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Kingdom of Linorn

How to describe Linorn? It is the golden kingdom, the land of warriors and wine, masters of the Western coast of the Fireplains of Garadel. Their ritually scarred warriors are famous across the continent, and the kingdom is famous as much for its fierce discipline as its exaggerated pageantry. They claim to control the seasons by turning the very wheel of time and space, just as they claim to be able to slay ghosts - they certainly have a flair for dramatic boasts.   A century ago, they were seemingly unstoppable conquerors that seemed certain to conquer the Northwest of Garadel. A series of rebellions in the 1950s diminished that reputation- and Glorious Linorn has been slowly declining ever since. While still led by fierce warriors with great wealth, Linorn's administration has become horribly corrupt and increasingly inefficient. Many of the great Magnate families operate basically independent of the monarch, the priests seem to be increasingly running the actual central government on their own, infighting has brought politics to a screeching halt, and tax loopholes bleed the treasury dry. Their grand conquests of the last few centuries have reduced all surrounding powers to rubble, so they still remain unchallenged, but one can't help but wonder where exactly the Kingdom is headed.

Structure

Linorn is a theocratic feudal monarchy, ruled by a divinely ordained monarch that rules over a cast of aristocrats that manage the land. These aristocrats are divided into four formal classes:
  • Magnates: Magnate families are the great landowners and powerbrokers of Linorn, with special legally enshrined rights and obligations. There are thirteen formally titled Magnate families.
  • Lords: The middle-lords manage smaller plots of land, cities, and low-level administration. 
  • Half-lords: Half-lords are local lords, managing a town at most but sometimes just a village and its surrounding farmland. Half-lords are somewhere between landlords and knights. Sometimes, actual formal local landowners can have more money and influence than their half-lords.
  • Banners: Retinue knights and warriors, sometimes with small estates. To focus on war, not administration.

Culture

Food: Regimes of Sauce and Bread

There are two food worlds in Linorn: the poor world of bread, and the wealthy "regime of sauces". For the poor, bread is the great culinary unifier. Some places also eat fish, grapes, fruit, chicken, or cheese- but bread is always the centerpiece. The more peoples and cultures Linorn subsumes, the more kinds of bread enter the collection. Even in times of peace, Linoran markets are hungry for new varieties of bread: rolls, flatbreads, and loafs of every kind permeate Linoran marketplaces. A whole cosmology of fancy breads rise from the lower and middle classes: cheesebreads, breadbowl soups, cinnamon rolls, sandwiches. These breads are often baked with seeds or nuts to better appeal to Dryads and Humans alike- and dryads really seem to have embraced bread wholeheartedly.   The upper crust of society distances itself from the world of bread (unsuccessfully- the fancy breads still find their way up)- rather, the aristocrats make a huge deal out of the "regime of sauces". Sauces rule their food, they are the monarchs of food, born by the best for the best- mastery of sauces demonstrates a fundamental wisdom of taste. This goes beyond the typical "expensive food for rich people" - the regime of sauces is an institution. Sauces are said to have messages, embodying values in their flavors. They are made to be universal, transcending species in a way that something like meat does not. Whether on duck liver or spiced mushroom, the sauces command the sensations of all. It is said that while the meek and helpless wheat-dredgers of the fields made their bread, the nomadic heroes that conquered Linorn developed perfect tastes as they dined on all the world.   But how can saucelords and acolytes of bread ever meet? How can tension between these worlds be vented or negotiated? It's simple: wine, the universal beverage, the sauce of the soul. Sharing wine is holy and wondrous, the cultural glue that holds this kingdom together. So next time you enter a hall and are offered fine bread or some sauced venison, know what you say when you dine. And for the God's sake, do not refuse the wine!

Values and Styles

Linoran mainstream culture tends to value discipline, bravery, and bravado. Honor and pride are directly connected to reputation here- and reputation is a valuable currency. Reputation is something you often need to socially advance without being scrutinized, so being prickly about one's public honor is as much a matter of pragmatism and survival as ego. The aristocratic culture of Linorn is particularly prickly and boastful. Being strong is not enough- one's body must be both fashionable and a testament to pain tolerance. Scarification, tattoos, and body modification are extremely common among nobles for this reason. Certain body mods are also common among the common-folk: things like piercings and neck-elongation can be seen in common farming communities and Magnate Houses alike.   Relatedly, duels are not only legal in Linorn, but extremely formalized affairs that mix entertainment and justice. They are rarely fought to the death and tend to be more popular among the aristocracy. Ambitious nobles with a knack for dueling might pick fights just to gain status via dueling- though most stick to safer contests of strength such as wrestling, dog-fighting, or polo.

