The Lands

The Lands is my medieval fantasy world which was originally devised as the setting for a short story. It has since evolved into a setting for Dungeons & Dragons (D&D) role-play scenarios. Concepts are rated M for mature audiences. All content unique to The Lands is copyright © 2006-2011 D S Berk.

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Location: Melbourne, Australia

I have lived in Australia all my thirty-something years (except for short visits to New Zealand and Germany). I live for my interests and also for sharing those interests with friends. I talk too much and blogging is a kind of talking. Contact Info: d_s_berk [at] yahoo.com.au

8.5.06

Nations & City-States



What follows is an A-Z of nations and city-states. In many cases the rulers of these states are named herein. For info on most of those characters see Personages of Fame & Infamy.

BORDENIA
The Convergent Estates of Bordenia

Ruler: The Lord-Keeper or Lady-Keeper of Bordenia

Subjects: All humans of Erimanic kin residing within Bordenia

History: At the end of the Age of Tumult the two waring factions of the former Empire of Erimania was left shattered. The royal family by this time was utterly extinct. Of the many scattered estates that survived most entered into two groupings for self-defence. The grouping east of the Border Mountains became the Convergent Estates of Bordenia. As none of the nobility could agree on a new ruling family it was decided to establish an elective form of monarchy.

Government: There is a Council of Bordenia with 27 members. 18 of the members are the barons and baronesses who rule the 18 separate estates (the nobility rule these estates and baron or baroness is an hereditary role passed to the eldest child). The other nine members are the patriarchs and matriarchs of the nine churches in Bordenia (dedicated respectively to Olorin, Urala, Kandoth, Nitara, Bernali, Teloch, Elchemar, Linesa, and the Deliverer). The Council of Bordenia meets once every twelve months to advise the Lord or Lady Keeper on matters of national significance. The Council can also meet more frequently if the Keeper calls it or a majority of the Council petition for it. On the death of a Keeper the Council must select a new monarch from among the eighteen barons and baronesses. Eligibility conditions include membership of the warrior class (which one must be as a lord or lady) and having a spouse also of the nobility. It is important for the Keeper to have a spouse because he or she (the Keeper Consort) must act as ruler in the absence of the Keeper (including absence resulting from death till a new Keeper can be selected). The current Lord-Keeper is Adelard III. The emblem of Bordenia is an heraldic eagle and a sword.

Notes: Bordenia has a Compact of Defence with Rolania (which includes co-ownership of the citadel of Allmeet). It also has a Peace Pact with neighbouring Rovnara. Bordenia is a land of wide pastures, rugged hills, woodland, villages and keeps. Its most famed products are timber and stone carvings. Its capital of Borfur sits within a vale formed by a horseshoe-shaped hill and the hill is lined with fortifications.

DELMISAR
The Republic of the League City of Delmisar

Rulers: The Chancellor & Deputy Chancellor

Governing Body: The Forum of Delmisar

Citizens: All residents of Delmisar who take the Declaration of Loyalty at the age of 20 or more (permitted races are human, Half-Elf, Elf, Halfling, Dwarf and Half-Orc)

History: The second largest of the three Sea Cities was also the second to have removed the rule of gentry. Following the successful revolt in Nartellfar the monarchy removed its capital to Delmisar and became more oppressive than it had been. Guilds were banned due to the key role they had played in challenging aristocratic power. As such the resistance that formed in Delmisar was an amorphous and clandestine association of residents and once they succeeded in ending aristocratic rule they established a form of government in which the citizen (rather than the guild) was the fundamental unit of political power. The emblem of Delmisar is a navigational star over a stone gateway.

