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Aētheli

The Kingdom of Aētheli comprises the central portion of one of the four main continents of Eldara, formed six hundred years ago by the War of the Gift. It is populated by both dragon shifters (a species of divine beast) and animal shifters, a vast collection of diverse species that gained their shifting ability during the War of the Gift.  

Economy

With a large amount of accessible resources and arable farmland, the kingdom's economy is driven by agriculture, mining, and mercantile trade. Due to the ability of a vast majority of the population to free graze or otherwise live from the land, subsistence farming is rarely found, and the majority of cultivated crops are grown as luxuries for the nobility. Animal husbandry is a more common trade, as properly raised food animals are desirable to the carnivore population. The majority of animals raised for consumption do not have a shifter counterpart (fish, shellfish, frogs) or have been bred systematically to depart from the wild ancestor and therefore be distinct from their shifter counterpart (domestic chickens, goats, sheep, rabbits, and turtles).   Agricultural goods and raw materials produced by serf laborers are tithed to their overlords, who decide how large of a portion will be tithed each quarter. Serfs can apply to sell a portion of their production privately and arrange for a tax to their overlord, but many choose the tithe system. In exchange for their labor, the overlord has a duty of protection from criminals and invaders, and additionally administrative duties such as keeping the roads clear for travel and ensuring properly sustainable hunting, fishing, and foresting practices.  

Currency

 

Royal Coin

Minted in the capital of Dragonhearth and heavily controlled by the crown, these stamped gold and silver coins of various weights are used primarily for the royal tax. Precious gemstones of certified value and weight may also be used for payment. Typically, the tax is first received in another currency and is then converted in the treasury. Royal coinage is tightly controlled by the Goldfire crown. A portion of tax payments is distributed into the personal hoards of various dragons of House Goldfire and its cadet branches, whereas the raw currency collected from around the kingdom is distributed either to House Hammerscale (for reserve, or for re-smelting) or House Nightvenom (for reserve or for hoarding).  

Trade Coin

Trade coin consists of copper ingots and coins, as well as semiprecious stones of regulated size and weight. Ingots and coins are minted and stamped on Smoke Island by House Hammerscale, and are used as the primary form of payment for large transactions, debts, and noble dowries. This currency is cumulatively known as trade coin because it is the most common form of currency exchanged by merchants, traders, and artisans.  

Markstones

Markstones are the "common" form of currency in the kingdom. The size and weight of the stones is standardized, and indicated by a mark carved into the stone (giving the currency its name) primarily utilized by the common people, the sourcing, cutting, and polishing of markstones is a tightly regulated trade. Markstones can consist of jasper, quartz, malachite, obsidian, colored agate, or various other stones which can be found naturally across the kingdom.  

Barter

The barter system thrives among the kingdom's common folk, especially in rural areas. Goods and livestock are frequently traded for other goods or services.

Social Class

  The feudal governance of the kingdom creates social stratification along several different lines, including species, nobility, and profession. Stratification according to how much land or wealth one possesses, which often falls along the lines of nobility. Most commoner residents in any given area are serfs who work the land belonging to their overlord.

Species

Dragons enjoy status at the top of the social pyramid, both for their relation to the crown and for their wealth. The Royal House of Goldfire and its cadet branches exchange the highest status according to who is currently seated on the throne, but Goldfire is typically viewed as the highest in the land.   Twelve animal shifter species can boast families who were ennobled in the immediate aftermath of the War of the Gift, and bear the title of High Noble. These twelve are the social elite, just below the dragons.
  • Wolves
  • Brown bears
  • Ravens
  • Moose
  • Golden eagles
  • Bison
  • Red-tailed hawks
  • Great horned owls
  • Mountain lions
  • Alligators
  • Rattlesnakes
  • Jaguars
Although not every wolf or jaguar shifter in the kingdom belongs to one of the twelve High Noble houses created during this time period, they are seen as superior to other species of shifters.   Animal shifter species who have had families elevated to the status of vassal houses sometimes experience a similar knock-on effect, but this is limited. Outside of the High Noble houses and their species, the social class division is drawn according to a species' perceived ability to contribute to the martial defense of the kingdom. For instance, although both animals are of similar stature, a weasel will be perceived as higher status than a hare because of the weasel's more aggressive nature. This status is not only divided on predator/prey lines, as many of the High Noble species are not predatory. Rather, divisions are complex and based on how other species perceive any given animal. Animal shifters who have a reputation as scavengers are sometimes perceived as low status, although exceptions can be made for specific animals like the condor and turkey vulture.  

Profession

While many of the commoners are simple farmers, herdsmen, miners or other laborers, there are a handful of professions that are open to those of lower birth and can elevate an animal shifter's social status.  

