomatically annex the Western hold in 918 and defeat the Morganssen family of the Northern Isles in the same year, allowing them to bend the knee to her and remain as Jarls. Sigrun's new kingdom now spanned most of Aedrinar. Sigrun responded to threats from the Jarls of Drekenheim against her husband and crushed their navy at sea at Squid Bay. Sigrun's defeat of the outclassed Dragonfleet has seen the volcanic and ashy island be on the decline ever since.   Sigrun completed a pilgrimage to Einmanfjell and performed deeds to Thor to secure the island's alliegance. The Eastern Hold asked to join her kingdom in exchange for helping them against the Wolf Clan, which Sigrunn accepted. Sigrun fought so well in the war the Wolf Clan treat her name a mark of respect to this day. The last three Jarldoms of Odinthrone, Halgafjar, and Kriegrholm would need to be conquerered. The war was swift and the defeated houses bent the knee, proclaiming Sigrun the Queen of Aedrinar, officially starting the new kingdom.  

Unification and Rise of Odinsthrone

Sigrun's reign is still talked of fondly and she is regarded amongst the best rulers of all Aedrinar. With the kingdom united, Sigrun III focused on strengthening the kingdom and expanding its global influence. Through control of Lastlight, Winterharbour, and Halgafjar, the new kingdom now had the largest trade dominance in the Aedrinaran trade network and controlled nearly all exports and imports through Lastlight and Terrasic trade network. Sailors from around the kingdom would become travelling merchants and fleets from the various jarls would offer protection against pirates to merchants from the Eldrian Empire and Dragonborn cities of the Crag.   Sigrun also oversaw a massive restructuring of the southern hold, which had remained divided since the end of the seventh kingdom. Sigrun helped to restore the ancient city of Odinsthrone, and pushed for a local minor noble named Ivar the Older of the Thornstrom house to take over the city, effecitevly using her soft power to convince the other thanes and huscarls of the city to declare him the new Jarl.   Ivar was well liked and supported by Sigrun and used this to his advantage. The two saught the unite the three cities of the southern hold, Odinsthrone, Kriegerholm, and Haelgafjar, into a single jarldom with Odinsthrone as its capital. Haelgafjar would accept the new terms offered by Ivar, as the Haelgasdottir family of the city had grown rich under Sigrun's reign and did not wish to cause tensions with her or her key ally. Kriegerholm did not react well to Ivar's attempts to become their new overlord and broke out in a clan war against him in 937. The Kriegerholm Revolt would be crushed by a joint army of Sigrun III, Estra Winter-Shield, and Ivar the Older. Kriegerholm was devestated by the attack and many of the prominent families died in battle. A resentment to Odinsthrone still remains with the city to this day.   Odinsthrone and Ivar the Older were not the most powerful house in the south, and the second most powerful Jarl after Sigrun's husband in Sudurejya. With new income and power from its client cities, Odinsthrone opened itself to international guilds and associations with The Miskatonic opening a client library in the city and the Archaeologists Guild moving in as well. Odinsthrone also became a centre for diplomatic correspondence, with an amabasdors from Cyrene, The Vale, and Eldrian Empire moving into the city.   The latter years of Sigrun's reign were incredibly peaceful, the international community was shocked that a new Aedrinaran kingdom had emerged and not immediately tried to sack their coastal cities but instead devote itself to trade. Sigrun was able to manage her culture's natural lust for battle and war by commited soldiers to smaller conflicts throughout the continent and occassionaly approve for raids on territories outside of the continental interest such as the Serpent Isles or Ombosu.   Sigrun III would outlive her husband, the Bloodraven, who died in 944. Sigrun's two children, Hilda and Roald had become prominent members of society themselves. Hilda married Estra Winter-Shields son, Gier, and Roald had married into a huscarl family from Lastlight. Sigrun's health began to fail suddenly after a feast in Odinsthrone in 956. The queen, knowing dying of illness would not gain her Valhalla, asked her ally Ivar the Older to grant her a duel to the death. Ivar, ever the loyal subject, agreed. The duel was attended by thousands of mourners and would end with both warriors dying by each other's weapons. It is said the death cry to honour them both was so loud it could be heard in Drekenheim.  

