The Kingdom of Falinor

After over two centuries of virtually uncontested dominance over the Westerland realms between the Age of Strife and the New Era, the Kingdom of Falinor stands as the greatest human empire since the mythic War of the Dragons.
  At the height of its power, Falinor controlled not only its traditional holdings around the Drakesmouth River and the eastern territories of the Orchard Lands and Southmarsh, but also maintained direct suzerainship over the remaining Westerland nations, including the declining elven realm of Faedrun, the horselords of Okrya, the remnants of the dwarven citadels under the Mountains of the Sky, the halfling towns of Sherland, the highland chieftans of Yarrow, the vast lowland jungles of the Morgani, desert peoples of Kelsedan, the distant ilse of Duerte, and the pirate lords of Yurgalia.
  Falinor is politically structured as a feudal kingdom with titular absolute authority in the Crown but effective decisionmaking power residing in the council of nobles, despite the heads of state of tributary nations owing direct allegiance to the throne.
  Economically, Falinor is run by the guilds, who control commerce throughout the kingdom and the Westerland Realms, and secure their mercantile positions through political interdependence with the noble houses. While the Crown and Falinorian nobility have authority to directly manage in economic affairs, centuries of diplomatic and mercantile maneuvering have resulted in a delicate but highly profitable free market economy dominated by the guildhalls.
  Socially, Falinor itself is human-centric, with a human majority throughout its settled lands and a strong undercurrent of xenophobia that makes even full citizens of a nonhuman specifies often feel treated as second-class citizens; very few nonhumans hold positions of authority in Falinor’s government, although some have found success in the guilds and Falinor military.
  After the century-long Great War in the Reach, long-brewing tensions within the kingdom quickly came to a head in NE 1, with widespread succession by tributary states, famine and revolt among the Falinor populace, and civil war finally breaking out in early NE 2.
 

The Realm of Falinor


  Referred to also as the Kingdom of Falinor, its direct, historic holdings include the following regions and settlements:
 
    • The Capital: Falinor City
    • House Wimphen
  • The City of Lanthe
  • Herman's Cross
  • The Falinorian Heartlands
    • House Montfort
  • Stormhall
  • Ivarstead and the Thornwood
  • Colsdale Mine
  • Port Harrow
    • House Sandragos
  • Castle Sandragos
  • Jorsburg
  • Hephaestus Guildlands
    • House Adlehyde
  • Castle Adlehyde
  • Whitegrove and the Orchard Lands
    • House Toucy
  • Southmarsh
  • Loststead


Tributaries:
Faedrun (Elvish Kingdom)
Okyran Dukedoms (Human and half-elven horselords)
Dwarfholds (Mountains of the Sky)
Sherland (Halfling settlements)
The Yarrowlands (Human-dwarven-halfling highland chiefdoms)
Morgani Lowlands (multi-ethnic cosmopolitan city-states and lawless jungle clans)
City of Kelsedan (arcano-mercantile conglomerate)
Ilse of Duerte (frontier wilderness)
Admiralty of Yurgalia (pirate lords)

[incomplete, WIP]

Unity Through Valor

Type
Geopolitical, Empire
Alternative Names
Falinor, the Kingdom
Demonym
Falinorian
Government System
Monarchy, Absolute
Power Structure
Feudal state
Economic System
Market economy
Location
Controlled Territories
Neighboring Nations
Related Species