The Forum: The Forum comprises 40 representatives elected once every five years from as many wards (25 in the city and 15 in the surrounding farmland). Citizens can vote and contest election from the age of 20. Technically all decisions of government are made by majority vote of the Forum. However in practice much power has transferred over time to two institutions – one is the factions and the other is the offices of Chancellor and Deputy Chancellor. Originally factions shifted and changed from issue-to-issue but nowadays there are three entrenched factions whose decision-making processes exist both internal and external to the Forum. The three factions are the Lawfuls, the Temperates, and the Chaotics (named somewhat pejoratively for how much they feel government can enter into the lives and livelihoods of citizens). The numbers of these factions in the Forum determines who holds power. Present representation is as follows:

Chaotics - 11 Urban Reps - 6 Rural Reps - 17 Reps Total
Lawfuls - 9 Urban Reps - 5 Rural Reps - 14 Reps Total
Temperates - 5 Urban Reps - 4 Rural Reps - 9 Reps Total

The Forum also preserves and collects books for public perusal and the Forum Library is a renowned destination for locals and vistors alike.

The Chancellor & Deputy Chancellor: The other practice that has taken power away from the Forum is that of the Chancellor and Deputy Chancellor. Both office-holders have become ex-officio members of the Council of Eight which manages the League of Lasting Peace & Prosperity (its membership comprises the two Consuls of Nartellfar, the Chancellor and Deputy Chancellor of Delmisar, the Monarch and Prime Minister of Orvilia, and the Admiral and General of the combined Sea Cities Navy and Army). It is this development that paved the way for making these two roles more important than all other Representatives. Once they were recognised as the executive officers of Delmisar by an international document they then came to be recognised as such in domestic practice too. In sittings of the Forum the Chancellor and Deputy may be seen as only facilitating debate and counting votes but in practice they have power between them to select all the ministers of government and more say than most in factional decision-making. Long standing practice sees the Chancellor drawn from the largest faction and the Deputy Chancellor drawn from whichever other faction chooses to support the largest faction to have a Forum majority. The current Chancellor is Ivar Culter of the Chaotics and the Deputy Chancellor is Jovita Weller of the Temperates.

Urban Geography: The city sits on a small inlet on the bayside of the Nar Peninsula on smooth even former pastureland. Even at the time of the revolt the city had long since exceeded the confines of its ancient walls and following the formation of republican rule the old wall and its towers were dismantled to use the bricks in the construction of new civic structures and public housing. However the Old Gate was left standing. It was under the Old Gate that the monarch at the time of the revolt was executed with a mob looking on. As such the Old Gate is both a revered site for the republican citizens of Delmisar but also for the very small minority of residents who wish for the return of the monarchy. On every anniversary of the revolt there is celebration in the Civic Square but at the Old Gate close by there are clashes between royalist and republican hotbloods which the City Guard must quash.

FARPORT
The Free and Prospering City of Farport

Ruler: The Triumvirate

Citizens: All human residing in Farport (including its peninsula)

Notes: This city is populated by humans of Lahenic kin as well as the many others who temporarily stay in this prosperous trading centre. Its permanent residents number fewer than that of Nartellfar but its total population during the Festival of Sails makes it the most populous known. During this month of celebrations and trading more money changes hands than in any other part of the Lands. The emblem of Farport is a sailing ship.

Government: Farport was once part of the Empire of Nerina till it refused to pay its taxes and put the funds thus saved into developing a military to ensure its freedom. The city is now ruled by The Triumverate – a three member body consisting of the three richest men and women in Farport. All one has to do to be in the Triumvirate is to be declared by the Farport Treasury as one of the three richest residents who is also recognised as a resident by the Census Office. One then must accept the position and swear an oath of service to the City of Farport. The composition of the Triumvirate changes regularly as the Treasury assesses wealth annually. Triumvirate decisions must be unanimous in cases of military emergency and by majority for all other matters. The richest merchants are considered the best rulers as they have the assets and connections to draw on in ensuring the prosperity of Farport. This incentive to be rich has fostered a very overt culture of civic responsibility among merchants who expect one day to become a ruler of Farport.

Urban Geography: Farport occupies the end of a long peninsula which ends in a steep hill. This hilltop is the location of the Villa District. Towards the base of the hill are more modest residential neighbouhoods. Away from the hill are located the docks and warehouse districts and (of most fame) the Bazaar which covers several streets and dozens of laneways - some of which are covered with translucent canvass rooves.

