Arnmark
"A frozen wasteland! Nothing but glistening white mountains, dark and haunted forests and dead steppe. How could people even live here? These folk are vile and barbaric; wild creatures that have no understanding of culture! Imagine this: they live together with dirty dwarves and elves and gnomes; unthinkable! Once the Empire has thwarted their stubborn resistance we will teach them the way a good human has to behave. There are no grand cities, nor palaces, bath houses or theaters here. That must, no, that will change soon and they will see that the Empire only brings peace and prosperity. But we still lack a battle with which we might crush their spirit. This land sickens me with its coldness and these barbaric people!"
Raynold, 1st Count of Perpignau during his campaigns beyond the Arne River; 5th century HE
Structure
The Arnmark is a monarchy, ruled over by the High King of the Mark. This High King sits atop the dynastic hierarchy of the Mark, made up by the different houses, lordships und duchies. The High King is an elected position. The Dukes of the Mark will come together upon the death of the last High King to decide which one of them becomes the next High King. Usually this honor is beset upon mebers of House Aarn of Arnheim, yet there have been instances in the past, when members of other noble Houses were chosen.
The Kingdom during the Classical Period, after the Galgaean Independence and before the Brothers War, was made up of five duchies: Arnholm, Dee, Esten, Hafn and Forden. There have been three more duchies in the past, when the Arnish led the Revolt against the Nurians: Norden, now known as Nordau, and the Isles, now either lost to the Galgaeans or under the jurisdiction of other Dukes, mainly Arnholm and Hafn have taken controll over what is left of the Northern Dragon Islands, and the Marsh, now known as Marshen and like Norden now part of Galgaea.
Besides the duchies there are also three dependent territories, so called Vogteien, ruled over by a Vogt. This could be a Count, a Lord, a Baron, a landed Knight even. These Vogts act independent from the Dukes and only answer directly to the High King; their role is to mostly safeguard the border, collect taxes and uphold the laws of the Kingdom even in the most remote areas of the realm. These Vogteien are the Dreadfell, the Estmark and the Sudmark.
The Dukes rule their duchies pretty independently from the Crown. They do uphold the royal laws but otherwise can rule however they like. The Kingdom in this case works rather like a Federation of these Dukes. They are mainly bound together by the looming threat from the South, yet have developed a certain bond over the last centuries. The Dukes raise their seperate armies once the High King calls for it. They are the first ones to resolve problems within the realm since they have a closer connection to the people living there, they know the hardships of their respective holds and can therefore understand the people and their quarrels.
Culture
The cultural principle that stands above all else in the Mark is the believe in hospitality. A host will offer a guest almost everything he requires. If one wanders through the cold darkness and comes across an Arnish home, he will be fed and be given something to drink and a place to rest, preferably by the fire. Gestures of hospitality are expected from all parts of society, since the hostile environment may befall anyone, not reagarding social status or wealth. Some believe that disregarding this unwritten law of hospitality may result in being cursed by the gods. Despite this, a certain hostility toward outsiders, especially the Histri and other tribes from beyond the mountains, remains and is widely accepted by the Arnish, if it was proven that someone belongs to said tribes.
For further information see:
https://www.worldanvil.com/w/the-western-approaches-thenuerni/a/arnish-ethnicity.
History
The history of the Arnmark traces its beginning all the way into the Dwarven and even Elven Eras. The oldest known city in all of the Western Approaches was found by archaeologists from the College of Lascander at Old Valkyrion. This was an elven city, dated to the late 14th century before the Human Era. Humans and dwarves also settled the lands at the foothills of the Thundering Mountains in this time. Old Valkyrion is widely regarded as one of the farthest outposts of the elven culture, some regarding the Erlen, the elves that inhabited the city, as exiles and outcasts, who were banished to the end of the known world.
With the end of the Elven Era and the onset of dwarven rule, human settlement in the region increased. Cities like Starshaven and Hafnirs Crossing were founded by dwarves and are considered to be some of the oldest cities that have been continuously inhabited in the Arnmark. The dwarves mostly kept to their mountain keeps and fortresses, only unregularly expressing their influence on the still weak human population. Dwarven cities on the surface were slowly taken over by the humans and transformed into more and more human settlements, all but banishing the dwarves underground while still keeping up trade relations with them. With the end of their era and the dwindelign of their power, the dwarves sought to keep good terms with the empowered humans. They emancipated them and were kept in high regard by the Northerners. The disgust and distrust that the dwarves felt for the elves slowly seeped into the Arnish common culture and the humans and halflings and other species which lived here, started to distrust the elves aswell.