Ivar II

When news of Sigrun's illness had spread, the prominent Jarls and thanes from across the kingdom set for Odinsthrone to meet. The only ones to arrive before the dual were the thane of Kriegerholm and Thane Thorhild Haelgasdottir of Haelgafjar. Estra Wintershield, Sigrunn's closest friend, is said to have arrived just as her friend was granted Valhalla. The moot took place a week after Sigrun's death, and four candidates were put forward. Estra Wintershield, Ivar the Younger, the new Jarl of Odinsthrone, Jarl Raold Sigrunssen of Laslight, Sigrun's son, and Hilda, Sigrun's daugther. Roald stood down from election and controversially backed Ivar, an act his sister would never forgive him for. Hilda failed to rally enough support, leaving Estra and Ivar as the only main candidates. The moot was close, but Ivar the Younger controlled more wealth and territory than Estra did, so was maginally elected the new king.   Ivar was crowned as King Ivar II, and his family would rule as High Kings until Karl V's death in 1030 in Tumbria. Ivar II's rule continued much of Singrun's policies and saw minimal internal change with Aedrinar itself. Sigrun's son, Raold, continued on as the Jarl of Sudurejya and became a prominent ally of Ivar, whilst her daugther ruled as Jarl of Snowhelm, and provided no resitance to Ivar's assencion publically but is said to have seen Ivar and her brother as traitors to her mother's legacy by denying her house a continuation of rulership. Hilda likely avoided open rebellion due to the influence of the Wintershields.   Ivar's reign remained peaceful with only small internal issues local to smaller Jarldoms. Ivar left much of the governing to his council of Estra Winter-Shield, Roald Sigrunssen, and his wife, Aadny, whilst he travelled across Prima Terra. Ivar was known by some as the "Adventuring King" for his visits to various courts and cities within Prima Terra as well as an ambitious set of raids throughout the Great Steppes. Ivar sustained an injury in Cyrene fighting desert bandits, and walked with a limp for the rest of his life. He returned to Odinsthrone and decorated the Hall of Kings with the treasures he had gathered on his travels.   Ivar claimed to have visited Eldron, Seldros, Askh-Limas, the ruins of Rexia, Neapia, Ceannastra, Saunton, Rassendorf, Soliel, Falzeno, and Stormwatch, and even the grand camp of Kondir tribe in the great steppes. Ivar's stories were prone to bold claims and exagerations so it is unclear how much of this is to be regarded as fact. Later in life, Ivar II became obssesed with soothsaying and prophecy. The King took a pilgrimage to Mount Valhalla and was granted permission to travel to the peak of the mountain, a right usually reservered for the War-Chief of Ysgard's Warriors, and spent a day at the peak.   When the king returned from the top of Mount Valhalla, he was supposidly deeply shaken by his 'revelations' and wrote a series of tomes that were to be read by all of his successors. Whether there is truth in these tomes or they are simply a local legend is yet to be seen - no high king has ever admitted the existance of Ivar's prophecies. Ivar then spend the last half a decade of his reign rebuilding parts of the royal palace and supposidly hiding his most precious treasures in there. In 989, Ivar II wandered into Summerswood in Asrinheim and never returned, beleived to have been killed by Yeti or direwolves.  