Clergy

While the religion of the kingdom is informal and animistic, there are laws protecting shrines and temples with especially harsh penalties for their violation, making the clergy a potentially attractive profession. While the monks, nuns, and dedicates dwelling in the large temples are often the younger children of nobility, shrine keepers and wandering clergy are positions open to the common folk, if they are able to accept the austere lifestyle. Apprentices are often given a trial of character or dedication before being accepted.  

Merchants and Traders

The spread-out geography of Aētheli requires goods and raw materials to travel long distances by land or waterway. The merchant caravans, boats, and ships of the realm connect its far-flung corners, and these traders can become quite wealthy if they are both competent and fair in their dealings. The risks of the mercantile profession are many, including weather and natural disasters, banditry, and piracy.  

Guild Artisans

A network of merchant guilds established across the kingdom regulate the quality and trade of various artisan goods. Aspiring apprentices can apply to a guild hall, and a candidate with enough talent may have their entrance fee waived. The guild network is large and competitive, often bringing suit against one another for perceived encroachment on a particular profession and requiring rulings on the matter from the crown.

Structure

The government of Aētheli is an absolute monarchy, ruled by the Royal House of Goldfire or one of its cadet branches, Sunheart and Daybreak. The law states that the throne can only be inherited by a true dragon, which excludes other dragons or animal shifters as candidates for the crown.  

Monarch

The current monarch is addressed as Your Highness and is the supreme ruler of the land. They act as the head of the legislative, judicial, and executive portions of the government. Their power is legally unlimited, but in practice is typically limited by the Advising Council. The title of monarch is passed down to the current monarch's chosen heir when they choose to retire.  

Monarch Decam

Monarchs Decam are titled King Decam or Queen Decam, a title given after a monarch retires. A Monarch Decam is addressed as Your Excellency, and is free to travel around the kingdom and be hosted wherever they choose, though they no longer have the power to issue royal decrees. At times they serve the current monarch in some capacity, either by holding a seat on the Advising Council or acting as a crown magistrate or overseeing a guild or portion of the treasury.  

Advising Council

A body of varying size with seats appointed or dismissed by the monarch, the Advising Council is composed of Dragon Nobles and animal shifter nobility from around the kingdom. The purpose of the council is to report to the monarch regarding matters around the kingdom, handle various administrative tasks, oversee particular trade regulations or martial orders, and other bureaucratic duties of the crown.  

High Nobility

Animal shifter or dragon nobility are both grouped under the heading of High Nobles, which are addressed as Your Grace. These High Nobles either control large swaths of territory and govern the land and peoples within it, or are responsible for essential functions of the crown. They adjudicate crimes against their own territorial laws and pass on any criminals accused of crimes against the crown to the crown's justice.  

Vassal Nobility

Animal shifter families who were ennobled after the War of the Gift, typically by regional High Nobles, are vassals of these overlords. These vassal houses oversee various economic and administrative concerns within a High Noble's territory. They have the right to pursue, capture, and try criminals who commit crimes on the vassal house's land, but must remit them to the custody of their overlords if they appeal a ruling.

History

In the forgotten centuries before the War of the Gift, the dragons were dominant over the Sandbasin Desert and the Tangled Jungle. Complex power dynamics prevailed, with local dragonlords claiming territories through strength or wealth. Skirmishes between dragonlords were common, leading to a reputation for fractiousness and belligerence among the other divine beast species. One such dragonlord, Lord Llyn Goldfire, is said to have provoked the clan of gryphons residing in the Coastwall Mountains to the west of his lands. The subsequent attack by the gryphons provided Llyn with an excuse for retaliation, and he recruited several neighboring dragonlords to his cause, pushing north out of the jungles into the mountains.   The objective of Llyn's provocation was to seize a gold mine just outside of his territory that was controlled by the gryphons. However, upon securing this mine, Llyn continued to rally his forces and push northward. The gryphons and horsefolk allied to fight against the dragons, and for a time, the war was not going well for the dragon shifters. Many of the Goldfire's allies saw their lines wiped out in the war, and it looked like the Goldfires and their allies would have to retreat into their original territory.   Faced with defeat, Lord Llyn of Goldfire hatched a dark plan. He summoned other dragon shifters and proposed granting intelligence and shapeshifting abilities to ordinary animals in their kingdom. By doing so, they could create loyal soldiers that would fight for them and overwhelm the gryphons and horsefolk. The other dragons agreed to this plan, unaware that they were being deceived.   Using forbidden blood magic, the dragon king drained the life force of those who had gathered and used it to enact his ritual, raising up the animals of the land into shapeshifters like the divine beasts. However, he underestimated the amount of power it would take to enact such a huge ritual and realized he was falling short.   Two options presented themselves to Lord Llyn: sacrifice his own life force to finish the ritual or take control of the kingdom and leave the animal shifters bound to the dragon crown. Opting for the latter, he murdered most of the heads of the other noble houses in the ritual, declared himself king over the dragons and animal shifters, and spread propaganda portraying the gryphons and horsefolk as invaders who were cruelly slaughtering the animals of the land.   With the animal shifters believing this propaganda, the dragons were able to force the gryphons and horsefolk off their lands. The gryphons were driven to the far north into the harsh arctic, while the horsefolk were driven south past the jungles into the mountain steppes. The finfolk were also driven out of the rivers and interior waterways into the open oceans.   This event became known as the War of the Gift and holds legendary status among the animal shifters of the kingdom. After conquering most of the continent, King Llyn granted several families of shifters who had been instrumental or loyal during the war the titles of Highlord or Highlady, breaking up their kingdom into feudal territories and charging the newly created High Noble houses with protecting the realm. Eventually, many vassal houses were ennobled either by the crown or by the High Nobles themselves, creating a hierarchical feudal structure in the kingdom.

