Tiriande is a feudal monarchy of fertile rolling valleys, and wide open plains situated on the south banks of the
Bay Tureon. It is a place of rife with political intrigue where the nobility and merchant classes entertain and distract themselves from the problems of the world through elaborate political games and high society. Outside of Tiriande, it is believed that the lower classes find nobility and its political games contemptible. In truth however, most Tirians, even the peasantry; aspire to become its participants. It is a country which strongly revolves around the nobility, and becoming nobility.
History
After the fall of Elves had begun, clans of humans began to colonies the empty spaces now left by the elves. Among other clans and tribes, the Tureon and Arlesian peoples settled in the fertile lands to the north and south of the of the
Throndak Peaks, while the Cenault of
The Charnault Kingdom settled to the west, on the north side of the Donarks. These tribes would ultimately clash for supremacy, with the Tureon people claiming victory, establishing the King of Tirisfal as the lord of the region. For hundreds of years they fought against the rising Zentherian Dynasty, but were eventually subsumed into it. The Kingdom of Tiriande, as it is today, came into being upon the collapse of the Zentherian Dynasty. When the rebellion against the Zentherians began, the people in the region quickly rebelled, and numerous warlords and nobles independently sprang up to seize the opportunity. After the defeat of the Dynasty, these lords then turned on each other during the Reformation Wars. Eventually an alliance of what used to the Tueron and Arlesian peoples triumphed, and established the Kingdom of Tiriande. Tiriande is the second largest by land side, but possibly more populous that
The Ondari Dominion. It is considered to be direct regional power competitor with the Ondari Dominion.
Culture/Society
Culture in Tiriande is a complex weave of diplomacy, intrigue, and deception. Most things revolve around the courts of nobles at all levels. But it’s in the larger cities where it truly comes alive with complex clothing, social rituals, political intrigue and backstabbing. Tiriande is a nation where class, social rank, and politics frequently rule the day. As such, the concerns and lives of the various classes can differ greatly, and many extravagant traditions have evolved to reflect that importance in day to day life. During the time of Zentherian rule, many of these traditions were suppressed, and kept alive in the back rooms of Tirian nobles; as a small token of resistance. Since the fall, the people have wholeheartedly revived these traditions.
Fashion in Tiriande - Among the nobility a penchant for high fashion is common, these fashions are copied outside of the urban centers, but always at its most extreme within the capital of Larinthall or other major centers. Both men and women often wear cosmetics of various kinds, with subtle differences that indicate social standing. In public, they are also prone to wearing very elaborate or intricate masks. These masks, often half-masks specifically, are hereditary, costly and identify one's family almost as uniquely as the heraldry on a crest; a family might be associated with a lion crest, and matching lion masks will identify them in public. Family symbols are well known among the Tirian public, and anyone attempting to wear a mask that doesn't belong to their house runs the risk of a quick death if discovered. The materials used, craftsmanship, and elaborateness or intricateness of the masks communicate volumes about its owner and their family. Servants also wear masks in public that are simpler and not so elaborate as their masters' which indicate the noble household they serve.
Rings of the Tirian Court - Another custom used to reflect social rank is the use of rings of various materials when sending messages or arranging appointments. The ring is delivered by servant, sometimes along with a message, but in many cases the ring is enough to send the right message. For example, platinum rings are reserved for the royal family, a gold ring is sent to a person who outranks you, a silver ring to a person of equal or undetermined rank, and an iron ring to someone below you. In modern times the platinum, gold, silver, and iron rings are most common in the court, with rings of other materials used to denote specific, niche, messages. All the rings are plain, simple bands, etched with a family name. While they are considered to be "Court Rings," the tradition existed among the common folk a long time before it was adopted by the nobility.
As a result of the court intrigue, Aristocratic society is vicious and marked by fawning envy to the powerful. Rumors, spies, plots, and power plays are abound to no end. A peasant in the country may in fact live a safer life than many nobles in the city who consistently have to life with one eye over their shoulder. Nobles will often allow bards from other nobles to entertain their courts despite their likely double-role as spies, assassins and saboteurs for their employers. Nobles welcome such entertainers with full knowledge that any bard could be an agent for a rival; and revel in the thrill of outwitting an opponent's spy, is a notion the Tirian aristocracy can hardly resist. Most of society revolves in one way or another around the nobility. Becoming nobility, moving up in the nobility, or even staying nobility.
Of Elves and Slavery - Tiriande is one of the last human regions to abolish slavery of elves. While it is no longer formally supported by the government, it is no outright banned. Many noble households still have "Low Elf" slaves as retainers of the household, such as staff, butlers, tutors, stable tenders, etc. While they are not necessarily mistreated in these roles, it doesn't mean they have freedom. The plight is worse for elves who don't have a patron and survive among the peasant class. Many of these have either gathered into small communities or neighborhoods of their own; or were living in the western regions of the country which were more open to elves and other species.