FUGITIVES FORGE
The Monarchy-in-Exile of the Seven Hills

Ruler: The King or Queen in Exile of the Seven Hills

Subjects: All Holemgar (Hill Dwarves) who recognise the King or Queen in Exile

Notes: The Dwarven homeland of the Seven Hills was lost to an incursion of Hill Giants many Dwarvish generations ago. Since then all survivors of that invasion have lived in exile. Many flocked to the younger Dwarvish homeland of Mount Hammer while others live scattered among humans. All the Holemgar (Hill Dwarves) are supposed to owe allegiance to the King or Queen in Exile. The present monarch is King Tharbadin who is descended from the last ruling monarch and is cousin of the Monarch of Mount Hammer. The royal family try to marry with both members of the Karumgar (Mountain Dwarf) nobility and with dedicated and useful commoners among the Holemgar. His only territory is the isolated Fugitives Forge in the foothills of the Pillar Mountains – nominal capital of the Holemgar movement and nothing more than a fortress-village and associated (dwindling) copper mine. It sits on a tiny craggy island in the junction of two rivers overlooking a waterfall. It can only be accessed by two bridges and secret tunnels under the rivers.

PORT GRAZIA
The Grazia Confederacy

Ruler: The Overlord of Port Grazia

Subjects: All humans residing in the territory of the Confederacy

History: Originally Grazia was simply the name of a busy port city. Now however it has become the name of an entire nation-state forged by a military dictator. Last decade Baron Rufus The Perverted embarked on a military campaign to unite all the neighbouring Narmantic rural estates and indpendent townships. Rufus has the 'common touch' and this resulted in both a fanatically loyal military and the defection of many combatants from rival banners to his. Both the Sea Cities and Farport have been observing with growing concern the slow but sure expansion of the Grazian army and navy. However so far the new nation has only been expanding into non-human territory and is currently moving farmers into the Many Hills which has resulted in skirmishes with the Wood Elves of the Greatwood Forest who feel that the marginal borderland is best left fallow for Centaur to graze upon.

Government: The Overlord is all-but-absolute and is only limited by his own acute sense of what the Grazian public and military will accept at any given time. Rufus allows conquered barons and baronesses to nominally 'rule' over ancestral estates but every one of them is shadowed by a member of The Inspectorate (themselves a part of the military). In practice it is the local Inspector who rules an estate. Within the capital itself Rufus is served by a Committee of personally selected advisors who replicate many of the day-to-day functions and appearance of a municipal council but can be dismissed at a whim. Rufus is served by a secret police known rather fancifully as the Adamantine Order. The emblem of Grazia is a Gauntlet. For more information see Rufus The Perverted, Tempest, and Orazio Girdler.

Urban Geography: In many ways Port Grazia the capital is a rather boring city of grey stone structures (as distinct from the more colourful selections of stone utilised in other cities from Nartellfar to Farport). However it still has some impressive structures which include the Ironhand Fortress (home of the Inspectorate and the Adamantine Order) and the Circus of Gladiators.

HAVEN
The Realm of Haven

Ruler: The King or Queen of the Elves

Subjects All Eldenari (Ley Elves) living in the present and former territory of Haven

Notes: Haven is the original homeland of the Elves. It was once much larger than now but has undergone a voluntary ceding of territory to humans of Narman kin. Any Elf who lives in former Haven territory and whose ancestry traces back to the days during which that territory was Haven is also a subject of the ruler of Haven. The present ruler is Queen Larathina of the Feyeloni Family who is the eldest child of the last monarch. The Ley Elves are defined by complex examinations of family history. The nobility of Haven are divided into dozens of family groupings and they all rule over separate estates. Rule of a family is hereditary and passes to the eldest child. Every such family sends its second oldest to an advisory council in the royal household. These important persons tend to be mages and clerics. The royal capital is located on the island off the shore of the rest of Haven and is ruled directly by the monarch. The ruler of the Woodland Realm is a nominal vassal of the ruler of Haven but this is merely a formality.