This distrust evolved into all out conflict during the first century before the Human Era, with the destruction of Old Valkyrion. Humans were not really involved in this action, yet their regard for the elves did not improve and they took the side of the dwarves. With the further empowering of the humans over other species, especially with the foundation of the Nurian Empire and their expeditions into the North, the elves felt ever more under pressure. During the second to fourth centuries massive pogroms ravaged elven settlements and great parts of the elven population were murdered or expelled. This did not take such dramatic effects in the Mark as it did in other parts of the human realm, yet the elves still mostly disappeared from the North. Many fled across the Thundering Mountains, others went into hiding in the woods and forests, others returned to their long lost and ruined cities. Some elves refused to leave and once the expansion of the Nurian Empire stopped, most of the repressions against otherlings, which also included dwarves but not halflings, were turned down by the emerging Arnish authorities. With the Acts of Commonwealth the various singular duchies, that had made up the political landscape of the North by that time, unified into a single, unitary kingdom, while still retaining their individual titles, lands and laws. Around this time, the emancipation, assimilation and acculturation of the elves and dwarvs takes root in the Arnish society. The people saw the consequences of their ancestors actions and wanted the other species to return into the cities and towns, offering safety, jobs and equal rights. Some still regard otherlings as inferior and entitled, yet these people are in the minority across the Mark. The Acts of Commonwealth were answered by the newly founded Kingdom of Galgaea with skirmishes along their common border. They claimed the two duchies of Norden and Marsh as their own and fought to get controll of these. The Border War lasted into the sixth century and saw the two duchies occupied by the Galgaeans. This strained the relations between the two northern kingdoms and they have yet to sign an official peace.
With the end of the Elven Era and the onset of dwarven rule, human settlement in the region increased. Cities like Starshaven and Hafnirs Crossing were founded by dwarves and are considered to be some of the oldest cities that have been continuously inhabited in the Arnmark. The dwarves mostly kept to their mountain keeps and fortresses, only unregularly expressing their influence on the still weak human population. Dwarven cities on the surface were slowly taken over by the humans and transformed into more and more human settlements, all but banishing the dwarves underground while still keeping up trade relations with them. With the end of their era and the dwindelign of their power, the dwarves sought to keep good terms with the empowered humans. They emancipated them and were kept in high regard by the Northerners. The disgust and distrust that the dwarves felt for the elves slowly seeped into the Arnish common culture and the humans and halflings and other species which lived here, started to distrust the elves aswell.
This distrust evolved into all out conflict during the first century before the Human Era, with the destruction of Old Valkyrion. Humans were not really involved in this action, yet their regard for the elves did not improve and they took the side of the dwarves. With the further empowering of the humans over other species, especially with the foundation of the Nurian Empire and their expeditions into the North, the elves felt ever more under pressure. During the second to fourth centuries massive pogroms ravaged elven settlements and great parts of the elven population were murdered or expelled. This did not take such dramatic effects in the Mark as it did in other parts of the human realm, yet the elves still mostly disappeared from the North. Many fled across the Thundering Mountains, others went into hiding in the woods and forests, others returned to their long lost and ruined cities. Some elves refused to leave and once the expansion of the Nurian Empire stopped, most of the repressions against otherlings, which also included dwarves but not halflings, were turned down by the emerging Arnish authorities. With the Acts of Commonwealth the various singular duchies, that had made up the political landscape of the North by that time, unified into a single, unitary kingdom, while still retaining their individual titles, lands and laws. Around this time, the emancipation, assimilation and acculturation of the elves and dwarvs takes root in the Arnish society. The people saw the consequences of their ancestors actions and wanted the other species to return into the cities and towns, offering safety, jobs and equal rights. Some still regard otherlings as inferior and entitled, yet these people are in the minority across the Mark. The Acts of Commonwealth were answered by the newly founded Kingdom of Galgaea with skirmishes along their common border. They claimed the two duchies of Norden and Marsh as their own and fought to get controll of these. The Border War lasted into the sixth century and saw the two duchies occupied by the Galgaeans. This strained the relations between the two northern kingdoms and they have yet to sign an official peace.