Territories

The kingdom spans the central north-central and part of the central portion of the continent. It is bordered to the north by the Gryphon Wilds and to the south by the Horsefolk Wilds. It has two oceanic coastlines to the east and west.   The northern border is drawn at the edge of the arctic, with no specific landmarks to demacate it except for one section of the Coastwall Mountains along the northwest border. A longitudinal border was negotiated after the War of the Gift which stretches from this portion of the mountain range to the shores of Glacier Bay in the east.   The southern border is drawn at the southern edge of the coastal redwood forests as they transition into subtropical grasslands on the western side of the Coastwall Mountains. The border then follows the mountains south, past the source of the River Rushing, and then curves east to meet the eastern coast across the continent.   The Sea of Whales is the name given to the western ocean, and the Sea of Storms is the name given to the eastern ocean. The western ocean is named for the various species of whale that live in the colder waters, and the eastern ocean is named for the frequent tropical storms that batter the coast.   Portions of Aētheli used to be populated by gryphons, horsefolk, or finfolk. The fertile central plains were once home to vast herds of horsefolk, including both unicorns and pegasuses. The Coastwall Mountains were heavily populated by gryphons. The waterways and great lakes were home to various nations of finfolk. However, during the War of the Gift, the dragons and their animal shifter army drove the rest of these divine beasts out and claimed the whole of the territory.

Military

The Goldfire crown does not maintain a standing army. Instead, High Noble houses who hold border territory are more martially focused than most, maintaining companies of trained soldiers and knights that can gather and mobilize when needed.  

Knighthood

Knighthood is a sought-after profession throughout the kingdom, bringing status to those who achieve it. There are several orders of knighthood throughout the realm, and aspiring knights can choose to pursue several avenues.  

Dragonknights

The Dragonknights will only accept dragons into their ranks, either true dragons or one of the other subspecies of dragon. An aspiring dragonknight is therefore typically from one of the dragon noble families, and has been trained in combat by a private tutor from a young age. These are considered the elite knights of the kingdom, although their duties are primarily domestic.  

Knights of the Flame

The Knights of the Flame are the primary martial order of the kingdom. They bolster the border defenses of the High Noble houses, aid companies of soldiers in engaging bandits, study military strategy, and train for large mobilization in the case of invasion, always a looming threat to the kingdom. The order accepts shifters of any species. To become a squire, an individual will need to pay for their own weapons and armor, though a knight-master is expected to pay for a squire's first real sword as well as their shield, when they earn it.  

Order of the Claw

Where the Knights of the Flame are concerned with the border, the Order of the Claw is the domestic law enforcement body within the kingdom. Chapters of the order can be found in all thirteen major territories, and they additionally maintain wayhouses along major travel routes that are often used by merchant caravans as a safe place to stop on the road. Wayhouses are typically manned by two or three knights and a small company of common soldiers.  

Hedge Knights

While knighthood in any of the above orders must be confirmed by the order's head or ruling body, acts of exceptional bravery or chivalry can be rewarded with a simple knighthood. The crown and the heads of noble houses of all rank have the ability to confer knighthood in this manner, which typically also comes with a small land grant - three to four acres, enough to build a permanent residence and rise in social status. Hedge knights are popular figures in fictional epics and plays, with many common children dreaming of becoming proficient in the sword and doing a great enough deed to earn a knighthood.

Religion

There is no official state religion in the kingdom, as religious practices are extremely varied across the cultures of various animal shifters. There are some commonalities present in all practices, however, which create a sense of common identity and purpose among the population. The religion overall can be described as animistic, with a focus on natural harmony and spiritual balance. All things are believed to possess an animus, or spirit, including plants, rocks, simple beasts, rivers, lakes, and sometimes crafted objects.  