Pre-War Kingdom

The house of Ivar the older would remain in power after Ivar II's death. Ivar's first son, Olaf V, had effecitively been in charge at least a decade before Ivar's death in Asrinheim and was unanimously elected high king after Hilda Sigrunsdottir withdrew from the moot. Olaf's reign was domianted by international affairs as the Eldrian Empire entered its decline in 992, two years after his father had died.   Olaf caused a major internatonal incident in 992 during the Commonwealth war of Indepdence. The Aedrinarians had gladly opened up their ports to trade with the 'rebel' cities in Cape County and Gwenydd which prompted the Eldrian ambassador in Odinsthrone to demand a meeting with the high king. In the meeting, the ambadassor demanded that Olaf stop trading with the 'rebels' and only with the empire. The king was dismissive of the ambassador's concerns, prompting the Eldrian to allegedly go on a rant about how the Aedrinarans has been crushed by this own empire and were nothing without imperial trade networks, if the king continued to support the Commonwealth cause the empire would embargo all ships to and from the isles - further saying the Aedrinarans could do nothing about it as their ships and military were 'puny' compared to that of the empire. The common legend holds Olaf let the ambassador finish his speech then had him dragged him to the river outside the Palace of the Heroes and threw him in it, saying, "If our longships are puny, then you can swim home."   It turned out the ambassador couldn't swim and subsequently drowned. This diplomatic incident nearly caused a war between the Eldrian Empire and Eighth kingdom but was avoided due to the Eldrians backing down and recognising Commonwealth independence in 993. Olaf is said to have been disapointed at the warming of relations, saying, "A pity, I would have liked to use the emperor's crown as a toothpick." Olaf also allowed the Eldrians to send a new ambassador, and let the Commonwealth open their own embassy in Odinsthrone.   Life continued as normal in Aedrinar during Olaf's reign, with a few jomsvikignr sailing to the Eldrian Empire to offer services to various factions during their civil war. Aedrinar was very much a back seat player at this time in history, continuing to focus on its trade empire and growing mercantile influence across the Terrasic - setting up outposts in the Vale and Crag. The only major internal development was the unification of the Northern hold upon the death of Hilda Sigrunsdottir as Snojrvir Winter-Shield, grandson of Estra, inherited his mother's keep in Snowhelm upon her death.   Olaf was also responsible for opening new treaties with Asrinheim and Jotun, strengthening the bond between the nations. This was seen as a surprise by many, as prior to his coronation Olaf had little care for his neighbours in the isles, with some claiming his change of character proves the legend about Ivar II's visions and tome of instructions to his successors.   In this final two years as king, the 40 year war began. Olaf, not shy of violence, urged Aedrinarans to not get invovled. Sending speakers to all the major settlements with his proclomation.
"Do not waste yourselves fighting for the diseased and dying Empire or our enemies in the southlands. There squabble is beneath the rank of the heirs of Odin and Tyr, we are warriors, not sellswords. Our axes will find a better cause to fight for than the fate of distant kingdoms in sun-kissed lands. Tend to the fields and animals, glory will come soon enough."
Olaf died in 1004, two years after the war's beginning. His son, Karl IV Olafssen, was considered a diplomat king. Karl IV recognised the looming threat the 40 year war was becoming and commisioned new longship and weapon designs from artificers in Jameleska and Saunton. In 1010, King Duan II of the Commonwealth visited Asrinheim, Aedrinar, and Jotun. Karl IV allowed his equal to stay in his keep and ordered his vassals to do the same. The High King organized a large diplomatic conference that would last for six months and saw the formation of a defence treaty, the first formal declartion of such a think in Aedrinar's history, with the Commonwealth.   This treaty would be called upon in 1022, towards the end of Karl's reign, as the Commonwealth was invaded by Seldrinar Supremacy and the Eldrian empire, formally bringing the Aedrinarans into the 40 year war.  