Demography and Population
Due to the harsh climate of the Mark the population of it is rather slim. Most people live in and around the cities or in villages. The mountains won't sustain a large amount of people so the greater number lives in the lowlands around the rivers and on the coast. The villages are unsurprisingly little. Most are only home to a single family, in the broader sense, a clan. These clan villages consist of around five to fifteen farms, each housing around ten to fifteen people, the younger generations living together with the older ones, up to their great-grandparents. These rural families are larger, people getting more children than city dwelers. Many of these children won't make it through the harsh winters, especially when there was a bad harvest, which isn't all to uncommon. Contrary to these unfavorable conditions the older generations have mastered the key to a long life, many seeing 60, some even 80 years (this refers to humans and halflings, elves and dwarves live longer due to their natural resistance to illness). A village therefore is inhabited by around 150-200 people, commonly even fewer.
The cities are somewhat greater. Here the clan connections are not as strict and the households are smaller with fewer children. The people also tend to die sooner than the rural folk, due to illnesses spreading rapidly behind the city walls. Yet they are greater population centers. Arnheim and Hafnirs Crossing being the largest cities, each one is home to roughly 100.000 people of all kinds. Deemouth or Starshaven are smaller with about 20-50.000 and Haverstad being the smallest major city with only around 5000 inhabitants. Towns like Baybridge are rare and rather count as large villages with 500-1000 inhabitants.
The people living in the Mark come from a variety of species. During the Classical Period the majority of people are Humans. Besides that Dwarves and Halflings are quite common with Elves, Gnomes and other folk being visible in the makeup of the populace, yet being rather sparse on the other hand. Animal-Folk and other atrocities or devils are really rare; except for Lizard- and Frog-Folk that hail from the marshes and Islands, these are less common than Elves or Gnomes, yet are not being treated in different ways. Such atrocities and devils may encounter hardships in day-to-day business, since other people are suspicious of them.
Territories
The Arnmark consists of five core territories, the five duchies: the Arnholm, Dee, Esten, Forden and Hafn; each one being ruled over by an ancestral, hereditary royal house. These five duchies have been loosely aligned since the fifth century, when they defeated the Nurians and ended the Northern Wars. They did exist before this moment, yet were not aligned to each other and were rather organized on a tribal level. Besides the core territories there are also the vogteien that are not ruled over by an ancestral, hereditary ruler but rather an appointed ruler, set in by the High King. These are the Estmark, the Sudmark, the Dreadfell and the Islands. The Islands are special since they are not a royal vogtei but is ruled over by the Duke of Hafn, who then appoints a vogt for the Islands.
Norden and the Marsh have been lost to Galgaea in the past and are still claimed by the Arnish as two whole duchies that should be reintegrated into the Mark.
Military
Regarding the military of the Mark one needs to adress the Household Regiments. Each major House has to their disposal a unit that they can muster at any given time. These are the Household Regiments. These are not of a uninfied specialization or even size. The different duchies have very different capabilities and potentials regarding what troops they can send to the frontline. While the Arnian and Fordian troops mainly consist of heavy infantry, influenced by dwarven tactics, the Hafnian, Deeish and Estern troops are mainly made up of cavalry and light infantry.
The Hafnian and Arnian Household Regiments are the largest and best equiped and are pretty similar in size and organization, therefore they shall be used as examples of how these regiments function: The regiment is organized into two battalions, an infantry battalion and a cavalry cohort. These then are made up of four companies of infantry or three squadrons or wings of cavalry. These companies are the core of the army on the battlefield and one might be subdued under the command of a different leader than their original one, depending on the tactical need. Speaking of leaders: a company is usually led by a lesser landed noble, such as a Knight or a Baron, and given the rank of Captain. A cohort is commanded by a Major, usually wealthier Baron, an Earl or a Count. Finally the whole regiment might be commanded by either the Duke himself, a Prince or even a distinguished Count, taking up the Rank of Oberst. Distinguished soldiers might be promoted to ranks of Corporal or Sergeant, which brings with it prestige and honour and maybe a slight pay raise, but no commanding power.
A Vogt might raise a militia the size of two company and appoint a Captain to said companies. In the case of war this might be expanded to raise an auxilliary battalion to help defend the border. These auxilliaries may be made up of different companies, infantry and cavalry mixed together to get a more powerfull force. The Vogt then becomes this battalions commanding officer with the rank of a Lieutenant, a substitute for a Major.
