Northern Kingdoms of the Eastern Continent
The Northern Kingdoms of the Eastern Continent is the title given to the realm that dominates the northern portion of the Eastern Continent and the various islands off its shores. Comprised of ten provinces, the land is ruled by the High King from the nations capital city of Cobb.
Established after the Conquest of Birthright, by the King of Braunden and religious leaders from the Theocracy of Thane, hailing from the Great Continent to the west, the monarchy comprises the collective power of the Eastern Continent. Founded under the guidance of the Altar of Sole, under the belief that the lands where to be the sacred soil of the church, the nation has been the setting of countless wars since its inception at the dawn of the Fourth Era.
The Northern Kingdoms is monarchy ruled by the High King. Bearing the noble titles of "High King of the Northern Kingdoms", "King of the High Islands and the Southern Ridge", and "Ember of the Flames of Sol", there power is absolute across the lands. It is known that whomever the crown rests upon, has been appointed by the Pillars of Sol, placed on the thrown through birthright or succession.
Second authority in the realm of the Northern Kingdoms is that of the Royal Counselor. A selected nobleman, hand chosen by the High King to serving as chief advisor to the crown, their influence is unparalleled. Beyond the ear of the throne, the counselor retains responsibility for delegating orders from the king, to those who may carry them out. During a period of the King's absence, the Counselor gains full power of their king and may act on behalf of the crown, even hold court from the seat upon his throne. In the condition of a King being crowned, who hasn’t come of age, then the position of ruler is filled by an Agent of the Crown, this may be the Royal Counselor or the Queen Mother.
Serving the King and his counselor is the Chamber of Lords, a council of noblemen, each representing a sector of political concern. There exist seven permanent positions around the table, while temporary seats may be added upon request of either the King or his Counselor. The positions of the Chamber are as followed,
- Magistrate of Law
- Minister of Coin
- Grand Commander of Arms
- Grand Admiral of Warships
- Lord Emissary
- Lord of Soil
- Pontiff of Sole
Beneath the High King of the Northern Kingdoms, and the Royal Counselor lie the rulers of each province. They operate with a great deal of autonomy and are referred to by the their king as Perpetual Lords of their respective region, with the two exceptions being the Principality of the High Islands, referred to as the Prince of the High Islands, and the Commonwealth of Fane, referred to as the Grand Duke of Fane. Often to their patrons they are titled king, though they remain subject to the high king of the realm. The Perpetual Lords are acting heads of one of the Great Houses, each of which commands a distinct region.
Below the rulers of each territory are their vassals, lords and landed knights who serve in the name of their liege lords, in terms of profits and arms. In turn these lords have their own lords and sworn knights to protect and rule over portions of their land.
Making up the lowest position in the social hierarchy are the commonfolk, a peasant class who make up a majority of the population. Those included in this social class are those who retain no granted title, beyond that of occupation.
At the dawn of the Third Era the Eastern Continent was covered by hundreds of kingdom’s and tribes, consumed by the vast wilderness, and dominated by the monstrosities of the underdark. As kingdoms in the east rose and fell over the centuries, the @Altar of Sole came to prominence throughout the Great Continent. The Crescent through the whisperings of the Gods, spoke of an expansion to the east, to the lands which were to be forged into the sacred lands which embodied the heavens where the devine remain. Lead by the Shepard’s, the church crossed the Veiled Sea bringing the with them the gift of the Six Pillars. Making anchor in new lands, the band of priests and paladins discovered small kingdoms and vast empires alike, ruled by unholy barbarians and creatures of the trees and mountains, cursed by the Dark Gods.
Battle after battle, devine settlements began to rise, and territory claimed. The forces of the Church were attacked day and night, by the demons and primitives who had overrun the chosen lands. For three generations, the Red Baptism, cleansed the territory of the foul beasts which lurked in the dark. Where unholy settlements once stood, the blood spilt washed away the sins of the land. By the end of their crusade, the eastern men's territory stretched passed the Grand Partition, forcing the worst evils to the southern shores of the continent and into the dark waters of the sea.
In order enforce the rule of law, the land was divided into 21 provinces, each with a baron acting as head of the local monarchy. Acting as overseers to the newly found barons, the Council of Western Light, who intern served the Ministry of Principal, was comprised of seven high bishops from the Great Continent. Embodying the representation of the grand church abroad, and maintaining near ultimate authority, the bishops were to distributed troops, funds and orders throughout the young government. Under the new leadership, the territories flourished. Trade routes were established along the coasts, and safe passage monitored by the royal fleet, from Thane to Calhurt. In this new land, there were countless treasures from past kingdoms which now lay in ruin. Armies and mercenaries rushed to unearth these values, most of whom were lost to time. The Generation of Prosperity as it is known, drew flocks of workers from the Great Continent on the promise of wealth, but disappointed masses. As peasant workers landed on the shores, and spread across the new lands, the laborers built up self proclaimed kings, leaving nothing for themselves.
