Palea

Palea prides it self on being self ruled, having overthrown a very corrupt King over a hundred years previously, and replacing him (and his line)with an elected Council. This democratic approach permeates the country, with regular elections and local assemblies existing alongside a remnant of noble classes and influential land owners.

On parchment, it’s a Republic.
In practice it’s a bureaucracy.

In Palea, the Guilds pull the strings, influencing who stands for elections (and often who wins them too). Paperwork, and papers have become an essential part of how the country works, with a need for permits and permissions sitting alongside a slew of regulations and inspectors who over see them. Citizens have greater rights than visitors or economic immigrants, and a non-citizen needs support from both local citizens and an influential Guild to obtain citizenship. Marrying a citizens doesn’t automatically convey citizens rights – although there does tend to be greater leniency in those sort of cases.

Medium of Exchange: Gold Nails, Silver Strikes, and Stamped ‘chits’ of various metals. A gold nail is worth 16 strikes, a half nail eight. Chits are issued and stamped by the major Guilds A half Strike is worth a ten master chits, or twenty Journey chits (whichever Guild has issued them). So 40 j-chits make a full strike, and there are 640 to a nail. (Average wage is around two strikes a week …

There are four prominent cities in Palea – Luksandon, the principle port; Atherstone, home of the rebellion and the master Guildhalls; Kingseat, the old capital (built on a spire of rock among the salt marshes; and Fairfield, where, at the annual fair, is held the largest stock market in the country.

The Palean Council meets in Atherstone most often, although they do rotate their meetings between here, Kingseat, and Freespire so that the people can witness their deliberations if they choose.

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Overview

It is said that, on the first day,  Val’vachea, earth mother, creator of life, womb of the world, woke to the cold and darkness of the void …

How Val'vachea made the world 

The Known Kingdoms can be found on the Western end of a sprawling continent that spans a good third of the northern hemisphere of Achea.  This continent is divided from a second, slightly smaller continent by the mostly landlocked Midmerle Sea, the two land masses only meeting at the borders of the southernmost Kingdoms.

The Kingdoms occupy less than third of their parent continent, and while there is some trade between them and the civilisations to the east, much of the land between them is currently unmapped and generally unexplored, its history and occupancy known to most of the Kingdoms inhabitants only from fragments of history and arcane lore.

Their world is therefore divided between the Known, and the Unknown, with hints of legends, rumours, and far distant, mythical places scattered along the edges of both.

Unknown to most, that is –  it doesn’t include the Dragons, who live long lives and have long memories.  Many of their kind live in those unmapped territories, and those that dwell within the Known lands are notorious for keeping secrets.

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Khazar

The Kharad Kingdom

Capital: Ironheight

Medium of exchange: Platinum Hammers, Gold Spheres, Silver Quarters, Copper Smelts.

Khazar is largely mountainous, and is riddled with vast areas of both open and underworked mining.  Some of these structures are said to go back to the first arrival of the Kharad in Achea.

The population is principally Kharad, although there are human settlements in some valleys supporting some of the deep enclaves through farming.  Hoomin can also be found here, often tending the flocks that graze on the mountain slopes around Karhard settlements.

It is ruled by a Hereditary King, who is supported by the various clan chiefs and their own under-chiefs.  Below that Kahrad society is egalitarian, with expectation of contributions to family and clan from all members (according to their own skills and capabilities).  Different clans specialise in various minerals and ores.

Main exports: Iron and iron founded goods, Karhad steel (expensive), gold, silver, copper, and various precious stones.  Karhad excel in both casting and smithing, as well as mechanical engineering (or ‘tinkering’ as they call it).  Their jewellers do exquisite work, gem cutting, and metal settings, and their fine silver and gold chain work is especially prized.  They also make chain and plate mail to order, tending to be far superior to armour wrought elsewhere, but it is highly expensive and can take some time to produce.

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Greenhaven

The Elfinhome.

Capital: Lorluthuviel

Medium of exchange: Gold, silver and bronze leaves, Copper acorns.

Governed by: The Elfin High Lord and High Lady.  Governance is a loose system with high independence between local groupings and settlements (often grown up around a long live tree or grove, with equally long lived Elfin partnered with them).  Social level/rank is less important than earned reputation, although ‘highborn’ blood lines are respected.  Human dominated settlements (mainly established for the lumber trade) are sparse, but are generally controlled by locally elected mayors.  There is one known Phraif hive in the South of the country, unusual in that it has been dug out and built around the roots of a very ancient tree.  Rumor has it that the Hive is haunted by the Elfin linked to the tree, who has long since ‘faded’ into practical insubstantiality, their spirit absorbed by the tree itself.

Main export: Timber (carefully managed and controlled), rare herbs (that grow wild in the milder climate) and more common cultivated ones, truffles, some nuts, furs and animal pelts, resins for incenses, and fabric woven from both Phraif and spider silk.  Elfin have an affinity for both wild (wood) magic, and True Weaving, so rarer exports include enchanted textiles, wands and working staffs.

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Asconar

Map of Asconar

Asconar is known as the Kingdom of the Heart – so named because of having Oscallon embedded into it, rather than any sentimental reason (no matter what the Heralds claim).

Capital: Nemithia

Medium of exchange: Gold Crowns, Silver Swords, Copper Crests (sometimes called Shields). They also use half Coppers, quarter coppers and bits. There are twenty bits to a full copper, 10 coppers to a Sword, and 20 Swords to Crown. A five Crown is known as a Sovereign, but they are rare.

Asconar is a Monarchy, with a hereditary King/Queen supported by an Advisory Council. Places on the Council are appointed by agreement between the ruler and the current Council members. While they tend to be prominent nobles of the Court with associated titles and ranks, they can include others who have earned their rank by deed or learning, such as the Mage of the Court. Council members include the Lord Admiral, the Senior Herald, the King’s Sword (Commander of the Lions), and at least two Lords Spiritual (nominated by the Inner City Council of Nemithia).

 

 

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