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The Kingdom of Alandr

“Al” means “old,” or “ancient” and “andr” means “land of.”

History

Alandr was first founded in 2126 YGR by Valerianus Stormforged, a lowborn human from modern-day Gray's Vigil. The House of Stormforged ruled the First Kingdom for just over two hundred years before succumbing to a successful challenge by House Vengerac. The Vengeracs ruled Alandr for an impressive 874 years before their collapse in 3188 YGR. After House Vengerac's fall, House Jaisch (3194 YGR - 3771 YGR), House Everam (3771 YGR - 4567 YGR), and House Carac (4567 YGR - 4903 YGR) each ruled Alandr.   In 4903 YGR, the last true king of the First Kingdom abdicated. From 4903 YGR until 3 YGP, no king of Alandr was universally acknowledged to hold the throne and its accompanying titles. The last pretender to the throne, and murderer of St. Martin the Scribe--Eadred the Saint Slayer--was killed in single combat by Edward of Alandr. Edward became the first king of the Second Kingdom and refounded Alandr. He, and a handful of subsequent kings, governed the reformed kingdom from Castletown in southeastern Alandr. Several years later, Edward's grandson--St. Edmund the Great--moved the capital to the fort-turned-city, Edmund's Bridge.   The kings of the Second Kingdom of Alandr are:  
Color House
Blue House Hammond (3-770 YGP)
White Non-male regents
Yellow House Augustin (482-506 YGP)
Green House Nighthammer (770-906 YGP)
Red House Athelard (906 YGP-present)
 
  1. Edward of Alandr (3-53 YGP) – assumed the throne at age 20 after slaying Eadred the Saint Slayer in single combat. While not the first king of Alandr, he was the first righteous king in the Era of the Gods' Peace.
  2. William of Knighthall (53-62 YGP) - Edward’s oldest son, died w/o issue, born 5 YGP
  3. Henry the Pious (62-67 YGP) - Edward's next oldest son, born 6 YGP
  4. St. Edmund the Great (67-99 YGP) – grandson of Edward of Alandr, namesake of Edmund’s Bridge, born 27 YGP
  5. Philip the Unready (99-102 YGP) – son of Edmund the Great, born 53 YGP
  6. William II (102-111 YGP) – son of Philip the Unready, born 77 YGP
  7. Henry II (111-115 YGP) – son of William II, born 93 YGP
  8. William III (115-155 YGP) – son of William II, born 95 YGP
  9. Edward II (155-165 YGP) – son of William III, born 117 YGP
  10. Richard Oathshield (165-191 YGP) – son of Edward II, born 131 YGP
  11. Alaric the Peacekeeper (191-224 YGP) – son of Richard Oathshield, born 149 YGP
  12. Henry III (224-226 YGP) – son of Alaric the Peacekeeper, born 163 YGP
  13. Edmund II (226-229 YGP) – son of Alaric the Peacekeeper, born 164 YGP
  14. Edward III (229-236 YGP) – son of Alaric the Peacekeeper, born 167 YGP
  15. Alaric II (236-251 YGP) – son of Edward III, born 187 YGP
  16. William IV (251-252 YGP) – son of Alaric II, born 200 YGP
  17. Robert the Rock (252-285 YGP) – son of William IV, born 226 YGP
  18. Philip II (285-288 YGP) – son of Robert the Rock, born 257 YGP
  19. Matilda of Ravingen (288-337 YGP) – wife of Philip II, born 260 YGP
  20. Alaric the Brute (337-355 YGP) – grandson of Philip II, born 319 YGP
  21. Richard II (355-399 YGP) -- son of Alaric the Brute, born 337 YGP
  22. Edward IV (399-415 YGP) – son of Richard II, born 361 YGP
  23. John the Collector (415-480 YGP) – son of Edward IV, founded King’s College & the Royal Library of Edmund’s Bridge, born 395 YGP, died w/o sons
  24. Henry the Weak (480-482 YGP) – John’s weak-willed grandson, lost the throne to Charles Augustin, born 458 YGP
  25. Charles Augustin (482-496 YGP) – John’s nephew, contested the throne after John’s death and took it in 480, born 463 YGP
  26. Charles II (496-501 YGP) – Charles Augustin’s son, allegedly poisoned and died young, born 490 YGP
  27. Alexander I (501-506 YGP) – Charles Augustin’s second son, died in a duel with John the Drake, born 493 YGP
  28. John the Drake (506-566 YGP) – Henry the Weak’s grandson, slew Alexander I in a duel, born 486 YGP
  29. Alaric IV (566-597 YGP) – John the Drake’s son, born 515 YGP
  30. Robert Wyrmslayer (597-622 YGP) – Alaric IV’s son, born 540 YGP
  31. Robert III (622-638 YGP) – Robert Wyrmslayer’s son, born 572 YGP
  32. Henry V (638-647 YGP) – Robert III’s son, born 602 YGP
  33. Philip III (647-653 YGP) – Henry V’s son, born 630 YGP
  34. Edmund III (653-679 YGP) – Henry V’s second son, born 635 YGP
  35. Mary I (679-690 YGP) – Edmund III’s wife, born 641 YGP
  36. John III (690-720 YGP) – Edmund III’s son, born 668 YGP
  37. Richard Lightbringer (720-763 YGP) – John III’s son, born 690 YGP
  38. Richard IV (763-770 YGP) – Richard Lightbringer’s son, born 716 YGP
  39. Katherine the Tsarina (770-801 YGP) – Richard IV’s wife, a dwarf princess from Korolevia, born 742 YGP
  40. Alexei Nighthammer (801-906 YGP) – Katherine’s dwarf son, born in to Katherine and her previous husband, Ivan I, Tsar of Korolevia, led Alandr in years of prosperity until developing a debilitating mental illness and becoming a tyrant later in life, born 767 YGP
  41. William the Vandal (906-925 YGP) – the former Duke of Griffenberg, revolted against Alexei and led a coalition to overthrow the King, established the House of Athelard, born 875 YGP
  42. Stephen I (925-940 YGP) – William the Vandal’s son, born 901 YGP
  43. Edmund IV (940-953 YGP) – William the Vandal’s second son, born 902 YGP
  44. Stephen II (953-958 YGP) – Edmund IV’s son, born 930 YGP
  45. Alaric the Great (958-1027 YGP) – Stephen II’s son, born 953 YGP
  46. Iron Edgar (1027-1031 YGP) – Alaric the Great’s son, founder of the Knights of Alandr, born 985 YGP
  47. Henry VI (1031-1044 YGP) – Iron Edgar’s son, born 1004 YGP
  48. Alaric VI (1044-1073 YGP) – Henry VI’s son, born 1026 YGP
  49. William VI (1073-1098 YGP) – Alaric VI’s son, born 1045 YGP
  50. Richard VI (1098 YGP - present) - William VI's son, born 1070 YGP