40 Year War

Many within Aedrinar revelled at the chance of a proper war for the first time in a century since Sigrun III formed the eighth kingdom. Joint treaties with Asrinheim and Jotun also saw the entire archipelago united as a single front, and a war council was set up in Lastlight amongst the three kingdoms. The Eldrian ambassador was also exiled from Aedrinaran lands, only having a day to flee the country before the Aedrinarans would start pursuing them. Sporadic raids took place in this time, mainly along the Tumbrian coast. The Eldrian navy's loss at the Battle of the Bay of Gwenydd by Admiral O'Galloigh also opened up further expansion for the skilled Aedrinaran fleets.   Karl IV died in 1028 after a spate of illness. The King earned valhalla through ritualistic combat with his son, who would be elected as King Karl V. Karl continued his father's raids, and using his newly assembled war council began to organize a large scale invasion of the continent through Tumbria, the traditional weak spot for coastal invasions from the islands. Around this time, Karl was contacted by the ambassador for Cyrene who met with him and represenatives from the Commonwealth and a plan to bring the Sargonic kingdoms into the Commonwealth faction with the distant and mysterious Dragon Empire.   Karl's Tumbrian invasion began in 1030 and saw fleets from the Northern and Southern Holds land in Madgenkurst and Morganheim. The tumbrian forces easily ousted what few militias remained in the are but were drawn to a standstill with the arrival of Eldrian reinforcements from the Commonwealth front. The Aedrinarans were stuck in the Laxondy and Klipperland regions, meeting consistent resistance near Gask.   The following year the Dragon Empire formally entered the war and the Sargonic kingdoms switched sides. A draconic fleet sailed for lastlight with fresh supplies and reinforcements. A new plan was organized for a new land invasion in the Commonwealth itself. It took a year to construct the ships and organize the battle groups, but Aedrinar was to be part of the initial wave of assaults in what would become the Battle of the Northern Shore.   The kingdom had seen their reputation as fearsome warriors regained as they and their allies retook the occupied lands in the Commonwealth and beyond. Unlike the other powers involved in the war, the Aedrinarans were not affected by poor morale regardless of victories or losses. They also defied conventional battle strategy by frequently fighting to the last warrior, never strategically retreating and forcing their enemies to commit more and more forces to a single frontline.   Expanding into the Commonwealth also allowed the Aedrinarans to continue their Tumbrian push. Karl V would die in battle at Dassenthorn after an Eldrian push scattered the Aedrinaran shield wall. The slaugther was stopped by a reinforcement of Frost Giants and Dragon Empire troops who remarked at the presence of one of the king's huscarls standing over the monarch's body like a brick wall, swinging his hammer and refusing to give any ground. Karl's entire line would be ended at this battle as he, his wife, and two children died.   The most prominent Aedrinarian nobles met in Ceannastra to organize a new moot. A few candidates spoke up, but when Haardrada, the huscarl who had stood over Karl's body, was nominated by the Thanes of Kriegerholm, all other candidates stood down and accepted the brave warrior as their new king. Haardrada would continue to fight in various fronts and battles, including the battle that would see Rassendorf, the capital of tumbria, partially sacked and force the Eldrians to the peace conference.  

Post-War

Aedrinar attended the peace conference solely to sign it. They had no interest in gaining land or prestige and happily returned home with their loot and glories. Many former warrirors used their new longships to became taders along the Terrasic and took goods from the Crag and Vale to the Commonwealth, causing the nation's now closest ally to have a post-war boom and reconstruction period.   Aedrinar's prestige in the world has increased as the war has reinvigorated the warrior people. Between their trade power and restored military might, the nation has a unique dominance over western trade. Since the kingdom was also so far from the frontlines, there was no damage to repair and the loss of life was seen as a positive thing, as many new warriors gained entry to Valhalla so morale had actually increased after the war.   Haardrada, although elected unanimously, has had little concern for being king. In the past year alone, several internal crises have rocked the kingdom. Sudurejya was reunited as a single jarldom under Jarl Naerfi Oath-Knee, Drekenehim was conquered by the The Dragon Clan, a white dragon has begun terrorising the western hold and rumours of sea monsters sent by Asrinheim are seeing border conflicts emerge in the eastern isles with Asrinheim. To the north, another internal conflict is brewing between the Reindeer Clan and Bear clan as part of their centuries long blood feud.   The future of the kingdom is unclear, but the domestic issues have not affected its international status as the nation remains optimistic for the future.

Demography and Population

Aedrinar is a majorityHuman nation with smaller populations of Ice Elves, half-elves, and dwarves. The island is also home to the Vilderfolken and Derro ethnic groups.   Aedrinar's population remains relatively stable but has a higher death rate than average compared to its counterparts in the world. The population also skews relatively young, with the average age being 31. This is not due to living standards but rather to local culture of prefering to die in battle rather than natural causes which often sees those over 60 go on suicidal hunts or attacks. Seeing a human Aedrinaran over 75 is a rarity.   Outside of Lastlight, the population is very sparsely scattered across the island with the majority of the population living in Lastlight, Odinsthrone, and Kriegerholm. Outside of major settlements, small homesteads can be found scattered throughout the countryside and usually home to a single family unit and are often miles away from the nearest other home.