Beliefs and Practices

 

Deities

Spirits that embody massively powerful concepts, such as the sun, the moon, the sky, the elements, and the creator spirit itself are considered to be gods. The worship of these gods is expressed through the construction of temples, festivals of celebration, offerings, meditation, and prayer. Temples dedicated to each god are carefully designed and constructed with minimal impact on the surrounding natural environment, taking into account celestial orientation for alignment with the cosmic forces they represent. Offerings to the gods vary depending on the specific temple. At temples of the sun, gold-colored objects such as flowers, semiprecious stones, honey, and sometimes gold itself are commonly offered. Temples of the moon receive offerings of silver-colored objects, while shells might be a typical offering to temples of the sea. Hand-carved musical instruments or wind chimes adorn altars in temples dedicated to the four winds.   The festivals of celebration are grand and elaborate affairs, marked by music, dance, and feasting. During these festivals, devotees gather to pay homage to their chosen god and seek blessings for the year ahead. Offerings are made, prayers are recited, and ancient rituals are performed to honor the spirits.   Meditation and prayer are also important aspects of worship in the dragon kingdom. Devotees seek spiritual connection with the gods through meditation, finding solace and guidance in their presence. Prayer is a form of communication with the spirits, expressing gratitude, seeking wisdom, and asking for protection and blessings.  

Animus

The animistic practices of the kingdom are centered around the concept of animus, or spirit. Deeply intertwined with the idea of consciousness, animus is believed to be inherent in all objects, both living and non-living. However, while living creatures possess animus intrinsically, non-living objects may not acquire it until they are imbued with significance by a living being. The concept of animus extends beyond individual entities to encompass larger natural formations and elements. Oceans teeming with life, the vast expanse of the earth itself, and towering mountain ranges—all develop animus due to their profound importance to the creatures that inhabit and interact with them. Even artificial structures, such as buildings, can acquire animus if they are imbued with particular significance by their occupants. This animus reflects the collective consciousness and emotional attachment associated with these places.   The concept of animus extends beyond the boundaries of the physical world. Dreams, visions, and other altered states of consciousness are considered portals to the realm of spirits, where communication and interaction with the animus of ancestors can take place.  

Shrines

While temples are the center of worship for gods, common spirits are honored with shrines. Shrines come in various forms, ranging from simple altars sheltered by modest structures along roadsides to elaborate permanent buildings tended by dedicated shrine keepers and devotees. Prominent dwellings, such as the seats of noble houses, often feature shrines dedicated to the dwelling's spirit. These alcoves are located near the entryway, inviting visitors to leave offerings in homage to the spirit. Beyond dwellings, shrines occupy diverse locations throughout the kingdom. They grace the banks of waterways, nestle within the depths of forests, line the paths of well-traveled roads, and rest at the foot of majestic mountains. These sacred sites dot the landscape, providing places of reverence and devotion for travelers and locals alike.   When a shrine grows in size and significance, requiring the presence of a permanent keeper, it often seeks the patronage of a nearby major temple. A monk or nun from the temple is invited to take up residence at the shrine, assuming the role of custodian and guide. Under the mentorship of the shrine keeper, apprentices are welcomed and nurtured in the ways of the shrine's traditions and rituals. With time and dedication, these apprentices aspire to become full-fledged shrine keepers, carrying the mantle of preserving and perpetuating the sacred space.   In this manner, the kingdom's shrines serve as vital nodes in a network of spiritual and cultural heritage. While temples cater to the worship of gods, shrines attend to the veneration of common spirits, offering solace, guidance, and a sense of connection to the divine for the people who seek i  

Ancestor Spirits

Ancestor veneration is widespread, as the animus of conscious beings are thought to watch over and guide their descendants from the afterlife. As a form of reverence, shrines dedicated to ancestor spirits can be found in every household, regardless of social class or wealth. Even the most impoverished families make offerings of food or drink to their ancestors when seeking guidance or support.   The equinoxes, when day and night are of equal length, are marked by festivals honoring the ancestors. These festivals are characterized by diverse practices, but certain commonalities can be observed. One such practice is the donning of masks and costumes to resemble famous ancestors. Descendants wear these elaborate disguises during masquerades, paying homage to their lineage. Another custom is the placement of portraits or representations of ancestors outside the home, allowing passersby to pay their respects. Brightly colored decorations and ornamental adornments further add to the festive atmosphere of these celebrations.   Animal shifters such as songbirds participate in unique rituals to honor their ancestors. They create elaborate wreaths or hanging bundles made of feathers molted over the previous seasons. These beautiful and intricate creations are hung outside the home, serving as a visual guide for the spirits of the ancestors to find their way to the correct door. Scavenger species engage in a different kind of ritual. They disinter the remains of their ancestors, paying homage to the cycle of life and death. Predatory species organize hunts in honor of their ancestors, showcasing their prowess and strength. In contrast, prey species commemorate their ancestors by planting ornamental flowers or trees, symbolizing the beauty and fragility of life.   Shrines dedicated to ancestor spirits vary in appearance and design, reflecting the diversity of the families who maintain them. However, they all share certain common elements, including an altar and a collection of family tablets. These tablets represent the deceased members of the family and serve as a tangible connection to their spirits. Recently deceased family members may initially be represented by a portrait, a favorite object, or a small statue placed on the altar. The period of mourning is not fixed, and families may choose to keep these more personal depictions on the altar for as long as they deem necessary.   As time passes, ancestral tablets are created to honor the deceased. The material used for these tablets varies based on the wealth and status of the family. Noble families often use stone tablets with engraved names, while common families may opt for sun-baked clay or wood tablets with stamped names. Families with extensive histories may arrange their ancestral tablets in a visual representation of their family tree, allowing descendants to trace their lineage and connect with their roots.   The concept of honoring ancestors also includes the notion of shaming those who act against the interests of the family. Such actions are believed to bring disapproval from the family's ancestors, who may withdraw their blessings if the offending party is not excluded. Disowning a family member involves a solemn vow not to include their tablet in the ancestral shrine, effectively erasing their name from the family lineage. Offenders may seek forgiveness either in private or in public. This process often involves visiting a major temple, engaging in meditation, seeking guidance from the clergy, or undergoing cleansing rituals. While some individuals may earn their family's forgiveness, crimes against the crown or familial betrayal are often considered unforgivable. These individuals are said to be "in the judgment of the ancestors." Their living relatives and descendants will not remember them, but the ancestor spirits may, one day, choose to forgive them and accept them into their ranks.      

