The Kingdoms of Daruvonia

Unlike many regions of Hekuda, Daruvonia is not a single empire or realm, but rather a multitude of petty kingdoms each calling this region home, dotting the landscape these petty kingdoms all vying for some small semblance of power, waging war of intrigue and deception against one another over the smallest of slights, even still some take up arms in bloody conquest, causing the borders to be tumultuous at best. Though they hold deep rooted history of betrayal, loss, and pain with one another, all will band together when the need arises to defend their homeland, uniting under the banner of a High King, who forged their path to the high crown through ash and steel.

History

Daruvonia was once a realm of natural wonder and peaceful tranquility, relatively untouched by mortal hands save for clans of elves that dwelt within the coastal desert and the inner forests, alongside the gnomes and halflings, within the foothills, wherein the mountains called home to the dwarven clans and orcish tribes, the plains remained fertile yet stalked by great beasts of immeasurable size, drakes and monstrosities that forced the early peoples to hide within the safety of their hovels.  
Though these early peoples were not without their strengths, amongst their numbers chosen warriors ventured forth and braved the wilds and open plains proving their might and their will to lead as they returned heroes of their people earning with them trophies of their hunts, and opening up trade with the other disparate peoples of the realm for with each warriors hunt the great beasts grew fearful of these legends and shirked further into the wild lands far from view.  
As these heroes grew so too did their clans and tribes, rising in prominence wherein small settlements could form these warriors would be crowned for their heroics, labeled as leaders of the people they marked the beginnings of the first kingdoms. It is during this period that the folks shared their cultures, learned of one another and broke bread, though small conflicts would break out, the realm was otherwise at peace as the peoples would come to call their land Daruv, or Home in ancient Duvonic, it is this period of time that the peoples of Daruvonia would call the Era of Daruv. A time of peace and prosperity.  
Though this early period of growth would not last. For soon thereafter, the Primogens would arrive upon the shores of Daruvonia, bringing with them the might of their empire and their slaves, These Primogens would swiftly dominate the realm, forging great cities and citadels to further subject the natives ensuring their control of Daruvonia for centuries to come.  
For centuries the people of Daruvonia fought to be free of their oppressors, to no avail, alas it was not until a divine event the people call The Sundering in which the Primogens all simply vanished, swiftly followed by a cascading of magical events and portals rife with monsters that would tear the old empire asunder, destroying cities and citadels and leaving ruins in their wake. Though this would free the peoples of Daruv, or as they would later call themselves Daruvoni, it hindered their growth further and pushed them from one master to another, that of their fear.  
This dark time in their history would once more see the rise of mighty heroes that fought back the darkness, rising in power as kingdoms would once more break forth from the shadows of the fallen empire. Now intermingled slaves and natives, the different regions formed by the old Primogen empire brought with them cultural differences and old grudges that held firm, as the once peaceful realm grew into distrust and hate.  
Small skirmishes would break out, eventually expanding into all out war between kingdoms in a period known as The Thousand Year War. It was not until the realms were brought together in a peace summit brought together by none other than a young man, barely of age, by the name of Aaran of Carabel, who showed passion, humility, and strength of character, bringing each king to the table of peace. Here this mans words flowed like water and spoke to the hearts of these warring leaders, calming their hate and ending this war, at last uniting the realm once more. Though the peace talks ensured the end of the war, each kingdom remained independent, but in recognition for this act, Aaran would be risen up, given the title of High King and the surname of Reyes, as the only one to unite the realms once more.  
During this time the Reyes line would last for over three hundred years, bringing with it an era of peace and prosperity, trade would flourish and the realms neighbors would find new trade partners in this rising kingdom. Though the darkness of its neighbor to the east would change the hearts of those within the realm, it was not long before this corruption within the east would cause yet another war, as a rebellious kingdom would rise up against the high king war would break and sides would be drawn.  
Here the the last king of house Reyes would ride into battle in an attempt to end this upstart rebellion before it could even began, but due to magics most foul or perhaps misfortune, the high king of the time, Mauro Reyes would be silenced by the upstarts, slain in battle causing all chaos to break loose and the realm to be once more plunged into war. As kingdoms without their high king would draw their own lines and their own attempt for the crown, in a period that would be known as the War of Sixteen Kings.  
This war would last some sixty years until at last the realm would be united once more under the banner of Raphael Moretz, though their reign would not last long, a much hated king, they ruled with malice and an iron fist, it would only take five years until their untimely demise when they would be poisoned during a wedding between their young cousin and a princess of a rival kingdom, both of whom disappeared soon thereafter, once more throwing the realm into chaos.  
This period of peace followed by war, intrigues and spycraft, along schemes and poisonous treachery would continue in a cycle of violence and peace for the next 600 years, until at last the current ruling family, one Merric Lytton would put an end to this period through military might, silvered tongue, and a keen obeisance to the rules of the courts and the game of thrones.  
House Lytton would continue to rule until the year 2704 wherein the last of their line King Kaspar the 7th, without heirs, would die in their sleep of a malady incurable by the kings courts and their clerics. Their death would once more begin this game of courtly intrigue, and though all out war has not yet broken out, only time will tell which kingdom will make the first move.