Stability lasted a mier century, as the provinces grew increasingly thirsty for power. Over the course of the following decades skirmishes broke out, over land and resources, each shedding more blood than the last. With the Council appointed to retain order, its own politics and greed rendered it useless. Eventually the Ministry disbanded it, citing that its corruption had made it a breeding ground for nefarious rulings. Soon full scale wars broke out between the provinces, and without a central army to suppress the rebelling states, the conflicts quickly overwhelmed the Altar. Without the ability to intervene, the Altar of Sole retreated, leaving the now independent states to fend for themselves.
Two generations of war ensued, leaving only a dozen kingdoms of those established by the Altar. Intertwined with those standing on their own were subsidiaries, only remaining together as a primary defense for those willing to prop them up. Furthermore, an untold amount of failed states lay vacant, or occupied by illegitimate forces. Through the years, the Theocracy of Thane established trade networks with select kingdoms, asserting the little influence they could, on the world they once ruled. Looking to once again enlighten the East with the Six Pillars, a marriage was enacted between the Braunden and the Theocracy. Bruanden, a state growing increasingly desperate, as its enemies in house Lynewald tear down failing kingdoms, wed its Princess, Lady Diann of house Reign, to the high nobleman Lord Pellion of house Carros. Residing across the sea, in the nation of Thane, the couple birthed Lord Chalick of house Pellion, Duke of East Allens and heir to the throne of Braunden.
During the absence of the princess, Braunden and the rest of the Eastern Continent grew sickly. The Gods plagued the lands with famine, killing off much of the sinners and what would become a blank canvas for the times to come. Within a decade, the homeland of Lady Diann, was a mere cluster of failed states, fueling the fires of civil war. King Thomas II of house Reign, lays claim to the whole of the human kingdoms, in an effort to unite the continent and once more bring prosperity to the whole of people who remain locked in a state of suffering. The evils of the world, motivated by the fateful urge to see all suffer for eternity led a force against the mighty King. Unable to united the separate realms behind his banner, and cornered between the sea and his enemies, King Thomas II of house Reign was murdered at the first First Battle of Cobb surrendering his kingdom to a cruel fate.
Watching from across the sea, Lord Chalick watches his birthright slips away. As nephew to the former king, saw his people rally to unite the East, to bring prosperity, and for it they paid with their lives. With the backing of his own armies, as a Duke in the theocracy, Chalick lead a fleet of warships across the sea, with an army of his own to save his people and rebirth the nation as holy statue. At the Second Battle of Cobb, the arms from the Great Continent debuted, shocking the unsuspecting forces of Lynewald who occupied the city. The war swiftly roared in a new direction, as Chalick claimed the throne, taking command of what was left of his families forces. The Braundish army pushed west, toppling the Kingdom of Lynewald, and allying with the resilient Kingdom of Raymeer. As their advancements spread throughout the continent, each kingdom was met with the ultimatum of surrender or conquest. New territories married, into a the united kingdom state originally envisioned by the Altar and then King Thomas II. Abiding kings remained in control of their historic territory, while also making gains from those who refused.
During the final advance, the kingdoms forces reached the @The Pass, siesing at the impregnable walls of the city fortress. Now in control of all territory north of the Grand Partition, the newly found realm divided it into eight provinces, the Kingdom of Aelwinn, Kingdom of Raymeer, Capital Province of Braun, Kingdom of Montill, Kingdom of Valdone, Kingdom of Folkrik, Kingdom of Kaleer, and the Kingdom of Stovielk. The territories formed the Northern Kingdoms of the Eastern Continent, headed by the High King who resides in Braun.
After half a century of trade and passage, the Commonwealth of Fane, bear entry into the kingdom, so long it remains completely self governed, a unique freedom that has been granted under the condition of providing an unrestricted legal trade from the remaining territories of the kingdom.
The tenth province, the Principality of the High Islands was established, as both a dowry and reward to Lord Garlin of house Annet for his role in the conflicts with a mountain dwarf colony along the coast of Braun and Montill. This territory, formerly of Windhelm, has been the root of a series of conflicts between the houses of Annet and Bolsk.