Clergy

Those who dedicate themselves to the gods and spirits are considered members of the clergy of varying levels. Although there is no central organization, major temples correspond with one another regarding omens, cosmological events, and other metaphysical signs.  

Temple Dedicates

  Permanent residents at temples to the gods are known as temple dedicates. Male dedicates are called monks and female dedicates are called nuns, but there is little separation in duties according to the sexes and living spaces are not separated by sex. The senior dedicate at each temple is known as the First Brother or First Sister, and all other monks or nuns residing at the temple are referred to as brother or sister. Dedicates take vows of celibacy, austerity, and (limited) non-violence when entering temple service. Their purpose is to maintain the temple, keep it clean, serve as spiritual guides to the populous, ensure that rituals and festivals for the gods they worship are conducted properly, and engage in meditation and prayer in hopes of achieving spiritual harmony. The state of harmony within oneself, with one's environment, and in one's relationships is considered to bring an individual closer to the creator spirit, an unknowable and unfathomable deity who watches over the entire cosmos.   The vow of celibacy signifies a profound commitment to a life free from worldly desires and attachments. Temple dedicates forego the traditional pursuits of marriage, procreation, and sexual intimacy, choosing instead to channel their energies into their spiritual practice and service to others. However, dedicates who come to the temple later in life are not required to renounce any children they may have already borne, as these bonds are considered sacred and enduring. Late-in-life dedicates are often widows or widowers with grown children, who bring their wisdom and experiences to the temple community. Finally, the vow of non-violence is tailored to the unique nature of each species. Temple dedicates recognize that violence is sometimes necessary for survival and maintaining balance in the natural world. Carnivorous dedicates, for example, are not required to abstain from consuming meat, as this would disrupt the harmonious balance within their own beings. Non-violence, in this context, is interpreted as refraining from violence against other intelligent beings and embracing pacifism in times of conflict.    

Shrine Keepers

  Smaller shrines dedicated to lesser spirits are meticulously maintained by shrine keepers who reside on the grounds. These keepers are frequently monks or nuns, dedicating their lives to spiritual service. However, some shrine keepers choose not to commit to the stringent vows required of full dedicates. These resident keepers are fondly referred to as "shrine children," a term that belies their potential maturity. Often originating from humble backgrounds, shrine children are frequently entrusted with the upkeep of smaller roadside shrines. Unlike full dedicates, shrine children are not obligated to adhere to the same extensive vows. Nevertheless, they do solemnly pledge to refrain from behaviors that may disrupt spiritual harmony. Gluttony, licentiousness, violence, and dishonesty are strictly forbidden, ensuring that shrine children maintain a lifestyle conducive to spiritual growth. While they may not be held to the same rigorous standards as full dedicates, shrine children are still regarded as individuals set apart from the rest of society. Their dedication and commitment to spiritual practices elevate them in the eyes of the community, recognizing their proximity to spiritual harmony.   These shrine children play a vital role in preserving and perpetuating ancient spiritual traditions. They serve as custodians of sacred spaces, ensuring that the shrines remain places of reverence and contemplation. Through their tireless efforts, they facilitate meaningful connections between the divine and the mortal realm, offering solace, guidance, and spiritual sustenance to all who seek it.  