Geography

Daruvonia is a vast realm full of life, both for good and ill, as though the realm is home to many kingdoms, it is also home to a variety of monstrosities that stalk the lands, ensuring town, city, and village alike swiftly build fortifications lest they fade from history not long thereafter. The realm is perhaps one of the most diverse out there, being home to a multitude of lesser kingdoms, different peoples, cultures, and biomes.  
It is from this variety that great coniferous and deciduous forests rise, some as vast as entire counties, others smaller kingswoods, though some are home to peoples others are home to the fey and the monstrosities that dwell within the realm, and others still hold a fell darkness of ages past, laying in wait for the right moment to reawaken.  
Between these forests are vast plains of fertile farmland their soil fueled by the volcanic soil of the many mountain ranges that formed during the prehistory of the planet and the grand battles that were waged here by the titans of ages past. Perhaps most strange of all is the changing of biomes from the scorching desert and grasslands of the north along the edges of the Serpent's Spine Mountain range, to the frigid plains and icy swamps of the south along the Shoulder of Caberecht, a towering cliff of black stone that looks out to the Skargosi Ocean that resides between the realm of Daruvonia and the boreal realms of the south on the continent of Barud.  
Perhaps it is from this variety that the nature of this kingdoms were able to give rise to their own power, for though the vast deserts hold secrets of their own, so too do they hold the largest deposits of the realms metal reserves, as well as rare stones unseen anywhere else in the region. Likewise, the precious metals are found almost exclusively within the kingdoms just east of the Serpent's Spine in a realm both lush and fertile, home to river kingdoms and sparsely wooded plains that rise up to a plateau that overlooks the realms of Elderia and Berusia alike.  
Truly the most sought after rare material would be found within the Countesses dominion of Valencia, a realm that borders the vast Culber Swamp alongside the Dragon's Maw Mountain Range. Here the rare Thinaun metal can be mined, alongside groves of the sturdy Darkwood tree. Though yet more secrets lie within the realm, many are kept close to the chest of their respective kingdoms.

Government

Daruvonia is ruled by a High King, a hereditary title that is most often won through war, though held onto when well respected or feared. The current High King Kaspar the 7th of House Lytton has recently passed at the age of 58, leaving behind no heir. Though war has not yet broken out, an uneasy stillness lingers within the lesser kingdoms of the realm, awaiting the war that is certain to break out.  
Aside from the High King and their house, Daruvonia is home to a vast number of noble houses, many earned through battle or acts of valor, many still as old as the region itself, passing down from generation to generation from the roots of the realm before its conquest by the Primogens. The realm when united pays fealty to their High King, but more so in name, as each Kingdom within Daruvonia harken to their own power and cultures, each of these are ruled by a king, and from there barons, counts, marquess, dukes, and earls can all rule over the smaller realms depending on the kingdom in question.  
Each of these still hold within their own system of fealty, with barons and counts holding similar power, marquess and dukes alike, and earls akin to bans. These ultimately fall unto the heads of burgomasters, reeves, and mayors, who all govern individual smaller settlements in honor of their liege lord or in their stead when their liege is away.

Structure

Royalty

Daruvonia's royal class is comprised of multiple dynastic houses, with the current one tracing its lineage back to the conquering king, Merric Lytton who through their tactical genius and silvered tongue overcame all other kingdoms bringing them to heel to serve him as High King. Though this house has seemingly died with the last of House Lytton, Kaspar the 7th, having died of an incurable illness, leaving no heirs, and thus the realm devoid of a High King. Now its members who hold titles ranging from King, Duke, Marquess, Barons, Counts, Earls, Burgomasters, Reeves, and Mayors.  

Ranks and Privileges

The noble titles conferred upon Daruvoni citizenry maintain a specific function within the governance of the state. While the meanings and grandeur of these titles may change over generations, the current government recognizes the following noble titles in hierarchy from greatest to least.
  • King: Ruler of a kingdom within the realm, this title is limited to the fifteen recognized kingdoms, though a sixteenth one does hold power, an upstart conqueror from the southern continent of Barud, that had destroyed the island kingdom of Brevic, claiming it as their own.
  • Duke: Dukes are lords of vast territories within the kingdom, ruling over states known as Duchies, the duke answers only to their King or the High King, but many still claim loyalty to their liege and their liege alone.
  • Marquess: The marquess, like a duke, are lords of vast territories within the kingdom, ruling over states known as marches, the marquess holds the same power as a duke.
  • Count: Landed counts rule large territories known as a county. A county may contain a sizable portion of land with numerous villages, or a large city. Counts who do not administer a county often serve as advisors to the Crown.
  • Baron: Landed barons rule large territories known as a barony. A barony may contain a sizable portion of land with numerous villages, or a large city. Barons who do not administer a barony often serve as advisors to the Crown.
  • Ban: A ruler of a specific land. Bans often report to barons or counts, though occasionally they report to a Duke or Marquess, a Ban's land is known as a Banate.
  • Earl: The earl serves as the guard of a wilderness or border region, typically serving with a standing army, ready to defend their realm.
  • Chevalier: The lowest rank among Daruvoni nobles. Typically children of nobles are conferred this title first, given the honorific of Ser, chevaliers are especially recognized for their military service. This title is also gifted to those distinguished members of society who have proven themselves worthy of joining nobility. Chevaliers with land, or landed chevaliers hold considerably more power than chevaliers without, who are called Caballeros.
  • Burgomasters: Though the title herein changes from place to place, a burgomaster, reeve, or mayor serves as leader and justice for a community, such as a village or a neighborhood within a larger city. This position is assigned by a lands lord such as by a banate's ban, or a barony's baron, though it may be conferred upon an individual for political reasons, such as by a Marquess gifting a realm to a newly risen Chevalier. Burgomaster's usually report to Ban's.

