The Kingdom of Dorwine
The Kingdom of Dorwine, also known as the Merchant Kingdom and the Land of a Hundred Cays, is the center of all trade and commerce in southern Edras. It is a saying in southwestern Edras that all rivers lead to the Bay of Mareth, which isn’t too far from the truth. Settled in the eastern shore of the Bay, among the multitude of small islands, Dorwine has positioned itself as the core of the Four Kingdoms. If Dorwine were to be destroyed, trade between the other three kingdoms would be decimated.
Dorwine is ruled by Bandit Queen, Kallista Marsk, the third born of King Adalard Marsk. Never considered to be in-line for the throne, Kallista went off on her own to search for adventure and wound up leading a troupe of bandits in the Dorwinian Hinterlands. When news of the Marivaldi family’s coup reached her, she marched her band of ne'er-do-wells back to Mara’s Rest and slaughtered them to the man. The Guilds of Dorwine were quick to back her and proclaim the Marsk monarchy restored.
Dorwine is a kingdom riddled with rivers and bays, so its people have adjusted to this life by becoming some of the best navigators, boat pilots, merchants, messengers and fishermen in Edras. They are an urban people, for the most part, choosing to stick close to their cities. That being said, the backwaters of Dorwine conceal rural lizardfolk and merfolk communities that aren’t above handfishing some catfish out of the mud swamps. Dorwinians value wit, independence, and the ability to sniff out a good deal.
The Guilds of Dorwine
- The Coin and Contract Company: The guild of merchants, bankers, accountants, notaries, and moneylenders.
- The Order of the Ingot: The guild of blacksmiths, jewelers, metal forgers, engravers, and locksmiths.
- The Peacekeepers' Union: The guild of judges, lawyers, scriveners, constables, and bodyguards.
- The Sawdust and Soil Corporation: The guild of masons, potters, woodworkers, and carpenters.
- The Federation of Attendants: The guild of innkeepers, coachmen, stablemasters, barbers, cooks and retainers.
- The Society of Merriment: The guild of singers, musicians, dancers, performers, prostitutes and jesters.
- The Horn of Plenty: The guild of bakers, brewers, fishmongers, vintners, distillers and butchers.
- The League of Illumination: The guild of chandlers, lamplighters, and glassblowers.
- The Needle and Knife: The guild of skinners, tanners, leatherworkers, tailors, cobblers, and weavers.
- The Watermen: The guild of fishermen, ferrymen, dockhands, sailors, and shipwrights.
The Laws of Magic
- Arcane, Divine, and Natural Magic are all generally legal.
- Necromancy requires special licensure from the Circle of 12 Seals and is restricted in use.
- Aberrant magic that comes from pledging oneself to Outsiders or agents of the Primordials is strictly illegal.
- Sorcerers are viewed with distrust and fear by some, though like most cullic nations licensure can be obtained for such unnatural abilities through the Church of the Brisingelion or the Circle of 12 Seals.
Structure
Royal Hierarchy
- Bandit Queen/King
- Bandit Princess/Prince
- Highwaymen/Brigand/Outlaw/Reaver/Thief Errant/Knight of the Road
- Guild Master
- Master Craftsman/Specialist/Expert Practitioner
- Journeyman
- Apprentice
Demography and Population
Population: approx. 4,600,000
Demographics
- Tieflings 23%
- Lizardfolk 22%
- Merfolk 19%
- Tabaxi 18%
- Misc. 18%
Territories
- Mara's Rest: The capitol of Dorwine and the largest port in all of the cullic kingdoms.
Foreign Relations
The Kingdom of Dorwine is joined to Eglarest, Tiriath, and Valonde in a loose confederation of kingdoms through the Treaty of Four Kingdoms. There is frequent tension with Eglarest and Valonde over shipping lanes.
Priesthood
Religious Hierarchy
- The Vicar of Dorwine
- Archbishop
- Bishop
- Priest/Priestess/Abbot/Abbess
- Nun/Prioress/Monk/Friar
Founding Date
2921
Type
Geopolitical, Kingdom
Capital
Alternative Names
Merchant Kingdom, the Land of a Hundred Cays
Demonym
Dorwinian
Government System
Monarchy, Constitutional
Power Structure
Feudal state
Economic System
Market economy
Currency
Guildsmarks
Official State Religion
Location
Official Languages
Controlled Territories
Neighboring Nations
Comments