The population of Tiriande is vastly human, quite a bit more so than their Ondari neighbors. Aside from
Human;
Dwarves,
Gnomes, and
Halflings are commonplace. Most other races such as
Dragonborn,
Half-Elves,
Half-Orcs, etc. can be found in the big cities, but many preferred the western approaches which are now
Morencia and the Chernault Kingdoms respectively.
Government and Politics
Power rests solely in the Royarch and Royess - Rulers of Tiriande. From them, power descends from the throne through Nobility of Tiriande. It is feudal state built on layer, after layer of nobility sworn to a high noble. It rests on the local lords at different levels to provision for their people things such as education, food, infrastructure, etc. And so there is an incredibly wide range of quality in the lives of the peasantry. Outside of the Royarch and his appointed Privy Council; the most important important governing body is the Council of Heralds, which is made up of the 12 Margraves who effectively rule the country on behalf of the Royarch. This body is an advisory council to the Royarch, and a forum where the grievances of the nobility are aired. Below each Margrave or Maress, will be a series of Viscounts, Dukes, Marquis, Barons, Knights, and finally the peasantry; each with sworn fealty to their lord and the crown.
Politics, and the life that surrounds politics within the Aristocracy is an all consuming game to played to win. They in fact even call it, "The Grand Game", or simply "The Game". It is an incredibly complicated dance and web of intrigue, seduction, ambition and scandal. The political and familial infighting that characterizes the Game is as common as donning masks in public: indeed, this habit is also an intrinsic part of the Game in its most obvious form. The goals of the game are personal prestige, reputation, and patronage, and its "rules" are as simple as "anything goes". Nobles often employ assassins or, more often, bards to accomplish these goals. Social engineering is also important in this aspect of Tirian culture, and masks, elaborate dress and social engagements are important tools to further the Game. The other result of The Game is a proliferation of secret societies and underground organizations. While on the outside, the life of the aristocracy is obviously one of wealth and comfort, it also wouldn't surprise many to learn that sometimes life is actually safer as a peasant, than as a noble in the larger cities.
Over the past several years, a darkness has been creeping into the land. While many in the nobility do their best to ignore it, those who know the land believe it comes from the
Blighted Lands, and is a harbinger of things to come. The Dukes of the eastern provinces are struggling to keep their lands under control and the roads safe from strange and dark monsters now seen often in the land. The entire populations of towns have mysteriously gone missing, or have been attacked by gnolls, werebeasts, or other aberrations not seen in these numbers generations.
Magic and Religion
Tirians and Magic have a a fraught history. Historically, the Tirians found themselves fighting for space with the Elves, who employed extensive magics; and for generations the Zentherians employed drastic and devastating magic capabilities to help suppress the numerous Tirian rebellions. Finally, due to reasons unknown, the winds of magic in the lands of Tirian are weaker than elsewhere, meaning that fewer people are born with magical abilities. The end result is a kingdom of people, many peasants without educations, who are very very superstitious and weary of magic in just about all its forms. But, one can't totally avoid magic, so instead it remains highly regulated by the crown. In the twilight years of the Zentherian Dynasty, the Zentherians built what were called "Clades" in troublesome areas of the kingdom. The Clades were cloisters, or prisons for magic users. The intent was sequester magic users away from the populace, thus taking away a power tool for rebellion. Children were identified at a young age, and forcefully removed. In the Clades they were either indoctrinated into the Dynasty and send elsewhere to fight their wars, imprisoned, had their ability to tap into the winds of magic ""silenced", and worse if the tales are to be believed. When the Dynasty fell, most places did away with the Clades, but after the Reformation Wars, they rebuilt and remolded the system to their needs; control of magic users across their lands. Today in Tiriande, only "sanctioned" wizards are allowed to practice magic, and they must come from the Clade. Those who practice outside of it, or avoid being taken by the Black Chariots as a child are hunted down if found.
Those from outside of Tiriande who are casters are not barred from entry to the state. But rather must visit a local magistrate upon arrival, pay a tax, and receive a stern warning; that while they're allowed entry, they are not sanctioned for the use of magic. Travelers, such are adventurers can expect to be observed or followed. Depending on the task, it is also possible for an outsider to be granted a writ to practice magic. Across Tiriande the Clades of opened up a series of "Clade Halls" in most major cities. These range from a single house, to a small campus in size, but act as a one stop shop for magic users in the area. In this way the state can also keep observation on them. The notable exception to these rules, are magic powers derived from Divine powers; These are instead governed by the Church.
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