Culture

Daruvonia boasts a rich cultural history, with each domain contributing its own unique festivals, customs, and traditions. The mountainous regions are known for their hardy, independent peoples. The plains are home to skilled horsemen and farmers, while those along the coastal areas are renowned shipwrights and sailors, though this broad definition of peoples holds true in most instances, exceptions exist, especially within the western islands where the raiders from Barud have gained control.   Across all regions there is a love for the knightly arts and chivalry often trumpeted as a core value of Daruvonia. In the midsummer months, grand feasts are held to the tune of knightly tournaments. Here the regions often come together to compete in jousting, melee combat, and archery, showcasing and testing themselves against their fellow countrymen.

Technological Level

Most areas within the kingdoms rely on traditional, time-honored techniques in agriculture, metalworking, and textiles. But within the Lytton domain, there are pockets of rapid advancement. There they take innovations from other countries like Elderia and Berusia, to aid in creating more efficient tools and methods of production, infrastructure, and weaponry. Clockwork devices are commonplace amongst Lytton’s largest cities, with scholars and artisans pressing ever forward into the future for further advancement.

Religion

The kingdoms of Daruvonia hold a pantheon of deities tied to their cycle of war and rebirth. Depending on the kingdom in question the most prominent deity will change, though all favor these deities in some way, from the Church of Dyn the Builder, who guides his people to rebuild what was lost, to the love and healing wisdom of Idunn the Mother, who teaches kindness and compassion, but so too to protect that which is sacred.   While the aspects of a hard earned living and life is covered by Illios the Father, who showed the path of diligence is one well earned, or the church of Gonk, the Strategist, who teaches that peace is never lasting, to prepare for the worst will ensure lives saved that otherwise would falter, lastly, Unnyra, the Strength of the Storm teaches her followers that through strength of arm and conquest in battle proves ones right to survive and thrive, it is from her challenges that the ancient warriors of times past escaped to the wilds to prove their worth.   Though these deities are most prominent lesser entities do hold power and sway within the kingdoms, as their cultures are varied and vast, and the influences of Daruvonia's neighbors gain, from the church of Typhan rising in the north and the church of Napalis to the east, these foreign faiths rise in power.   Still there are yet more faiths that are viewed disfavorably, and yet hold power within the realm, rom the church of Narhethi and Torukk, who deals in death and ferries those slain to the afterlife, or the church of Yndraskos whom many of the beastfolk and monstrosities of the realm favor.   Though viewed in a disfavorable light by some, there are those faiths that are viewed as vile and uncouth. The cults of the abyss and the shadowfell are faiths that hold power in the realm and yet are squashed by inquisitors with righteous fury, likewise, cults of the archfey hold favor in some kingdoms and others are seen as foe. Lastly, cults of Mynthrantos the Deceiver have begun popping up more and more within the realm, their acts causing further strife in a realm already struggling from the death of their High King.

Agriculture & Industry

Despite the renown and focus of knights in Daruvonia, it is still a fiercely feudal society. Much of its economic strength is built on the backs of the peasant and working classes. While some houses extend more power and rights to the lower classes, it can still be incredibly hard for any kind of social or economic mobility. Most peasants work to produce grains, fruits, and vegetables in Daruvonia’s heartlands, while the mountainous regions see a higher focus on mining and excavation of ore and gemstones. The varying houses that control these areas commonly trade amongst themselves to make up for their own shortcomings, but the houses near the border often prefer to tie their economic strength to foreign imports and exports.

To the last, we stand

  • Author: Sage T. Young (SerNurp)
  • Co Author: Sithums
  • Co Author: Fritzcaphe
Founding Date
1157 A.D
Capital
Training Level
Professional
Veterancy Level
Decorated/Honored
Demonym
Daruvoni
Ruling Organization
Leader Title
Government System
Monarchy, Elective
Power Structure
Client state / puppet state
Economic System
Market economy
Currency
The lands of Daruvonia use an array of coins, all minted with the face of the current ruling High King on one side, and the individual kingdoms ruler or key landmark on the other. Most are made from silver, with additions of zinc, or gold, depending on the value of that coin. The lands use the Pence (cp), the Farthing (sp), the Crown (gp), and the Mark (pp).
Official State Religion
Official Languages

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