Kingdom of Dovenar
Dovenar is the largest and most prosperous kingdom in Andrig, and a de-facto vassal state of the Kingdom of Hain. It is a land of rich farms, conservative knights, and bountiful ruins. Every hill here has a story, if you dig for bones. Every farmer has at least one old statue or sword or painted pot they've unearthed tilling the soil. Warped skeletons of mutated dregs are so common that the children use them as toys. This feeds a romantic past-facing aesthetic, paired with the false image of a soft, cozy pastoralist. The social order is absolute here, extreme feudalism hostile to any deviance. Absolute adherence to Uvaran religion. A closed-off isolationist culture that idolizes the nameless farmer and rejects the flamboyant stranger. Things are somewhat different in the city of Keilbar, the capital and crown port, but a religious over-compensating traditionalist prevails there as well.
Dovenar is a frontier at parts; it has several counties that are actively battling the chaos wastes, that would welcome any adventurers or Questing Knights. It is also a place of Rose Knights (those knights who devote themselves to the chivalrous ideal) and a place of Elves (human-like starspawn who wield minor magic and once had lengthy lifespans).
Structure
Dovenar is entirely ruled by the Savadan family - a powerful noble house in the Kingdom of Hain. The Savadan clan chooses from its upper ranks who receives the title - though the previous monarch can make recommendations. Dovenar is also a Hainish vassal in all but the most formal terms.
Beneath the monarch are eight counts, all of whom are given great autonomy and legal freedom. The greatest of these counts is the Count of Genzlov (who is almost always a Geinmen - another major Hainish clan). Should any dispute arise between these mighty few, all of them meet in a moot to vote on the matter. In these moots, the monarch is given three votes instead of one to represent their superior standing; majority vote wins. In short, the monarch must always be sure to have three counts agree with them for their decisions to become law.
The current monarch is Queen Krozga Savadan, a human woman raised in central Hain. Queen Krozga is an exceptionally pious woman who surrounds herself with Uvaran priests and thinkers, and who spends much of her time in the capital city of Keilbar (the only city in Andrig) overseeing religious works and charity. As a governor, she has also kept her local subordinates happy and loyal, and has maintained her allies across the kingdom - she had primarily focused on political stability and diplomacy, with reasonable success. Unfortunately, her belief that good works will purify her kingdom has led her to neglect military support for the border counts. The result has been an escalation of the existing crisis in the Northwest, where monsters have begun to undermine the counties of Tolbstorn and Rivenshal.
Culture
Dovenaran culture might best be described as "Hain-lite"; Hainish culture dominates prescribed norms (especially among the elites), but the general culture has absorbed scattered elements from across Stildane. Only a small percentage of Dovenar's population is actually from Andrig prior to 1730, and even before that the region was known for taking immigrants and settlers from other lands. Villages can contain traditions from one or more other regions, and they relate to each other with a kind of generic cultural Uvara. Religion, and the common cultural norms of Hainish Uvara, are the essential binding element of Dovenaran identity. Wastelanders and Kobolds are both kept at a distance (sometimes a polite distance) as perpetual foreigners. A recognition of a common identity doesn't instantly translate to friendliness, of course; many Dovenaran villages hate certain other villages with a passion, typically related to old feuds or resource disputes.
If one were to make general declarations about inter-village Dovenaran culture, it would be that it is suspicious and distant. Those outside the kin or village group are to be given distance and privacy, and expect that in return. Personal space is given and brevity is valued until worship, food, or drink is had together. Positivity is generally expected, and people are socially expected to downplay or ignore negative events to strangers. The food here is a kind of cross-Stildanian mix. Pochouse, or fish stew, is an iconic local dish; as is "Sour roast", or horse meat marinated in vinegar (as well as wine and/or sugar sometimes).
History
Oldest Days (-100 to 400)
Highs and Lows of Empire (400 - 520)
Survival (520 - 1200)
More Damage (1120 - 1800)
Modern Politics
Demography and Population
Between 100,000 and 150,000 humanoids live in Dovenar; most are Starspawn.
Territories
Dovenar is about 70 miles long along the coastline, and moves 30 to 45 miles inland. It is split between three main landscapes: the Westshire, the Darkwood, and the Broken Hills.
The Westshire is basically the primary stretch of viable farmland in Dovenar - and perhaps the best farmland in all of Andrig. Most of the population lives and works here. The Broken Hills are a haunted landscape known for its many hidden outposts and sanctuaries; this is where the holdouts of Old Andrig survived during Kivish occupations. Control over the Broken Hills is loose at best. The Darkwood is essentially chaos frontier, not fully controlled by the state.
Across these three main regions, the country is divided into 9 counties:
- Anderyorn is a recreation of the ancient Andrigan imperial core province of the same name, though the northern quarter of it is now essentially contested wildlands; the Count of Arnholm has been demanding that part. Anderyorn is held by the ruling Savadan family. This is the wealthiest and most populated province.
- Gernzlov is the second largest and most important province, and it contains a large and fertile valley containing the fickle and hard-to-grow Pepperfruit and Elfcorn. It is mostly made of estates that desperately farm these odd plants. This province also contains the road to the Kingdom of Nidever. Ruled by the Geinmen family.
- Vlostrov is a hilly and inhospitable land mostly used by shepherds. The farming populace is hard to tax, as they are notoriously afraid of all authority and outsiders.
- Parstovar is a small farming province with good climate and some Pepperfruit farms - though a little hilly and rough at places. Rich in tin.
- Tolinchoff is a small farming province with good climate and some Pepperfruit farms. Wealthy and conservative. Rich in marble.