Territories

Aedrinar is composed of fourteen islands with countless islets. The kingdom occupies the middle most islands of the archipelago with Jotun to its west and Asrinheim to its east.                                                                
Rank Island Part Of
1. Aedrinar Northern, Southern, Eastern, and Western Holds
2. Sudurejya Sudurejya
3. Drekenheim Dragon Clan
4. Frossinturn Northern Isles
5. Einmanfjell Einmanfjell
6. Morgenjya Northern Isles
7. Gudshard Gudshard
8. Hoggurmur Northern Isles
9. Orrusteyja Eastern Isles
10. Haastarok Southern Hold
11. Forntorheim Einmanfjell
12. Seal Island Eastern Hold
13. Stormsrok Eastern Isles
14. Whalebone Island Eastern Isles
  Politically, the kingdom is divided into ten Jarldoms who have high levels of local autonomy with fealty to the king of Aedrinar largely ceremonial. Jarls are obligied to join the king in times of war and pay a tax to the king's house, but are otherwise free to exerise their own laws, wars, and policies. If a jarldom is attacked by an external state, the other jarldoms and king are expected to rally to their defence as well. The jarldoms are largely segregated to their own islands and regularly change as the political landscape of the kingdom is highly fluid. Some jarldoms control more than one key island, such as Einmanfjell, the Eastern Isles, and the Northern Isles.   The newest jarldom is Sudurejya, which was formed in 1052 by Jarl Naerfi Oath-Knee by overthrowing the corrupt merchant's council of Lastlight and ousting Fisk allies in the Jarldom of Fiskvatn.  

Geography

The kingdom is characterised by its snowy and mountainous landscape. Volcanic islands, numerous active volcanos and minor tectonic activity can be felt throughout the nation. The noorthern most region isfull of alpine tundra landscapes with tall mountains and volcanos and scattered evergreen forests. A tundra environment hugs the mountains with taiga being found along the more temperate coasts.

Military

Aedrinar holds no official standing army, however, the Aedrinarans have a highly martial and warrior culture. Many great houses have standing warriors and town militias, but every Aedrinaran is capable of fighting professionally if required. The standing 'trained' army numbers in around 21,000, but the entire population of the kingdom can effectively be mobilized giving a potential fighting force of around 1 million warriors, making it the theoretically largest fighting force in the world.   The prefered Aedrinaran style of fighting involves melee martial fighting. The use of the 'shield' wall is antiquited to most of the world, but the Aedrinaran discipline and use of this defencive tactic remains effective as proven during the 40 year war. The cultural belief of dying in battle ensures a strong fighting force no matter the odds, with the odds of routing or reateating are near 0. Ranged tactics tend to involve shortbows or thrown weapons such as axes, hammers, or javelins.   More trained warriors, such as those sworn to House Iceaxe, Fairhair, Warpelt, or Wintershield will use mounted units such as horses or griffons. These cavalry and aerial units are minimal in comparison to their heavy and light infantry but still make for impressive shock tactics in battle for offence and defence.   The kingdom's most powerful military asset is their navy. The combined forces of the major houses give the largest naval capacity in the world since the end of the 40 year war. Using longships and their variants, these versatile ships are capable of beaching, ocean travel, and river travel to allow their army to offload far behind enemy lines.

Religion

The Eighth Kingdom is the only majority Honoured Gods worshiping nation. The original and ancient Aedrinaran pantheon were killed by their current gods in the mythic age as part of rebellion. Although typically only seen as warlike, the Aedrinarans are a deeply spiritual people with great reverance for their gods. The nation is incredibly tolerant of other faiths, and encourages hybrid forms of worship which has led to a unique Ice Elf pantheon mixing Honoured Gods and the Seldarine. The gnome population of Menkelstead also worship a hybrid religion of Gnomic and honoured gods.    Outside of the honoured gods, the next biggest religion is Divinitism. This can mainly be found in the east of the country around Gudshard, the home to the Order of St Tara. Very few divinitist churches can be found in the kingdom outside of Gudshard and the Eastern Isles, with St Tara being the primarly source of worship for the faithful in the region.