Shamans

Shamans are wandering practitioners of hedge magic that serve as spiritual guides and assistants to the kingdom. They are skilled in ritual cleansing, a sacred act that purifies and protects individuals, spaces, and objects from negative energies. Shamans possess the ability to perform divination, using various methods such as casting bones and runes, or consulting the signs in the stars to reveal hidden knowledge and insights into the past, present, and future.   Communing with spirits is another profound aspect of a shaman's practice. They serve as intermediaries between the worlds of the living and the dead, invoking the spirits of ancestors or other animus to seek guidance, wisdom, and healing. Shamans often travel the kingdom, guided by an intuitive sense of where their services are needed. They may be found in remote villages, bustling cities, or even deep within the heart of the wilderness, seeking out communities or individuals in distress.   While some shamans request payment for their services, their actions are not motivated solely by material gain. They recognize that their gifts are meant to be shared and that their work is a sacred calling. If a shaman is approached while passing through and asked for a blessing, to cast a fortune, or to attempt to commune with spirits, they may negotiate a fee. However, if they feel a deep connection to a specific place or person, they may refuse payment, believing that they have been drawn there for a higher purpose.   One of the distinguishing features of a shaman is the staff they carry. These staffs are often adorned with bells or other noisemaking charms that are believed to clear the air around them of negative energies and ward off malevolent spirits. The rhythmic sound of the bells creates a sacred space, enhancing the shaman's ability to connect with the spiritual realm.   Shamans are revered for their wisdom, compassion, and ability to bridge the gap between the physical and spiritual worlds. They are keepers of ancient traditions, healers of mind, body, and soul, and guides on the journey of self-discovery and transformation.

Foreign Relations

Aētheli is extremely isolationist. They maintain a hostile border with the gryphons to the north and the horsefolk to the south, and patrol all waterways for the presence of finfolk. The royal house of Goldfire is paranoid that any presence from the other divine shifter species could undermine the propaganda they spread among the population about the War of the Gift. They also believe that they will one day face another attack by one or more of these other species to drive them out of the lands they've conquered, although they took care to separate them from one another geographically when establishing the kingdom.   The only peoples of the kingdom to have contact with divine beasts beyond their borders are the oceanic shifters such as seals, sea lions, and sea otters, as well as some oceanic bird shifters like seagulls, albatross, and cormorants. They have had limited contact with the finfolk and very little trade or cultural exchange.

Laws

The Book of Gold

  The main body of the kingdom's laws are summed up in the Book of Gold, which was composed by King Llyn and his advisors in the aftermath of the War of the Gift. The Book of Gold specifies the overarching laws of the kingdom with regard to tax, crime, personal injury, property law, and trade regulation. The original twelve High Noble houses and the original four Dragon Noble houses are written in the Book of Gold, as well as their territory divisions. The addendum to the Book of Gold is known as the Book of Silver, considered a living document. Houses that were ennobled after the writing of the Book of Gold are recorded here, as well as new laws that broadly apply across the kingdom. Laws are composed by the monarch and their council.  

Crown's Justice

  Certain crimes must be brought before the crown. This can mean either appearing before a representative of the monarch in the capital or appearing before an appointed crown magistrate in one of the other territories. Crimes against the crown's justice include murder, use of sacrificial magic, counterfeiting, sale of fraudulent goods, sexual violence, banditry, piracy, and tax crimes (tax fraud, theft of tax, attack on a tax transport).  

Dragonknights

  Knights from the Dragon Noble houses in the Dragonlands are the primary enforcers of the crown's justice. They pursue criminals and investigate crimes that rise to this level, and are also responsible for guarding the capital's prisons and the palace dungeons. They are executioners in the case of capital crimes, and are the parties responsible for presenting evidence before crown magistrates or the crown itself.  

Territorial Law

  Local laws are written and enacted in the form of decree by the overlords of a particular territory. These laws tend to govern more regional concerns such as agricultural regulation, maintenance of trade roads, regulation of hunting or fishing, and inheritance practices.   Lesser crimes are adjudicated by the overlord of the territory where the crime was committed. These crimes can include assault, petty theft, trespassing, land disputes, inheritance disputes, poaching, violation of agricultural regulations, property damage. Crimes against the crown's justice are also sometimes brought before a local overlord before being sent to a crown magistrate. The accused is brought before the overlord and their crimes stated. The accused is then given the opportunity to speak first in their own defense, then any witnesses or injured parties are brought forth to give their testimony. Any supporting evidence will then be presented, and a ruling will be made by the overlord. If the overlord is vassal nobility, the accused will have one chance to appeal their case to the High Noble house in the territory, but they will await their second trial in prison.  

Knights of the Claw

  The Knights of the Claw are an order of knights that operate across territories in the kingdom. They investigate crimes, pursue and apprehend criminals, present evidence in lower courts or remand criminals to the custody of the Dragonknights when applicable, and enforce the peace among the population. While each noble house has its own guard, the Knights of the Claw are answerable only to the Dragonknights, their superior order. They are sworn to apply the law evenly among both common and noble, but in practice Knights of the Claw are bribeable, either by money or by noble houses utilizing family connections to ensure the knight presenting evidence and finding testimony is of their own house.

Agriculture & Industry

The frequent rainfall across much of the continent and the fertile interior plains combine to make the kingdom primarily agrarian in nature, with the bounty of the land cultivated in various practices to yeild food for sustenance as well as ensure sustainability of the resources.  