Environment

Alandr is a hilly, forested kingdom. The southern half is covered in deciduous forests of elms, oaks, aspens, and fruit trees. Her northern reaches are clothed in thick pine and fir forests. Her coasts mostly consist of chalky cliffs and tide pools, but there are a handful of beaches capable of launching small boats or canoes. This is no problem for the law-abiding citizens, however, because Alandr has more ports (6) than any other kingdom on Argea.

Government

The kingdom is ruled by a hereditary, absolute monarchy. The monarch, typically a king, resides in the Iron Hall in Edmund’s Bridge, the capital of Alandr. While the monarch holds absolute power, he is not solely responsible for running the kingdom's affairs. Courts, peace officers, a semi-professional military, and local administrators do much of the civil service. As head of state, however, the monarch is ultimately responsible for all the decisions in his realm.

Society

Alandr is the most prosperous of all the kingdoms of Argea. Her people happily engage in trade with all nations despite having somewhat strained relations with the merchants of Vraya and the Aurium Pirate Republic. As a testament to the kingdom's economic will, trade relations continue even with the Empire of Okkrgoth. The majority of Alandran are human or halfling, but there are a fair amount of dwarves and a smattering of elves and gnomes in the bigger cities. There are no major racial tensions in Alandr.

Structure

  1. King/Queen
  2. Prince/Princess
  3. Duke/Duchess
  4. Marquess/Marquise
  5. Earl or Count/Countess
  6. Viscount/Viscountess
  7. Baron/Baroness
  8. Baronet
  9. Knight

Culture

Alandran culture has undergone a substantial shift in the past few decades. Those born before 1040 YGP are more likely to believe, for example, that the height of decorum is sticking to the norm (not "rocking the boat"). Those born after 1040 YGP are much more comfortable with new thinkers and adaptable customs. This is directly correlated with the rise of the "adventurer," a new occupation in which people travel the world looking for odd jobs.   Traditional Alandran cultural norms dictate that a person's word is their bond. Those who break their bonds are labeled "oathbreakers" or "bondbreakers," which carries a serious cultural penalty: these individuals are often shunned from gatherings, important offices, and often lose business to boot. Modern culture still enforces strict penalties for these outcasts, but they now have an "out:" shunned individuals can now go adventuring and begin lives outside the communities in which they were burdened with shame.   Regardless of someone's age, wealth is almost always conflated with propriety. The richer someone is, the more likely they are to be treated as a proper individual.

Demography and Population

Alandr is comprised as follows:
Ancestry %
Human 58
Halfling 22
Dwarf 8
Elf 6
Gnome 3
Goblin 1
Other 2

Military

Alandr maintains a semi-professional military of volunteers and conscripts at all times. The Knights of Alandr, an organization of unlanded royalty, are the most famous volunteer forces. Local municipalities are also welcome to levy militias (conscripted or otherwise).

Religion

Almost all religions are welcome in Alandr, but only the Church of Ilíos receives preferential treatment. Religions deemed destructive or counter-productive to Alandran society may be monitored or restricted.

