Kingdom of Alber

Current Month: Julwar 2nd: 209, The Fifth Age
Alber is a Kingdom located on a large island off the eastern coast of Tremalking.   Kingdoms within Kingdoms   Alber as a whole is one kingdom lead by a High King. However dividing the island is several dozen smaller kingdoms, each themselves ruled by a king or a chieftain. The politics involved with maintaining a unified identity seems like an impossibility to outsiders, yet the Alberians make it work with the help of their Druid advisors.   When internal issues arise, a Moot is called, where grievances or issues can be discussed and resolved. A Moot may have some bloodshed involved, usually from duels to resolved disputes, but all honor the Moots decision.   The Alber Sight   Alberians have a strange ability; They can see what they call "little gods". In practice, they can see a Twin Souled as what they are, describing it as "A radiant light shining from the depths of the soul". Alberians worship these little gods, saying they residing not just in Twin Souls, but in everything.   Military   The mist wreathed Isle of Alber has seen as much bloodshed and warfare as the rest of the known world.   Alber is seen as a damp, bog-ridden backwater and reports of recent incursions have concentrated on the clashes between the supposedly more advanced invaders. However, a closer examination of past campaigns in Alber show that its native armies are every bit as lethal as those of any of the more so-called ‘civilized’ nations.   The core of any Alberian army comprises nobles in chariots and warbands of Warriors on foot, screened by youth Slingers armed with slings and javelins led by the local Chieftain. Poorer nobles and richer warriors are mounted on hardy native ponies and form the Cavalry used to both scout and to support the noble Chariot Warriors.   Alber is famed for the great Wolfhounds the natives breed. They are exported widely, but most especially to Avonland and Marjolais where their size, strength and ferocity are much prized by noble huntsmen. In times of war these wolfhounds are gathered into huge slavering packs and are used to supplement the cavalry, screening attacks and harassing vulnerable enemy flanks. In times of war, some Chieftains can also call on the Giant Eagles, whose eyries dot the highest peaks of the land.   Few of Alber's Chieftains will pass up the chance to recruit some of their island’s largest inhabitants – the famed Ogres of Alber. These massive warriors make up for in brawn what they lack in brains. In addition to the warrior Chieftains who lead the armies, there are Heroes who help to marshal the army and the enigmatic Druids who are not only the army’s wizards but also its lawmakers, judges and wisepeople.   The Maiden-Guard is a spear-wielding sisterhood of warrior-women. They protect Alber's Oracles, female Druids who possess the gift of prophecy.   Currency   Alberians do not produce currency, seeing it as a waste of resources. They are just fine using foreign currency for exchanges.

gods and my right

Type
Geopolitical, Kingdom
Leader Title
Official State Religion
Location
Official Languages
Controlled Territories

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