Holistic Grazing Management

The most low-impact form of agriculture practiced within the kingdom is the management of grazing lands utilized by species of shifters that rely on grazing for food. Localized to territories with large populations of grazing animals, holistic grazing management is divided into three primary practices:  
  • Rotation: The noble families in charge of populations of grazers designate appropriate grazing areas during different times of year, preventing heavy overgrazing and ensuring that the population does not overharvest the resource. These rotations are enforced by laws enacted by the nobility and violators are fined heftily.
  • Selective Seeding: After rotation out of a particular grazing area, the land is re-seeded with plants that are adapted to the environmental conditions and grazing pressures. A combination of grasses meant to maintain the soil, hardy grasses that can withstand the impact of hooves, and wildflowers to promote pollination are often seeded, and the area is left ungrazed to grow.
  • Controlled Burns: Thick areas of undergrowth or brush are often cleared with controlled burns to open up space for more optimal grazing. The areas to be cleared are carefully selected to have minimal impact on the environment. In mountainous or rocky regions, such as the lands of the mountain goats or bighorn sheep, calculated rockslides may be triggered to open up plantable soil.

Horticulture

Gardening for food and ornamentation is an important practice in the kingdom. As the majority of the herbivore population can easily forage the land for sustinence, large-scale plantation agriculture is not necessary to feed the population. Instead, smaller-scale intensive horticulture is the primary agrarian practice. Edible crops are bred for both appearance and taste, and foods such as tomatoes, peppers, pumpkins, and avocados are considered luxury foods of the wealthy.  
  • Mercantile Agriculture: Luxury crops cultivated for sale to noble tables are a staple of the southwestern portion of the interior plains, where the majority of the kingdom's large-scale farming takes place. With the assistance of burrowing species such as prairie dogs and badgers, extremely efficient tilling, row management, and irrigation can be achieved.
  • Personal Horticulture: A garden can be found adjacent to the home of the majority of families in the kingdom, which is typically a combination of ornamental and practical. It is common to arrange the garden around one central fruit-bearing tree, such as an apple, cherry, plum, or persimmon tree. Edible flowers may be included in the garden alongside ornamental plantings. Families of carnivore species may maintain a solely ornamental garden or, in some harsher northern climates, no garden at all.
  • Orchards: Maintained orchards of fruit or nut-bearing trees are commonly found throughout climates that allow their growth. With an eye toward sustainable practices, the cultivated trees of these orchards are carefully separated to maintain separation of varieties, but in between natural grasses, shrubs, and other species of trees are allowed to flourish, which maintains the integrity of the soil and the biodiversity of the orchard environment.
 

Aquaculture

The presence of several major waterways in the kingdom, two vast coastlines, and three massive freshwater Great Lakes enable diversified practices of aquaculture throughout the kingdom. Various species of fish as well as aquatic plants are cultivated for consumption. The most prominent and wealthy fisheries of the kingdom are owned by the nobility, particularly the herons of House Spearbeak and the swans of House Steadywing.  
  • Fish Farming: The raising and harvesting of edible fish takes place in several notable locations in the kingdom. Catfish Isle, located in the Green River, houses the largest site of farm-raised catfish. The Great Stone Lake in the northeast corner of the kingdom is the site of trout and yellow perch farms. In the coastal waters of the Serpent's Bay, offshore sea pens raise populations of mahi-mahi, red snapper, and flounder are raised.
  • Fish Hatcheries: To ensure a sustainable population of fish in each of the large freshwater lakes, cultivated hatcheries that safeguard keystone species of fish from overfishing are maintained by the nobility in those lands. The Great Stone Lake hatcheries are primarily bass, the Great Glass Lake hatcheries are for salmon, and the Great Piney Lake houses walleye hatcheries. Juvenile fish from these hatcheries are released into the lake to maintain the population.
  • Shellfish Farming: East coast aquaculture is dominated by molluscing, the practice of farming mollusc shellfish. Oysters and clams are the most commonly raised, although in colder waters along the northern coast mussels may be farmed.
  • Aquafarming: The raising of aquatic plants includes the farming of river reeds for construction and writing materials, the cultivation of kelp and seaweed in coastal regions, and pool farming of edible river and lake plants for aquatic herbivorous species such as waterfowl.
 

Beast Husbandry

Beasts, or non-intelligent animals that do not shapeshift, are populous throughout the kingdom, and wild beasts exist for every civilized shapeshifter counterpart. However, there are several species of beast that were domesticated before the Gift or do not have a shapeshifter counterpart, and these are the beasts it is considered acceptible to raise for meat, leather, wool, or fur. Livestock animals include chickens, doves, domestic breeds of sheep and rabbits, frogs, crickets, and cicadas are commonly raised for food.  
  • Free-range practices: While livestock are housed in pens, coops, hutches, or other enclosed residences at night, they are turned loose during the day to graze or forage for their own food. This promotes the health of the livestock and prevents the rapid spread of most livestock diseases.
  • Insect farming: Crickets, cicadas and grasshoppers are all cultivated as a food source throughout the kingdom. Their abundance and the ease of keeping these insects makes it common practice for animal shifters to whom insects are a large part of their diet to have a small population of them adjacent to the home.
  • Selective breeding: Studding out prized stock is a common practice among the herdsman and ranchers of the kingdom, and live stud animals are often traded by caravan across the kingdom's networks. In this way, farmers ensure genetic diversity in their livestock and gain another form of income.