Foreign Relations

The Kingdom of Alandr enjoys peaceful relations with most realms. While trade relations can occasionally be strained with the Realm of Vraya and the Aurium Pirate Republic, they are rarely cut off entirely. Diplomatic relations continue with all nations. The notable exception to Alandran cordiality is the Empire of Okkrgoth. Relations are almost always very strained between the two realms. Alandr and Okkrgoth exchange diplomats regularly, but it is largely symbolic.

Agriculture & Industry

Alandr is primarily an industrial power, but it has a powerful agricultural base. Peasants grow and harvest cereals (wheat, rye, corn, barley, oats), oil-yielding crops (grapeseed, mustard seeds), vegetables (potatoes, etc.), lumber yielding trees (oak, pines, hardwoods), tree fruit or top fruit (apples, cherries, etc.) and soft fruit (strawberries, raspberries, etc.). The cities of Alandr import much of their produce from the feudal holdings of minor lords and focus their production on iron and ore refining, fishing, whaling, husbandry, and civil service.

Education

There is no institutionalized system of education in Alandr, but education is attainable for almost every citizen. Only the poorest peasants remain uneducated. Municipalities throughout the realm have arranged to establish primary schools for their youth. Private tutors are common among the middle and upper classes, too. The average Alandran has been taught to read, write, do basic arithmetic, and understand the major events in Alandran history (the Divine Crusades, First Founding, Second Founding, rebellions, etc.).

Infrastructure

The infrastructure in Alandr is among the best in Argea. Aquaducts bring water to towns that need it (although most towns congregate around pre-existing bodies of water), the major cities are outfitted with sewers, and the entire country is crisscrossed by paved, well-tended roads. The non-mountainous border between Alandr and Okkrgoth is constantly patrolled and bristles with towers, outposts, walls, and defensive works. Most cities' roads are entirely paved and each has a town hall constructed and funded at the crown's expense.

Fordis Vez Dratis (Faith Power Tradition)

Founding Date
First - 2126 YGR, Second - 3 YGP
Type
Geopolitical, Kingdom
Capital
Predecessor Organization
Demonym
Alandran
Head of State
Head of Government
Government System
Monarchy, Absolute
Power Structure
Feudal state
Economic System
Traditional
Currency
Alandr utilizes the same copper, silver, gold, and platinum system as the rest of Argea's realms, but issues them in the Alandran king's image. The face of each coin is stamped with the silhouette of the current monarch. The backs of the coins differ, however. The back of the copper piece depicts a radiant sun, signifying Ilíos. The back of the silver piece is embossed with the Iron Hall (the monarch's residence). The gold and platinum coins depict the Alandran crown and a knight upon a charger, respectively.
Major Exports
  • Agricultural goods (cereals, vegetables, lumber, fruit, etc.)
  • Ore and refined goods (raw & refined iron, bronze, steel, mithril, etc.)
  • Ships (Alandran ships are purchased by countries and the wealthy)
  • Horses
  • Labor
Major Imports
  • Luxuries (Estemarian pottery, cut gems, art, etc.)
  • Salt & spices (Taqqadiya, Kusafiri, Aurium Pirate Republic)
  • Exotic goods (Okkrgothian trinkets, Ghorran tribal totems, etc.)
Legislative Body
Alandr has no standardized legislative body. Municipalities are welcome to rule by democracy. However, the rulings of these small legislatures are not considered binding upon the king or His representatives.
Judicial Body
Alandr does have an official judicial system. Each holding is ruled by a feudal lord, duke, or other royalty. But the Magistrate (or Judge) is the monarch's official representative in the district and can hear complaints against the ruling lord and disputes between peasants and minor royalty within the district. Any disputes that cross district lines are heard by the King's Magistrate Office in Edmund's Bridge where the monarch is technically the Chief Magistrate. However, the king rarely hears disputes and delegates His authority to the Acting Chief Magistrate.
Executive Body
The King is the ultimate executive body in the land. By His authority are all laws enacted and against His will are all laws broken. Every person and organization in the realm is subject to His will. The King delegates His authority to the Crownguard, local magistrates, and those with His official writ.
Official State Religion
Location
Official Languages
Related Species

Allied, Very Friendly

Having signed a mutual peace and defense treaty during the Divine Crusades, the Kingdom of Kusafiri and the Kingdom of Alandr are very friendly toward one another. The treaty that binds the two nations (The Pact of Ilíos) is the oldest treaty of any kind. When hostilities broke out between Kusafiri and The Auriuim Pirate Republics in 1100 YGP, Alandr came to her aid along with Estemar and Arkanmere.

Allied, Friendly

Having signed a mutual peace and defense treaty in 989 YGP, the Holy Kingdom of Estemar and the Kingdom of Alandr are friendly toward one another. They entered, together with Arkanmere, the First International War on the same side in support of Kusafiri.

Allied, Friendly

Having signed a mutual peace and defense treaty in 989 YGP, the Dominion of Arkanmere and the Kingdom of Alandr are friendly toward one another. Their relations are occasionally strained by trade disputes, but they and their people consider themselves kin. They entered, together with Estemar, the First International War on the same side in support of Kusafiri.

Truce, Unstable Peace


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