Foreign Relations

The eighth Kingdom has a generally positive relationship with the world in comparison to previous Aedrinaran kingdoms. Their role in the 40 year war and command of the key Terrasic trade route has earned them allies and respect throughout the west of Prima Terra. The war also earned them enemies in the major superpowers, but being alligned to the Commonwealth has kept them in the good graces of many nations.  

The Commonwealth

The closest ally of the Aedrinarans, The Commonwealth is thankful to the kingdom for liberating them during the war and both nations have maintained positive trade and diplomatic relations. Although the 'blood oaths' sworn by many of the houses to the Commonwealth has expired, the kingdoms still maintain a military defensive pact in principal. The Jarldom of Sudurejya and The Commonwealth still hold a direct military alliance due to the meeting between Jarl Naerfi Oath-Knee and Queen Rhiannon.   The Commonwealth also maintains a permanant embassy in Odinsthrone. The relationship between the nations is seen as so positive the embassy is left unguarded and open to the public. This embassy helps oversee trade negotations and diplomatic correspondences between the monarchs.  

Southaxe

Southaxe has not always had a strong relationship with Aedrinar, but since both sides fought on the same side in the 40 year war they are tied by a mutal alliance with The Commonwealth. Trade relations are minimal, but Southaxe does maintain an embassy for open diplomatic dialogue. Although warm with each other, the relations are not as strong as other nations.  

The Dragon Empire

The Dragon Empire is another major nation to maintain an embassy. Both peoples have a positive relaitonship with each other, but due to the distance between them there are minimal treaties and discussions. Both worked closely together during the war, with the Dragon Empire maintaining a permanant presence in Lastlight. Many Dragon Empire citizens have stayed in the nation since the end of the war, fostering positive impressions of the distant empire.   Uncomfirmed sources say the Dragon Empire maintains peaceful and open diplomacy with the kingdom due to their 'fear' of their armies should they attempt to return to Prima Terra. The validity of these claims cannot be verified and are attributed to Seldrinar supporters or internal isolationists.  

Sargonic League

Another ally from the war, the Sargonic League is composed of the nations of Al Dun, Al Shamar, Ashad, and Cyrene. Both merchant and maritime focused powers, both have a shared culture and goals. The distance between the peoples also helps to maintain their friendly nature with each other.  

Eldrian Empire

The Eldrian Empire and the Eighth Kingdom are inbittered enemies. The two do not trade outside of freeports and are not welcome in each other's territories. The Aedrinarans are still bitter with the empire after the Calamity of the Terrasic and the Aedrinaran victories over the Eldrians during the war has severly damaged relations. Aedrinaran raiders were able to sail into the Heartlands of the empire and raid as close as a mile from the imperial capital.   The Eldrians used to have an embassy in Odinsthrone, but this was destroyed following the Aedrinaran entry into the 40 year war. The war also allowed the Aedrinarans to wrestle control of the Terrasic trade route away from the empire and damage their economy. The two countries are hostile with each other and the probablity of future war remains high.  

Seldrinar Supremacy

Another major enemy of the kingdom, the Supremacy was humilitaed by the Aedrinarans during the war. The two nations have no open diplomatic relationships and see each other as 'blood enemies.' It is believed by diplomatic observers the Seldrinar see the Aedrinarans as their most significant obstacle to world domination and are keen to find any way to weaken the kingdom. The Aedrinarans also see the Seldrinar as 'cowardly and dishonourable' with fringe communities advocating for a new war against the supremacy to destroy them and take their lands.  