The different regiments of each duchy are made up in a simmilar but still dissenting way. Some might have fewer companies, some more, some might drop the concept of a battalion completely and go straight to company level.
Besides the Household Regiments the High King may call for the creation of supplementing regiments to bolster the ranks and strengthen the army overall. This has not been the case since the Second Northern War, in which the Duchies of the Marsh and Norden have been lost. Since then there simply was no need for an army that large. Before such supplementary regiments were formed, the Household Regiments would first be brought to the Arnian Standard (Two Battalions, Four Companies and Three Squadrons). Besides regular regiments a war might necessitate specialized units, such as skirmishers or artillery. Archers, crossbowmen, catapults, ballistae and other siege equipment and field artillery may be recruited from within the ranks of existing regiments or be seperately enlisted for their expertise.
In ways of manpower the regiments vary quite a bit. The Arnian Regiment, also known as The Glutir, consists of three cavalry squadrons and four infantry companies. A single company is made up of around 100 personell, while a cavalry squadron is only 30 riders strong. That gives us the standard manpower of around 500 personell, including staff but excluding the tross, the supply chain.
Foreign Relations
The Northerners keep good relations with most people around them. The Dwarven Fortresses at Thorshavn and Depfal are associates of the Mark, with close bonds in both economy, military intelligence, science, population and culture. Some might even say, the Dwarves were dependent on the Markish, while they themselves will never agree to a dependent kind of relation, since they are fiercly independent. Therefore they are willing to cooperate on all levels except on a political one.
The Galgaeans are a different kind of partner. They are more related to the people of the Mark, some in Galgaea even call themselves Northerners. Yet the relation between the Galgaeans and the Arnish are tense. Glagaea sees itself as the strong and emerging powerhouse of the region, having crushed the Nurians and establishing themselves as an independent state. They now look to the North-West and the Mark seems like a weak victim.
The Nurians themselves are of no concern to the Arnish. They have fended them off before, retained their sovereignty and are now sitting safely behind Galgaea as their defence. The two are generally on good terms, many Galgaean merchants trading Northern goods for valuable products from the South, beyond the Shimmering Sea.
To the South of the Mark, across the Sea of Dragons, lie the Dragon Islands. Like the Arnish they have fended off the Nurians and now stand in conflict with the landpowers. The Islanders themselves are a great seapower, which is their greatest asset. The islands of Alder and Malver are part of the Dragon Island Chain, yet have not been under their controll for centuries. There are still significant populations of Lizard-Folk on these islands, that have assimilated into the Northern society, yet some still wish to see these islands under their brethrens rule.
Laws
The Ducal Council consults over the creation and uphold of the laws of the Mark. By the 6th century of the Human Era some laws have been canonised in the Lejkod, the Arnish Code of Laws. Some of these have been copied from the Galgaean Code of Laws, the Löjkôd, which means the same thing but in the galgaean dialect. The Lejkod in the form of a Codex, a book, is stored in the castle of Arnheim. Copies have been made that have been sent to the courts of all the Dukes, who then inform their local judges about these laws so that they may act accordingly when the need arises. The Lejkod gives instructions about the application of corporal punishment, martial law, death sentences, prison sentences or fines. Usually the Town Guard is enforcing the law and keeping an eye on the citizens. Foreigners, adventurers etc. may be informed about important local laws once they enter a major settlement by a Guardsman at the gate.
A quick summary of the most important laws and their respective punishment:
Corporal Crime
Property Crime
Commercial Crime
Social Crime
- Homicide and murder and other bodily offenses may result in the offenders imprisonment and eventually corporal punishment. A murderer will be publicly executed for his offense. If one kills in an act of self defense, the penalty may be omitted. If one kills on accident or under uncertain conditions, so without the intention of killing, the punishment is a fine of a widdows rent, and a prison sentence.
- Theft in whatever form, or destruction of property result in the return of the stolen object and/or a fine of the stolen/destroyed objects value. Depending on the value of the stolen/destroyed object, a prison sentence may follow.
- Practicing a trade without the consent of the local guild is considered fraud and may result in a fine and the prohibition to practice said trade in the duchy, where this fraud has been committed. If the person commits such fraud in another duchy the sentence may be extended to the entirety of the kingdom and/or imprisonment.