History

Ancient History

Linorn and its cities may be very recent inventions, but the area has a long history. Most notable is the ancient "Nitaran Empire" of legend, said to have built cities of gold and massive floating gardens. It is said that this empire was ruled by the immortal dryad-warrior Nitren, a demigod magician that taught many disciples and separated the seasons from one another to stop blizzards from ruining the summer crops. Nitren, it is said, ascended to godhood after that, and is the patron deity of Linorn. The current ruling dynasty even claims to be descended from him! According to legend, Nitren's empire collapsed after he ascended, as all things are perpetually destroyed to be reborn.    The actual civilization was not quite as magical. Rather, it was an urban civilization that flourished from around 200 ME to 700 ME. Nitren is an actual historical figure who at one point did unite these cities, though precious few writings exist detailing their reign. Ultimately, thanks to disease, fire, and plains invasions, the cities were slowly deserted and scavenged for building materials over the later centuries. In the 700s, plains invaders from the South that had mastered riding Dire Hound surged North into modern-day Linorn and destroyed the last vestiges of those ancient states.   The newcomers to Linorn were slow to intermingle with their conquered subjects- they despised the "soft" farming peoples they had conquered and intermarriage between the two ethnicities was taboo. This hostility was starting to thaw when, all around Linorn, new empires began to rise: the Mizramek Empire in the North, and the Arkana in the South. These nomadic empires wielded Fire Termite weapons, Dragon sorcerery, Pangolin-scale weapons, and Dire-Hound cavalry, and the divided tribes of Linorn were completely outmatched. The two empires that conquered Linorn also brought with them the religion of Zihari. The Arkana, the more magical but less organized of the two, conquered the South in 890 but collapsed fairly quickly. The Northern Mizramek Empire was less skilled in war but far more skilled in administration, and held all of Linorn from 910 to 980. Neither empire was interested in building cities or roads, and in 980 Linorn dissolved into semi-sedentary tribal microstates.   The Arkana and Mizramek were not without consequence: they forcibly integrated the nomads and farmers of Linorn and ended the ethnic caste system, they introduced new technologies and ideas, and one Arkana warlord was even able to discover a prosperous new trading partner: the idyllic isle of Loanua (which said sorceress promptly conquered). Linorn became nominally Zihari in religion, and more connected with international trade.   

Transitional History

From 1100 to 1600, militaristic Khans that sought to imitate the Mizramek rose and fell over Linorn. None were particularly impressive. The region's population grew as new crops and technologies arrived, but never really became a "proper" sedentary-urban state. There were attempted colonization efforts in the late 1200s by settlers from the far East, but all of these ended quickly in failure. The termite fires, nomad raids, and lack of easy trade goods to exploit made colonization efforts and even permanent trading-towns seemingly pointless.    In 1480, a Zihari missionary named Oshana planted the seeds for something more permanent. Seeking to teach the good word and collect trade goods, Oshana invested in a number of temple-towns along the coast. Through careful planning and patience, they slowly began to attract local merchants and specialists. Rather than exploit or endanger these new residents, Oshana personally moved herself and her family to Linorn and began acting as overseer- preventing exploitation and peacefully negotiating with local villages. These early settlements have taken on their own rosy legends: Oshana became more Utopian over time after it became clear that it wasn't particularly profitable, and sought to create perfect mini-societies of good virtue and deeds. Historians have connected this with the region's modern piety and have exaggerated their prosperity and influence. After her death in 1530, the utopian dream was abandoned but the towns remained.   In 1580, a Selkie explorer named Shanaku created trade agreements and outposts on the West coast of Garadel and published a travel guide in Samvara detailing the wonders there. It is said that Shanaku was amazed by the greetings he found waiting for him in Linorn, and he praised the region in his travel guide as "a truly magical land of hospitable people, whose bustling ports overflow with honey and wine". Traders began to seek Linorn out, and money flowed into the land. Money and weapons and magic items. The Khans fought tooth and nail over control of this trade, and from 1580 to 1680, Linorn was a patchwork of small warring clans. In the 1600s, the Linara clan (literally translating to "summer-town") rose above the others. By 1680, it had become a small kingdom known as Linorn. 