Trade & Transport

The mercantile network of the kingdom is supported both by its vast waterways and by roads maintained by the noble houses overseeing the various territories. The kingdom's major roads are maintained by the crown, but smaller roads are reliant on their noble overlords for their maintenance. The major trade roads maintained by the crown are:  
  • The Esterroad: Begins in the pine barrens of the east coast, passes over the Flame Mountains through Flametalon and Earthshake territory into the capital of Dragonhearth. Timber, shellfish, walleye, medicinal herbs, cranberries, ocean fish such as seabass, tautog, bluefish, mackerel, cod, and tuna travel from the coast inland along this road. From the capital outward the trade includes textiles, luxury goods, crops, freshwater fish (salmon, catfish, perch, walleye, bass, and trout), mutton, wool, and books.
  • The Lakeroad: Originating in the far northern reaches of the kingdom within Stormcall territory, the Lakeroad passes south between the Great Glass Lake and the Great Piney Lake, and then follows the course of the Green River to Serpent's Bay. Overland trade from the bay includes medicinal herbs, coal, silver, diamonds, lesser gemstones, seashells, and semi-precious stones. From the north travels timber, stone, honey, beeswax, mead, crops grown in the plains, mutton, books, artisan goods, and textiles.
  • The Sandroad: Starting in the Sundown Oasis in the midst of the Sandbasin Desert, the Sandroad travels northeast over Snowscream Pass through the Sentinel Peaks, then across the plains to the capital. These caravans transport exotic plants, sand, shellfish, salt, allspice, vanilla, hot peppers, and gold from the Tangled Jungle and Sanbasin Desert north to the rest of the kingdom.
  • The Stoneroad: Beginning on the northern shore of the Great Stone Lake in Longhowl territory, this road travels east before turning southeast to pass between the Great Stone Lake and the Great Glass Lake and terminate in Dragonhearth. Honey, artisan goods, mead, beeswax, huckleberries, salmon, perch, bass, and trout travel eastward along this road to the capital.
  • The Iceroad: Begins on the shores of Glacier Bay in Deepwinter territory and runs westward toward Longhowl territory. The longest singular road in the kingdom, it connects the northern territories. Timber, shellfish, medicinal herbs, cranberries, furs, tanned hides, and ocean fish travel west along this road, and in return goods such as honey, beeswax, mead, freshwater fish, and artisan goods travel east.
These roads are paved with cobblestone where the terrain permits, and are broad and well-maintained, with wagons able to easily pass over them. Noble houses do not have to maintain these roads, as masons and other laborers employed directly by the crown are responsible for the maintenance and repair of these main roads.   Lesser roads crossing the territories of the High Nobles are the responsibility of those houses to maintain. While the royal roads pass through the most forgiving terrain and take the easiest path between two points, many of the lesser roads are simple packed earth or worn trails. The ease of overland travel along these lesser routes is therefore highly dependant on weather conditions.   Trade via the river network or along the coast is therefore considered to be a more efficient way to transport goods in many regions. In the Tangled Jungle of Sunspear territory, goods are moved internally via the River Rushing and its vast network of tributaries. The thick jungle makes the maintenance of permanent roads extremely difficult, so settlements are often built along a waterway for logistical reasons. Goods flowing out of the mouth of the River Rushing are loaded onto seafaring vessels that sail north to one of the ports along Serpent's Bay or into the mouth of the Green River. From there, they can be transported north along the river to the Great Glass Lake, where goods can be offloaded at the docks of Dragonhearth. The Green River is also used to transport cargo downriver to the delta, across the bay, and into the River Rushing. Each of the Great Lakes additionally functions as a small inland sea, with barges traveling back and forth across the lake transporting goods to either side.
Type
Geopolitical, Country
Capital
Demonym
Aēthelin
Ruling Organization
Government System
Monarchy, Absolute
Power Structure
Feudal state
Economic System
Palace economy
Currency
  • Royal Coin
  • Trade Coin
  • Markstones
Legislative Body
  • Monarch
  • Advising Council
  • High Nobles
  • Vassal Nobility
Judicial Body
  • Monarch
  • Crown magistrates
  • High Nobles
  • Vassal Nobility
Executive Body
  • Dragonknights
  • Order of the Claw
Location
Related Ranks & Titles
Controlled Territories
Notable Members
Related Species

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