Terrinoth
The kingdom of Terrinoth has stood for more than thirteen centuries, surviving three Darknesses. It is a land of contradictions—beauty and horror, joy and tragedy, splendor and ruin. Since the time of King Daqan himself, Terrinoth has been largely ruled by a Council of Barons. In these times, only twelve barons attend the council, for the thirteenth barony was lost over a millennium ago in the treachery of Waiqar.
Despite this, the gathering of the twelve Daqan Lords is still often called the “Council of Thirteen,” whether out of respect for King Daqan or as a reminder of the cost of betrayal. Although the barons rule their baronies, they do not hold such control over the renowned Free Cities of Terrinoth. Whether a Free City lies within the borders of a barony or in unclaimed land, it holds no fealty to any baron. Yet, the Free Cities are a part of Terrinoth, and are subject to the rule of the Council of Thirteen. This has led to no shortage of friction throughout the centuries, and many barons have tried to curb the independence of the Free Cities, particularly those barons whose lands encircle one.
In many ways, the Free Cities are the true lifeblood of Terrinoth. Many of the baronies stagnate, held back by generations of tradition, ancient treaties, and rigid laws subject only to the whims of the current baron. The Free Cities, though, possess a greater agility, the ability to adapt to changes in trade, to absorb the best influences of travelers. The Free Cities are generally governed by councils, boards, or other such magisterial bodies. Regardless of how these leaders are appointed, the need for compromise leads to gradual, stable changes in the cities. Conversely, an individual baron has the authority to paralyze their lands in old customs, or to plunge them into poverty with an ill-conceived declaration.
This is not to say that the Daqan Lords are tyrants; on the contrary, most are fair and just rulers, their worst impulses tempered by their fellow councilors. While there have been exceptions throughout history—some quite notable—most barons have been, and continue to be, capable leaders. Some excel in matters of military strategy, while others are consummate orators, and often they have secured the welfare of their lands through machinations and intrigues. A rare few have even undertaken study of the magical arts, whether to capitalize on runebound shards that come into their possession or to hone their personal magical talents. Regardless of the approach, the barons act in the best interests of their baronies and of Terrinoth as a whole—how else could a kingdom survive more than a thousand years without its king?
Somewhat contradictorily, it is the same barons who prioritize their own lands who must also govern the entire kingdom through their annual gathering at the Citadel. Unsurprisingly, these councils involve a great deal of politicking and compromise, but ultimately serve to protect Terrinoth. Each baron further takes up this responsibility in their own lands, through rangers, militias, knights, and a variety of other guardians and warriors. The Citadel strives to coordinates these efforts, maintaining order and protecting against the monsters that roam the countryside during peacetime, and rallying armies fielded from the baronies in times of war.
Despite all this politicking—and despite the centuries of relative peace—Terrinoth is a largely wild place. No more than an arrow’s flight from the castle turrets and town palisades lie ancient ruins, lost catacombs, mysterious caves, and countless more such monuments of a glorious past, and mystical places unseen by Human eyes.
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