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Sea Barons

The Sea Barons, properly known as the Dominion of the Sea Barons, are an independent feudal monarchy ruling, at least in name, over five islands in the Asperdi-Duxchan chain in the Solnor Ocean.  

Overview

The sovereignty known commonly as the realm of the Sea Barons is located off the eastern coast of the Flanaess in the Solnor Ocean, separated from the Aerdi coastline by the Bay of Gates. These isles were among the last lands to be settled by the Aerdi, and were expressly established to provide the Great Kingdom with a naval power. The five major islands here include (from largest to smallest) Asperdi Isle, Oakenisle, Fairisle, Leastisle, and uninhabited (and possibly cursed) Serpent Isle. Each of the four main islands is ruled as a minor barony, the personal fief of an Aerdi lord who no longer pledges allegiance to the Malachite Throne. Asperdi Isle was once the headquarters of the Aerdi Admiralty during the height of the Great Kingdom, and it was the provincial capital of these lands. Today, the barons of Oakenisle and Fairisle are not subjects of Asperdi, but all three work closely together.   The four major isles of the Sea Barons are fertile and lush, even idyllic in the case of Fairisle. The climate is generally warm and mild most of the year, and while not tropical in nature, it can sometimes get very hot during the summer months. These islands are home to an abundance of resources, including fruits such as bananas, Galda fruit, and figs, which fetch high prices on the mainland. Additionally, the waters surrounding the islands are rich in seafood, and the shellfish collected just off the shore of the islands are highly prized delicacies. Oakenisle is home to a unique species of oak that is generally regarded as the best available for shipbuilding. Oakenheart, the capital of the isle, accordingly sports highly renowned shipyards, where most of the matchless vessels of the Sea Barons are constructed and repaired. Most of the activity and trade of these islands revolves around the sea, and much of the population owes its livelihood to it. Temples to the god Procan are very prominent on these islands, though smaller shrines to Xerbo are not uncommon as well.   In the opinion of many of the rulers along the Solnor Coast, the Sea Barons are little better than the pirates and freebooters who they once fended off for the Great Kingdom.  

History

Early in the history of Aerdy, when the Aerdi expanded west from their holdings in the Flanmi basin, little attention was paid to naval pursuits in the Solnor. Most of the islands off the eastern coast of the Flanaess were either inhabited by Flan natives in the north or Suel colonists in the south, and these peoples posed little threat to the expansion of the dominant Aerdi on the continent.   It was only centuries later, after the founding of the Great Kingdom, that the overkings sought to extend their dominion to the seas. The seasonal raids of Suel Northmen from the Thillonrian Peninsula were becoming more than a simple nuisance to the cities of the eastern Aerdi coast. In the south, past the Aerdi Sea, pirates of Suel extraction began harrying traffic between the Solnor and the Azure Sea with impunity. This could no longer be tolerated by the Malachite Throne, so the small Aerdy admiralty based in Rel Astra needed to be expanded.   For centuries, the isles enclosing the Bay of Gates across from the Gull Cliffs and the coastal cities of Roland and Ountsy were populated by primitive Flan tribesmen and some small number of Aerdi, notably dissidents from the mainland. However, early in the first century of the Great Kingdom, Overking Manshen decided to create baronies from the fertile isles; Oeridian colonists soon settled them while the court in Rauxes struggled with their administration. In 102 CY, House Garasteth laid claim to the isles, and open conflict threatened to break out between House Garasteth and House Atirr, from North Province. Overking Manshen’s wisdom was in full display when his solution to the problem was to conduct an open competition to settle the matter. He appointed four peers from the rival noble houses to the baronies of the four islands and instructed them to build fleets. The baron who was most successful at the naval exercises that ensued would be chosen to represent the entire realm as the lord high admiral of the Great Kingdom. Baron Asperdi of Atirr won the post handily, and the largest island was named for him and his descendants. The headquarters of the Aerdi Admiralty was thereafter moved to Asperdi Isle, and the islands came to be known as the Dominion of the Sea Barons.   With the naval power of the Sea Barons at the fore, the Aerdi captured the Lordship of the Isles in 168 CY by defeating the Suel of Duxchan. However, victories and glories for the Sea Barons over the next few centuries were few. Their typical lot was to battle the Suel Northmen on seasonal raids from the north. At the same time, their Duxchan rivals gained authority from the overking over the southern seas and the rich trade proceeding from Hepmonaland. However, as the purveyors of trade from distant parts of the kingdom to the large markets, primarily in Rel Astra and Pontylver, the Sea Barons still profited greatly.   In 448 CY, the Sea Barons suddenly gained sole authority over naval pursuits in the eastern Great Kingdom, following the affiliation of the Lordship of the Isles with the Iron League. Overnight, the prince of Sulward and the baron of Asperdi became nemeses instead of rivals, with the Aerdi Sea as their field of battle. More than a century and a half of conflict has ensued between the two powers, and while the names and faces have often changed, the contests are still hotly fought. The Sea Barons won the most recent encounter, the massive Battle of Medegia, fought in the Aerdi Sea in 572 CY.  

Geography

Political subdivisions

Baronies:
  • Barony of Asperdi Isle
  • Barony of Fairisle
  • Barony of Oakisle
 

Settlements

Cities

  • Asperdi
  • Oakenheart
  • Port Elder

Towns and Villages

  • The Docks (ruined)
  • Ironport
  • Vernport (ruined)
 

Notable locations

  • Cauldron of Night
  • Cliff of Myrmidons
  • Isle of Serpents
  • Leastisle
  • The Sinking Isle

Demography and Population

154,000 - Human 79% (So), Halfling 9%, Elf 5%, Dwarf 3%, Gnome 2%, Half-elf 1%, Half-orc 1%
Type
Geopolitical, Country
Capital
Leader Title
Government System
Monarchy, Absolute
Power Structure
Feudal state
Currency
[Modified Aerdy] orb (pp), gold baron (gp), noble (ep), penny (sp), common (cp)

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