Three centuries of rule have seen the Northern Kingdoms persist as the primary force on the Eastern Continent. Through the generations, wars have been waged within its borders, frequently against minor kingdoms and tribes of nonhuman descent who dispute the legitimacy of the high kingdom. The complex political games carried out by the provinces have created tensions, and rivalries between houses. In the worst of circumstances, these have lead to outbreaks of civil war, most prominent being the War of Spring and Summer fought in 789 of the 4th era.
Provinces and Regions
The territory of the Northern Kingdoms is divided into ten distinct regions, each controlled by a Lord seving the High King, with the exception of the capital province.
- Principality of the High Islands, ruled by Lord Garin of house Annet
- Kingdom of Aelwinn, ruled by Lady Hemin of house Bolsk
- Kingdom of Raymeer, ruled by Lord Grigor of house Storn
- Kingdom of Montill, ruled by Lady Rowan of house Greylyn
- Capital Province of Braun, ruled by High King Heylic of house Crean
- Kingdom of Valdone, ruled by Lord Aruud of house Norsk
- Kingdom of Folkrik, ruled by Duchess Alia of house Shay
- Kingdom of Stovielk, ruled by Lord Malen of house Hide
- Kingdom of Kaleer, ruled by Lord Beyn of house Dullis
- Commonwealth of Fane, ruled by Lord Sehgar of house Fane
Other names for the kingdom, heard throughout the lands of the Continents include The North, The Ten Territories, and most commonly as The Northern Kingdoms.
Various forms of currency are produced and accepted throughout the monarchy of the Northern Kingdoms, though the most common are forged by the three valued metals. These share the shape of a circle, though imperfect shapes circulate, their weights are monitored by bankers and exchangers. Of coins accepted throughout the kingdoms, only few are minted, the rest are from neighboring states, or fallen relics of the past, whose riches remain scattered amongst ruins.
The basset is coin comprised of silver, with the display of the the sun on one side, mirrored by the crest of the moneyer which struck the coin. The basset is the base currency of the Northern Kingdoms in which all other currency values are based.
Valued at 1/10th of a basset comes the copper coin known as the broad. Shaped to a circle at half the size of the basset, the broad is the most common coin found across the realm of man. Depicting a crest of the royal family which issued its creation, and stamped with with the date and the seal of moneyer, there have been variations throughout time though their value has remained constant.
Most valuable of the common coins is that of the crown. Valued at ten times that of the basset, the crown is of limited mint, often only in the possession of the wealthy class of peoples. Often the victim of cutting, the crown is most frequently weighed during a transaction, to guarantee its value. Penalty of cutting or manipulating coin value is punishable by death, due to the necessity of trust in the value of currency.
Accepted by most merchants are trade bars, large quantities of the precious metals forged into ingots as opposed to that of a small coin. Stamped with the seal of the government or trading company who produced them their value is based on their weight, and are produced in only three variations.
- A 2lb silver bar is valued at 10 crowns; 5 inches long, 2 inches wide, and ½ inches thick
- A 5lb silver bar is valued at 25 crowns; 6 inches long, 2 inches wide, and 1 inch thick;
- A 5lb gold bar is valued at 250 crowns; 5 inches long, 2 inches wide, and ½ inches thick
During given unique transactions, it becomes infeasible to exchange the quantity of currency for specified goods. In these situations, certain territories have comprehended solves to these dilemmas. Within cities of trade the toal is minted and accepted. Comprised of brass, shaped to that of a square, with a hole in its center allow multiple to be strung, the toal is worth ten crowns within the trade districts borders, often being reduced to as little value as to that of a basset outside city walls.
When the presents of coin is unavailable, the blood note is accepted form of currency within the kingdoms. A form of credit, signed by blood from all parties involved, and sealed in wax by witnessing Lord. Legally valid from a noble seal, the blood note is accepted by debtors and bankers alike.
Scattered in ruins, buried under the soil of hills and plains, are relics of past kingdoms and empires. Coins of the similar precious metals, bring with them etchings of the past, accompanying them with the value of the new day. Currency from these past civilizations which are found in circulation are widely accepted traded throughout the provinces.
Minted by the Corabour Empire, are an array of coins comprised of common and rare metals.
- The thake, a triangular copper coin, trading for a broad
- The grim, a round silver coin, trading for a basset
- The bete, a rectangular electrum coin with twin rounded sides, trading for 5 bassets
- The kurn, a circular gold coin, trading for a crown
Minted by the Feilhaurt Dynasty, is simply two coins representing a value they do not hold.
- The ruendil, square copper coin with filed corners, trading for a broad
- The fraik, a square gold coin with branches around the perimeter, trading for a crown
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