- Yohenstern used to be a city-state, but the city was razed and its people enslaved in the last scouring. Those few who remain in the rubble proudly try and retain their democratic traditions, and the nobles here must keep a loose touch.
- Tolbstorm is the most successful march into the chaos wastes - but it is under constant siege.
- Arnholm is a small, poor county that was once the last line of defense, and sees itself as entitled to great glory.
- Rivenshal is more a series of lines on maps than real occupied territory; it stumbles from crisis to crisis doing all it can to not get wiped off the map. It is so bad that a Revenant of a prior count occupies the original castle, and the new count is considering just building a new fort instead of dealing with that.
Military
Dovenar has no centralized military, but rather a series of count-level warbands that draw men from knightly landlord families and men-at-arms from local communities. Each count runs their warbands differently. There is great emphasis on elite armored cavalry and heavy infantry, supported by light troops. Typically, the elites are nobles, but they can include favored champions among the common troops that are given status and equipment by the count.
The merchants (Burghers) also pay extra taxes into a special royal fund for combined military action. The monarch can also call a levy of Rose Knights, an order of elite warriors dedicated to the glory of Hain and chivalrous love, in times of crisis. The Rose Knights operate a major chapterhouse in Keilbar, and a sworn to protect the city and kingdom in exchange for lodging and support.
Religion
Dovenar is a very Uvaran kingdom in the Hainish tradition. Priests here must be confirmed by Hainish priests (confirmed by the Autumn Court) to be considered legitimate; a seminary school in Keilbar trains clerical candidates for this purpose, and is the local center of regional religious authority.
Local religious symbols include the victorious Lady Zistrella, a mysterious knight who is said to have ridden on a ghostly mount from the Ruins to lead the Hainish charge against the Kivish. Her name means "of the North Star", for it is said that her shield carried a blazing star and that she could only charge North - never retreating. Some say she vanished in the chaos, others say she died during the final Hainish push to Rumakel, and still others say that she rides forever at Ustav's side.
Generally, though, religion tends to be extremely local in village life, while it can seem downright monotheistic in its devotion to Ustav on levels larger than the local. The current Queen has sought to change this - and has had some considerable success recently. After discovering a translation of an ancient text that places Varsha (Goddess of Survival and Mother of the Gods) as having been hidden in Andrig in her infancy, the Queen has been pushing Varsha as a symbol of Dovenar. While the Cult of Varsha is still in its infancy here, the new mythology has been spreading like wildfire through the countryside - and many are seeing signs of Varsha everywhere now.
Laws
Laws vary from county to county; all county-level laws are the sole discretion of the local count. There is a small number of crown laws, that apply across the whole kingdom. Each count has a handful of sheriffs, who handle formal law enforcement. Communities often play a very active role in policing; village militias are allowed to hold court for petty crimes, though the interior counties all demand that all murderers, witches, or other perpetrators of serious crimes be tried in official courts.
As for royal laws:
- All commoners are strictly divided between freemen and serfs; serfs cannot leave their county without permission, and are bound to work for their lord on the land.
- Only nobles may grow food of any kind for sale outside the country - all exported food must be sold to them first, then typically resold to a Burgher
- Uvarans can practice their religion without regulation. All Kivish outside the Promised Path are banned from staying in the country for more than one month
- Any commoner who slanders or wounds a noble is to be punished and humiliated; if the instance is seen as particularly foul and unprovoked, the commoner will be disfigured or branded in such a way to mark them as shameful
- The Divine Contact cannot be performed by any commoner without an Uvaran priest's permission
- Commoners who commit crimes can have their sentences reduced if they were deemed intoxicated by the court; in exchange, the commoner must work a set number of years as an indentured servant (typically for a lord).
Agriculture & Industry
Dovenar is an agricultural and extractive kingdom; the people farm, mine, and lumber more than they manufacture. While most communities produce what they can for themselves, luxury goods and superior tools must be imported from Keilbar - and often shipped in from Hain or Verzavek.
Agriculturally, most of what is produced are staple grains (wheats, corns, mutant grains). However, there are two local spices that are grow effectively only here: Elfcorn and Pepperfruit . Elfcorn is a magical plant that feeds heavily on insects and small animals, and grows a colorful shell of sugar crystals around its stalk to attract them. Pepperfruit trees are fragile and tender, and grow fruit that can be easily refined into powdered spices. Both plants are grown in large noble estates for export.
Aside from grains and spices, Dovenar mines a great deal of marble and tin from the hills. Trappers and hunters also hunt for exotic monsters and animals in the Northeastern borderlands.
Trade & Transport
Trade in Dovenar that goes beyond a village market is generally looked down upon; only Keilbar and Yohenstern have any kind of merchant presence beyond small shops and peddlers. Only Keilbar has Burghers - titled merchants given royal permission to conduct trade and command urban guilds. Guilds outside of the two towns tend to be small and fragile.
Lumber is kept from export in Dovenar, and is instead reserved for either shipbuilding, crafts, or masonry.
"Glory Never Dies"
Founding Date
1729
Type
Geopolitical, Kingdom
Capital
Demonym
Dovenaran
Government System
Monarchy, Constitutional
Power Structure
Feudal state
Economic System
Traditional
Gazetteer
- Keilbar, capital city
- Yohenstern, the rowdy Theia town
- The Haunted Ruins of Geinsteinn
- The Elfengrove, irradiated and fickle
Currency
Sunekan Golden Lions, Silver Foxes, Copper Stars
Major Exports
Tin, pepper-fruit, elfcorn, marble, fish
Major Imports
Copper, steel, textiles, mounts, tar
Official State Religion
Parent Organization
Location
Official Languages
Controlled Territories
Neighboring Nations
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