- Not giving consent to a person practicing his/her trade, after presentation of their professional skill, may result in a fine and public shaming for the local guild. If a person is skilled in a craft he/she should be allowed to practice said trade in consent with the local guild.
- Offering goods or services below standard, guild regulated prices may result in expulsion from the guild and therefore prohibition to practice a trade.
- Failing to provide sufficient taxes for goods or services offered may result in fines of the value of the omitted taxes. On multiple occasions this may result in the expulsion from the guild.
- Not allowing a guild to offer their goods on a weekly market, even though a settlement has the right to host a market, may result in a Royal Fine or even the revocation of these market rights.
- Hosting a market in a settlement without market rights results in a fine or imprisonment for all those who offered goods or services at said market aswell as certain imprisonment for those who were responsible for hosting said market.
- Offering jobs, contracts etc. in private is illegal. An official announcement is to be made at the local notice board or in the town hall so that multiple parties might apply for said contract. Not doing so may result in a fine and the liquidation of the contract, so it may be officially announced at a notice board.
- Not providing shelter, food and drink to those in need (beggars, vagabonds, cripples etc.) on behalf of a town, city or village, may result in a Royal Fine.
- Knowingly sheltering criminals may result in the extension of their punishment on the host. Not informing the authorities on sheltering a wanted criminal, after being noticed of the fact of them being a criminal, may result in a fine.
- Producing, selling or aquiring weapons without a Royal Sanction may result in the closing of the workshop and confiscation of all illegally produced, sold or aquired weapons.
- Publicly arranged private duels are not legally sanctioned and therefore not allowed. Arranging and/or practicing private duels in public may result in imprisonment, a fine and in some cases the chopping off of the duelists sword hand. Duels are to be only arranged with a ducal sanction.
- Carrying a weapon in public is allowed as long as said weapon is secured in a scabbard, holster or other holding equipment. Carrying a weapon in ones hand maay result in the confiscation of said weapon.
Agriculture & Industry
The arnish economy is mainly based on agriculture and forestry. The little open space that exists here offers mostly poor soil and only grows hardy grains like wheat, barley and oats but also rye, emmer, einkorn and spelt. Vegetables such as peas, beans, lentils, spinach, lettuce, parsley, kale, goosefoot, cornsalad, crambe and root vegetables like radishes, potatoes, carrots, beets, skirret, salsify, onions and spring onions grow in large quantities in private and communal gardens while orchards yield apples, pears, plums, peaches, cherries, medlar and various sorts of nut. Different kinds of weeds are also grown for various uses like woad, green henry and goatfoot, which are used tp produce dye, or alisander, chickweed and lovage are used as spices. Animal husbandry is also pretty important. Cows, sheep and goats are kept for milk, which is drunk or made into butter, cheese or cream. The sheep can also be sheared for wool, which is then spun into cloth. This is quite lucrative since sheep can be raised in the mountains aswell as in the plains and the cloth can be sold for serious amounts of money. The forests yield large quantities of straight timber, ideal for construction or shipbuilding, which brings traders from far away to the shores of the mark, especially from across the Shimmering Sea, where they lack such materials. Honey can also be harvested in the woods, and wild animals, like beavers, bears, minks or foxes, are hunted for their furs.
The mountains also support the arnish industry with raw materials. Ores and coal, precious stonesgems and beautiful stone are mined. Iron, copper, tin, gold and silver can be found in the Thundering Mountains and smelted at places like Starshaven, from where it is also exported.
The ocean and the rivers provide for great amounts of fish. Some folk have even taken up whaling, yet this is to dangerous to be a lucrative business, since whale meat is not really tasty and can't be sold, despite the large quantities. Regular fish is as cheap and can be sold smoked or salted across large distances.
In the cities the trades are booming. Carpenters and other woodworkers turn even the most crooked trunks into fine works of art. Smiths create weapons, tools, utensils and jewlery from the produce of the mountains. Weavers spin the sheeps wool into cloth and tailors turn it into fine garments for both the poor and the rich. Traders and merchants haggle with their customers over the price of imported silk and gems. Bakers, butchers and brewers supply the many taverns with the best food and drink. Ale and mead are the most favourite of the Northerners drinks, yet the nobility may prefer a fine imported nurian wine or a dwarven schnaps.