Modern History

So Linorn got conquering. From 1680 to 1727, it triumphed over its neighbors, but was under constant stress- a fledgling kingdom in a sea of newborn rivals. The Nonikar to the South, a seafaring people of similar cultural heritage, were expanding across the seas; the Falsetek had become wealthy merchant princes. Linorn's primary advantage was that it was consistently unified and stable. But one dryad rose to bring Linorn greater glory: Tsorwin Linara. Tsorwin was a former mercenary-adventurer turned general, and in 1727 she was officially granted a commandership in Linorn. Through strategy, diplomacy, and a few betrayals, Tsowrin brought the neighboring kingdoms in line: Falsetek in 1733, a wide variety of fire-plain nomad leagues from 1733 to 1740, and then the fragile united Norinar kingdom in 1741. Linorn had become a great power of the fire-plains.    After Tsowrin's death in 1743, Linorn spent a lot of time fighting internal conflicts and driving off nomadic raiders. But by 1800, it had stabilized and was ready to expand once again. It struck into the surrounding states, extracting tribute and taking vassal-lands. In 1815, it launched an invasion of Loanua- which had been conquered by the Norinar back in 1740- and made the area into an archduchy. From 1820 to 1950, Linorn ruled supreme.  
But much of this expansion of unsustainable. The troops were drawn out too thin, the administration failed to properly integrate the conquered lands into the kingdom, and the endless system of "loot one place to get the money to loot another" was failing as Linorn moved into less-prosperous territory to conquer. In 1950, the overburdened administration entered into a succession crisis. Immediately, the archduke of Loanua entered full rebellion- and as Linorn mustered the expensive armada necessary to drag them back in line, the other provinces began to rebel as well. Chaos reigned, nomads invaded, families fought. In the end, the new monarch chose to simply let most of the provinces go- many of them were not particularly profitable anyways- and focused on preserving the Linoran heartlands. This was hugely successful- Linorn bounced back!    From 1955 to 1965, Linorn tried less-violently regaining its old empire through diplomacy and tributary agreements- but it soon became clear that a direct territorial imperialism was not economically feasible. And so, Linorn accepted its role as defender of the West and turned inwards to develop its lands. They began dealing with selkies, directing in new investments and technology. Population boomed again. Unfortunately, the legal code and administrative system was not in any way updated. Guilds and merchants began chafing against the old laws. In order to do business, they had to work through half-noble intermediaries- which began to empower the local nobility and transfigure them into a business class. Social panic ensued, with reactionaries flooding the royal court with tales of social anarchy and class warfare. In the 1980s and 1990s, laws against merchants, artisans, and non-noble landholders were tightened. Aristocrats who focused on business and administration over military matters were punished and mocked. Half-nobles who operated "above their station" were stripped of their titles. It became clear that Linorn wanted money and trade as tools of power, but hated everything that came with them- especially social change.    Instead of "reinstilling morality" and returning Linorn to its martial past, the laws targeting merchants and "soft" nobles only drove those groups out of government control. They began hiding behind powerful Magnate families of major nobles, who became obscenely wealthy. The increasingly-powerful Magnates tightened the laws further, pushing all legitimate trade out of the Monarch's purview and into their black markets. The Selkies began trading with these families directly. Tariffs and taxes stopped being paid. The longer the problems have gone on, the more they've multiplied and intensified.

Demography and Population

3,500,000 humanoids live in Linorn: 40% human, 40% Dryad , 10% Prism, 7% Pearl Pangolin, 3% Other

Territories

Linorn has 450 miles of coastline and stretches around 150 miles inland. It is broken into four regions: Falset and Alzar in the North, and True Linorn and Nonikar in the South. All of these are a blend between forest, plains, and Mediterranean climate, with a smattering of lakes throughout. A series of small mountain ridges shield Linorn from the greater fire plains of Tolzel.

Military

Linorn's military is drawn from and organized by its military aristocracy and religious structure. Most iconic is its heavy cavalry: the winged lancers of Linorn are a force to be reckoned with. That said, its light cavalry and cavalry archers are also top-notch. And to clarify, this isn't just horse cavalry, but Dire Hound cavalry as well. Most feared - perhaps moreso than even the winged lancers- are the Ghosteaters. The Ghosteaters are dire hound cavalry that ride a specific breed of ghosthounds. Unlike most kinds of cavalry, they are very lighthly armored and carry few weapons. Rather, ghosteaters are masters of the Way of the Open Palm. Using their magical abilities to intercept arrows and missiles, their lack of heavy equipment enables their hounds to sprint at ridiculous speeds. The Ghosteaters use this to hunt down and disable enemy cavalry- the hounds smashing into the mount while the monk does their best to launch the rider off.   The Way of the Open Palm is fairly popular among cavalry and infantry alike- it is considered to be an extremely honorable and war-like discipline. And yes, infantry, archers, and artillery are present in Linorn as anywhere else- despite the fetishization of cavalry, the army is willing to do whatever it takes to win. Primitive gunpowder weapons and dragon sorcerers are also common sights in Linoran armies, as are incendiary rockets.    Unlike the other fire-plains kingdoms, Linorn is unusually Dryad-heavy in its warrior-caste. The dryads of Linorn have thoroughly intermingled with humans- the aristocratic dryads are just as skilled in the horse and lance, and often join in on sporting hunts for meat they cannot eat.