Asrinheim

The various leagues of Asrinheim have mixed relationships with Aedrinar. The memories of the Seventh Kingdom of Aedrinar's invasions of Asrinheim territory still live on in much of the population, and the increased power and economy of the Aedrinarans since the war has caused concern for many Ice Elf city states.   Asrinheim territories in the eastern isles and Iminiyas still hold the kingdom with suspicion but maintain general trade relations with the kingdom. Other parts, such as Furunheim, have a more positive relationship with the kingdom. House Furyborn and the ruling House Iceaxe have a sworn alliance and the Aedrinarans helped put down The Dark Enchanter's coup attempt in 1052.  

Jotun

The Kingdom of Jotun and Aedrinar have maintained a peaceful and open relationship. Although no diplomatic channels are officially opened, the two peoples gladly trade and engage with each other. There is still an air of suspicion between the two powers, but the time honoured tradition of the Frost Giants and Aedrinarans leaving each other in peace seems to be holdings.   The kingdom largely deals with the Duchy of Jameleska when engaging with Jotun, with the city of Jameleska being the kingdom's biggest trade partner. The shared heritage of the Jameleskans and Aedrinarans makes them de facto allies even if no formal treaties and oaths exist.

Laws

Aedrinar has no strict law code or system but defers to codes of honour. People are expected to look out for themselves and police and regulate themselves. Some areas utilise organized guards to keep the peace or enforce a Jarl's laws and codes on people, but they are largely used for the protection of a settlement against external threat than law enforcement. Some more grave matters of treason or grave dishnour can be judged by noble courts, but this is only done in the most extreme of circumstances.  