Trade & Transport
Trade is carried out along the shoreline, since it is easier to transport large quantities of bulky material such as timber, stone and metal with ships, rather than on the land route. Most trade is directed to the immediate neighbours, the Galgaeans and the Islanders. Timber, granite, marble, slate, iron and iron products, honey, furs and cloth are among the most important wares that are exported from the Mark, while wine, gems, silk, spices and fine pottery is imported from far away.
The best way to get around the country is by river. Not only are those great barriers one has to cross eventually to get from one place to another but they provide an easy and fast way to travel between the most important areas, combined with littoral sea travle. One might make the trip from Haverstadt to Starshaven in only two days, maybe even faster, while on foot one might take only two and a half days, yet can't carry the loads a boat might or get slowed down with a wagon. Then there are tolls that one has to pay to get across the rivers by bridge or ferry. The road system of the Mark consists of mainly dirt roads, only the High Coastal Road from Arnheim to Deemouth and further toward Morstad is paved. These dirt roads are sufficient for the day-to-day travel of farmers and merchants and for the movement of troops in case of conflict, but not for high frequency wagon traffic. Most people will hit the road on foot, only the wealthier folk might have a horse to ride on. Wagons may be pulled by an oxen or a mule or donkey. Handwagons and wheelbarrows are popular with traveling merchants and farmers to move smaller amounts of stuff around.
Founding Date
The Kingdom of the Arnmark was founded in 477 HE with the Acts of Commonwealth between the various duchies of the North.
Type
Geopolitical, Kingdom
Capital
Alternative Names
The Mark; The North; The Kingdom of the Mark/Arnmark; Aarnmark
Demonym
Arnish
Ruling Organization
Leader Title
Government System
Monarchy, Elective
Power Structure
Confederation
Economic System
Traditional
Gazetteer
Cities and Towns: Arnheim, Deemouth, Hafnirs Crossing, Haverstad, Starshaven
Ruins: Valkyrion
Islands: Alder, Malver
Rivers: Broadpar, Beck, Cagnan, Dee, Dread, Restraint, Velpar
Currency
The Arnish use the standard human coinage system. Copper, silver and gold pieces are the main components, while dwarven coins, such as platinum, electrum or tombak (similar to brass), have been mixed in to accomodate trade with them. Therefore the expanded exchange rate goes as follows: 1 platinum piece = 5 gold pieces; 1 gold piece = 2 electrum pieces; 1 electrum piece = 5 silver pieces; 1 silver piece = 2 tombak pieces; 1 tombak piece = 5 copper pieces; the standard human exchange rate equals 1 gold piece to 10 silver, 1 silver to 10 copper pieces.
The Arnish call their currency, like their country, Marks. The different metals are refelcted in their respective name: gold marks, silver marks and copper marks.
Major Exports
Timber, granite, marble, slate, iron, copper, bronze and gold and products made from those, honey, furs, antlers and whalebone, cloth, dried or salted fish, ale and mead.
Major Imports
Wine, gemstones, spices, fruits (oranges, lemons, limes) from Nuria.
Pottery, lime, colour pigments, grain from Galgaea.
Spices, silk, pottery, gemstones, wine, jewlery from the Dragon Islands.
Metal products, gemstones, furs, liquor, alchemical components and medicine from Thorshavn and Depfal and the Wild Yonder.
Legislative Body
The Dukes and the Ducal Council regulate the laws of the Mark. The Ducal Council sets the laws for the entirety of the Mark, universal laws mostly regarding blood crime, military and foreign relations while the Dukes themselves set the laws of their respective duchies. These include laws regarding petty crime, fiscal laws or economic policies. The laws of the vogteien are set by the King and the Council, since they are regarded as dependent on the King.
Judicial Body
The laws are generally interpreted by a settlements alderman, the chief of a settlement. The alderman is usually set in by the Duke or the King, depending on where you are. In the vogteien the vogt himself might be the one to hold court, otherwise it is the alderman who does it. Usually a judicial process is held publicly. Should one not be satisfied with the outcome of a judges rule, they can file an appeal. In this case the legal action comes to the supervision of the next higher instance, in the most cases this is the Duke or a royal judge.
Executive Body
Besides writing the laws the Dukes are mainly also the ones that enforce said laws. They are the ones that are responsible for detaining criminals and upholding the peace. They do this by delegating much of the work to lesser nobles such as barons, lords, knights or vogts. Should there be reason the Duke himself might take matters into his own hands and deal with a certain situation like unrest in the populace.
Neighboring Nations
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