HINHOME
The Homeland of the Halflings

Ruler: The Lord or Lady Mayor

Citizens: All Halflings residing in Hinhome and all humans whose family have lived there since before independence from Rolania

Notes: Hinhome is the nation of the Halflings - a land of gently rolling hills and dales dotted with tiny woods and villages set into hillsides. They were once subjects of Rolania but last century were granted independence on the condition that Hinhome be a vassal state of Rolania and come to its assistance in times of military emergency. The military commander of Hinhome for the purposes of this relationship is the Lord or Lady Mayor of Hinhome (as such they must be of warrior class if even nominally). The Lord or Lady Mayor is elected by all Halfing residents of Hinhome to a decade-long term. Non-resident Halflings will frequently become residents specifically for this event. Huge celebrations are held at the declaration of the vote (whomever wins). In addition to this there are 32 Reeves elected by the residents of the 32 shire districts into which Hinhome is sub-divided. They are elected every five years. The Shire Reeves represent the needs of their constituents and are also allocated offices of state by the Lord or Lady Mayor. The current Lady Mayor is Briana of Greengrass.

IVANA
The Duchy of Ivana

Ruler: The Duke or Duchess of the Free City of Ivana

Subjects: All humans of Planavic kin residing in Ivana

Notes: Ivana on the Lake of the Shadow Water was established by ‘fifteen founding families’ of nomadic Planavic kin who decided to convert to a sedentary life in this rich land. The area provided oportunity to become rich by growing wine and extracting timber and granite. It also provided trading relationships with both Elves of the Greatwood Forest and Dwarves of the Iron Mountains.

Government: Rather than argue over which family was most important it was decided to establish a contest to choose the ruler of the new city on the basis of combat prowess (to which has since been added tests of courtly manners). Eligibility to enter the Contest of Rule is that one must be an adult member of one of the ancestral clans by blood or marriage. The patrons and matrons (titles for the hereditary ruler of a clan) are very selective in who they will allow to enter a clan by marriage. The Contest of Rule is held once following the death of every Duke. The title Duke was conferred on the winner of the first ever Contest of Rule by the then Queen of Rovnara who was visiting the event and was most impressed by the winner. The title has been used ever since despite the fact that Ivana lacks any formal relationship with Rovnara whatsoever. The emblem of Ivana is a star formed by fifteen spears.

Recent Developments: The current Duke is the elderly Igor of the Chenopov Clan who is now ill. Many young clansman and clanswomen are preparing for the opportunity that will soon come and the patrons and matrons are grooming them in earnest. However during his tenure Igor has diluted the power of the clans by contracting a neutral mercenary army to provide for the overal defence of the city and its interests.

KELDA
The Free City of Kelda

Ruler: The Municipal Council

Citizens: All property owners living in Kelda

Notes: This city sitting in the Eastern Expanse on the Everflow River is populated by humans of mostly Planavic kin and is ruled by a Municipal Council comprising ten aldermen and alderwomen who are elected to decade-long terms from the body of all property-owning humans in Kelda. The Council is presided over by the Mayor – one of its members – and the role of Mayor is rotated to all Council members during its tenure. There is an eleventh member of the Council however – the commander of whichever team wins the prestigious Gruntball Championship – a game that the Keldans are obsessed with and which draws in fans from across the villages and farms of the Eastern Expanse. The Everflow in the vicinity of Kelda has altered its course over time. As such the township proper is flanked on one side by the river itself and on the other side by the swampy fallow pastures left by the old river course.