Religion

Linorn is a very Saraka state, with the priesthood playing an active political role and the Arsha (regional head of the Sarakan temple) acting as a major court figure. Sarakan temples often hold and work land (with associated peasants), and it is honorable and encouraged for extra noble children to join the priesthood.    Outside of the standard priesthood, the great mystery cults are held in great esteem and often receive great patronage from the monarchy as well as noble houses. The largest and most popular of these is that of Nitren the Season Turner: an ancient demigod monarch of a past world who is said to have invented both the seasons and the Way of the Open Palm. Nitrenite cultists are known for extreme body modification, mystical flagellation,  and rigorous Open-Palm training. For this reason, the Cult is often contacted by those wishing to learn the Open-Palm arts. But the cult isn't just practical: they are turned to when seasons are too harsh, during flooding or drought, to "remove the spiritual blockage" that has disrupted the flows of nature. They often do this using controlled burns and large community ceremonies of sacrifice (to destroy the anchors of the old world, enabling the new). Cultists also preside over public ceremonies and are often invoked as symbols of royal semi-divinity.    Other relevant cults include that of Emeno the Laughing Sun, whose merry revelers are often asked to bless the vineyards and the horse stocks, and that of the Holy Geometry, patron of thinkers, merchants, and teachers.    Some twelve years ago, the priesthood and Cults began to rise more and more in immediate prominence. The most recent monarch, Queen Avina II, was moved by her overwhelming piety and hatred of actually ruling to grant great political power to the Arsha and to invite elder priests to fill out her royal council. The current Arsha, Elrosa of Igristal, has done her best to fix the half-functional administration, but has been condemned by many as an outsider, interloper, and wicked powerhungry politician. Her opponents have increasingly pivoted from the formal priesthood to the Cults.

Foreign Relations

Linorn is a dominant regional power with little direct competition. Rather than threaten the surrounding states, it simply collects some small amount of tribute and acts as the regional protector against (basically nonexistent) outside threats. The nearest equivalent power, the Holy Kingdom of Nalastra, is an ally of Linorn. Really the only external threat to be found are the tribes of the fire-plains, which are not currently united into any significant coalitions.

Agriculture & Industry

The majority of Linorn is devoted to herding and agriculture. Wheat is the staple crop, along with millet and amaranth. Grapes, olives, citrus, and apples are common side-crops, with large quantities of wine, cider, olive oil, and woad produced in rural estates. Bell peppers, squash, artichokes, and yams are common household products, as are home-spun goods. Sheep, horses, cows, dire hounds, and goats are commonly herded across the plains. Near lakes and the coastline, sugar is sometimes grown. The coast is also home to large fisheries and salt distilleries.    Lumber is also a common product and export. Specially designated sustainable Eucalyptus woods are curated for lumbering, as well as the farming of koalas for fur. Fire Termite colonies are also farmed and refined, often by specialist priest-run workshops. Silk and glass are also produced, often near towns.

Trade & Transport

Traditionally, the heart of Linorn's artisanal community have been the Guilds. These guilds are artisan-run associations, powerhouses in themselves that often focus on regulating who can practice their trade and preventing excessive competition. While guilds are currently not in the political vogue and have been the target of many harsh regulatory laws in the last few decades, they remain the heart and soul of the urban ecosystem.    Increasingly, local guilds have had to turn to merchant collectives under Magnate families to escape restrictive laws. These guild-merchant-magnate alliances have become known as the Great Cartels. While these cartels are fairly restrictive, this new change has actually caused the fairly conservative member-guilds to begin innovating and intermingling. Some have even formed anonymous associations for group investment and business- kind of like accidental crypto-corporations.

Education

Education is overwhelmingly religious here, with temple-run schools and tutors being the primary form of educational opportunity for all social classes.

"We Turn the Wheel, We Break the Foe"

Founding Date
1680
Type
Geopolitical, Kingdom
Demonym
Linoran
Government System
Monarchy, Theocratic
Power Structure
Feudal state
Currency
Garadek Gold Moons, Silver Suns, Copper Stars
Major Exports
Olive oil, wine, citrus, fish, lumber, apples, cider, peppers, silk, glass, sugar, cloth, horses, fire termite oil
Major Imports
Iron/steel, gems, precious metals, tar, stone
Official State Religion
Location
Neighboring Nations
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