Government

The Kingdom of Aedrinar uses a confederated feudal structure. The High King rules the entire kingdom, with taxes and tribute paid to them by their jarls, who operate as powerful lords of entire islands or major regions. The central government is ruled from the court of the high king, currently in Odinsthrone. This court has seveal key roles that form a 'council' of the king. These roles are to support the monarch by oversseing specific roles in the government. The roles, the current holder, and their duties are listed below.        
Position Current Holder Held Since Description of Role Description of Holder
High Monarch King Hardrada 1035 The High Monarch is the head of state and government for the Kingdom of Aedrinar. The ultimate voice of law, the High King must officially decree any descision of their realm. They also hold the power to summon the Althing, the assembly of nobles, to decide on more pressing issues of the realm. Hardrada Iceaxe, a powerful warrior, was appointed to this role after he defended the fallen bodies of the last Royal family in the Push to Rassendorf during the 40 year war.
Steward Thane Erik Valkinshore 1037 The Steward of the realm, sometimes called the regent, acts as the second in command to the high monarch. Often entrusted to oversee the realm and to take their place when required, the Steward of the King is the second most powerful political position in the kingdom. The Steward can also be authorized to speak for the king and take on their functions when required. Thane Erik Valkinshor of Frodmin is the lifelong friend of Haardrada and fought alongside the king before and after his election. A wise and quiet man with a dutiful nature, Erik was granted this position after the death of Olva Thunstrom.
Grand Marshall Haarold Iceaxe 1029 The Grand Marshall is the leader of the Aedrinaran armies in and outside of war. Expected to maintain an accurate account of the Aedrinaran war capabilities, the Grand Marshall is the most powerful warrior or general in the court of a monarch. Holding the position since the reign of Karl V in 1029, Haarold Iceaxe, the Golden Boar, is regarded as the greatest living general in all of Prima Terra. A master figther and tactician, the frequent absences of King Haardrada and Thane Erik Valkinshore leave Haarold acting as monarch most of the time.
Master of Coin Alderman Janfrey Fairhair 1031 The Master of Coin is a key government role that oversees the treasury, taxes, and dues of the realm. In charge of the tax collectors and collecting tributes from the Jarls, the Master of Coin is part banker part diplomat and needs to keep accurate records of all the crown's holdings. The wife of Haarold Iceaxe, Janfrey is a shrewd and intelligent politician and leader of the house of Fairhair. The Fairhairs have long been members of the Odinsthrone Council, but Janfrey is keen to install her entire house into positions of power.
Master of Laws Magister Sven Forkirssen 1038 The Master of Laws is an administrator and adjudicator. Expected to be an expert in Aedrinaran law and customs. In disputes over law, the Magister must gather all evidence required for the king. They can also be sent around the realm to handle disputes on behalf of the monarch. The leader of the Temple of Foresetti in Odinsthrone, Magister Sven Forkirssen is a strict and disciplined Paladin with a deep knowledge of Aedrinaran culture and historical rulings.
Master of Spies Haartha Fairhair 1044 A rare role for the Aedrinaran court to use, the Master of Spies oversees intelligence and scouting networks as well as acting as a diplomat with hostile powers. The Master of Spies must maintain a large network of informants and be aware of all aspects of the realm's inner politics. Historically, clerics of Loki are often chosen for this position. The son of Haarold Iceaxe and Janfrey Fairhair, Haartha is a man of average abilities unsuited for his position.
Master of Ships Vacant - Similar to the Grand Marshall, the Master of Ships is the leader of the Aedrinaran navy in times of war. Often entrusted to the most adept naval leader and sailor, this position is usually offered to the nearest friendly noble with the largest navy or the most famous sailor of the time. This position has been vacant since the end of the 40 year war, when Aedrinarans held the position. Jarl Olaf Dragontooth previously held the position until the end of the war when he was dismissed by King Hardrada.
Master of Scrolls Vacant - The Master of Scrolls is a largely ceremonial position. The 'lore keeper' of the court and occasional diplomat. Often announcing guests, decrees, and finding historical artefacts or lore for the king the Master of Scrolls is given to allies of a monarch as a badge of honour. The Master of Scrolls position has been vacant since the reign of Karl IV in 1019.
Court Mage Vacant - A rarely employed position, the Court mage, or Master of Spells, is a title granted the most powerful mage in the realm to serve the king. This position is often given to trained wizards in a monarch's house. This position has never been filled during the entire eighth kingdom.
Court Skald Vacant - The Court Skald is one of the most distinguished roles in the kingdom. The chronicler of the king's deeds and life and entertainer, the Court Skald is usually an influential bard known to the monarch. Many famous skalds have existed across Aedrinaran history and have been responsible for recording the deeds of every monarch. Haardrada has left this position vacant since he dismissed his last skald, the local bard Erfur Battle-Strings, who would later die in a Thorsingar arena fight.
Huscarl Commander Captain Ulfgir Ebbessen Sharp-Dagger 1040 The captain of the King's household guard, the Huscarl Commander is a sworn and senior warrior in the king's house. A meritocratic position, the Huscarl Commander oversees the protection of the king but ultimately reports to the Grand Marshall in matters of war. They also oversee the 'King's Huscarls' of personal bodyguards. A member of the Iceaxe warriors, Captain Ulfgir and his family have long served the prominent Odinsthrone families. Ulfgir acts as commander of the keep and oversees the entire patrol of the Iceaxe guards around Odinsthrone.
Banner Barer Prince Sven  1048 A mixture of a ceremonial deeds and bodyguard, the Banner Barer is expected to be at the side of the king at all times. In traditional ceremonies, the Banner Barer will hold the royal banner of the ruling house and during court they will act as the closest bodyguard to the king. Appointed as an appeasement, Haardrada's only living son Sven was granted this minor position. Since Haardrada rarely spends time at court and refuses to regularly take Sven with him, this position is largely absent and Sven has been able to take leave with his uncle Haarold and with Doomed 2 Die.
Voice of the Crown Alderman Maric Vold 1043 A ceremonial position, the Voice of the Crown is a herald that acts as a messenger and minor civil servant with vague details. Currently, the Voice of the Crown helps to oversee the management of Odinsthrone. A minor noble from the Vourgenborg district of Odinsthrone. Alderman Maric's current role is as the 'mayor' of the city.
Kingdom of Aedrinar (Red) within the continent of Prima Terra
Founding Date
924, 3e
Type
Geopolitical, Country
Capital
Demonym
Aedrinaran
Head of State
Government System
Monarchy, Elective
Power Structure
Confederation
Economic System
Traditional
Subsidiary Organizations
Related Ranks & Titles
Controlled Territories
Related Species

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