KINGSHOPE
The Free City of Kingshope

Ruler: The Council of Elders

Subjects: All humans of Erimanic kin residing within the free city of Kingshope

Notes: Most of the Eriman living in the Wandering Lands returned to the ancient ways of wandering barbarians during the Age of Tumult. The exception to this is the city of Kingshope that is a thriving community on the shores of the landlocked Erimer Sea. This community has rejected the rule of gentry in preference for whomever is deemed wise. As such a Council of Elders is formed comprising the twelve oldest residents assuming they can also meet the following criteria: Eriman kinship, a minimum of three generations residence in Kingshope, sanity, willingness to be an Elder, acceptance by the existing Elders. Once an Elder is chosen they hold the role till death. Legends tell that it is in Kingshope that the ancient line of Eriman royalty will one day be rediscovered - hence the name of the town.

MOUNT HAMMER
The Monarchy of Mount Hammer

Ruler: The King or Queen of Mount Hammer and the Iron Mountains

Subjects: All Karumgar (Mountain Dwarves) and all Holemgar (Hill Dwarves) residing in Mount Hammer and the Iron Mountains

Notes: This homeland of the Karumgar (Mountain Dwarves) was established by an expedition of Dwarves from the Seven Hills. It is now the only homeland of the Dwarves and is therefore inhabited by both Karumgar and Holemgar exiles (Hill Dwarves) from the Seven Hills. The ruler is the eldest child of the preceding monarch. The current ruler is King Baldarin Stonedelver. His family only marry with members of the Karumgar or Holemgar nobility. The nobility however regularly marry with commoners so class distinctions are somewhat hazy (in fact one popular saying among the Karumgar is that “we are all gentry in Mount Hammer!”). Indeed it seems that pretty much every Dwarvish family in the Iron Mountains has members that fall into the several classes of labourers, artisans, merchants, military, clergy, and nobility. This makes for a cohesive society in which the ‘horizontal integration’ of societal class is intersected at all levels by the ‘vertical integration’ of family relations.

NARTELLFAR
The Republic of the League City of Nartellfar

Rulers: The Consuls of Nartellfar

Governing Body: The Consuls in conjunction with the Guild Assembly

Citizens: All residents of Nartellfar who also hold membership of one or more of the recognised guilds of Nartellfar – guilds allow members from the races of human, Half-Elf, Elf, Halfling, Dwarf and Half-Orc

History: 'Nartellfar' was once the Elvish name for the entire land surrounding the Bay of Nar. It was then adopted by human refugees as the name of their original settlement in the area following the natural disaster that destroyed the Island Nation. The oldest and largest of the three Sea Cities is also the first to have removed the rule of gentry. At the time of its successful revolt three centuries ago the most powerful opposition to monarchic rule came from the guilds. As ‘anyone’ can practice a profession and therefore enter a guild it was decided that the guild was the most effective unit of citizen representation. The emblem of Nartellfar is a navigation star over two flying fish whose paths intersect.

The Assembly: The Assembly comprises 50 guild representatives. A guild will have anything from one to five representatives depending on its membership levels. If a guild only has one rep it will usually be the guild-master or guild-mistress. If it has more then they will be separately selected representatives. Every guild has its own methods of selecting office-holders including who to send to the Assembly. As such the composition of the Assembly is constantly changing but efforts have been made in recent times to impose some sort of uniformity on guild rules relating to the Assembly. The Assembly makes most important decisions in Nartellfar but its most significant role is in selecting the two Consuls. Current representation in the Assembly by guild is as follows:

- Tailors & Cobblers Guild: 5 reps
- Servants & Cooks Guild: 5 reps
- Farms & Vineyards Guild: 4 reps
- Smiths & Jewellers Guild: 4 reps
- Masons & Potters Guild: 4 reps
- Mariners & Dockers Guild: 3 reps
- Guards & Troopers Guild: 3 reps
- Grocers & Shopkeepers Guild: 3 reps
- Carpenters & Cabinetmakers Guild: 3 reps
- Taverners & Innkeepers Guild: 2 reps
- Barbers & Herbalists Guild: 2 reps
- Diggers & Pavers Guild: 2 reps
- Scribes & Scriveners Guild: 2 reps
- Merchants & Traders Guild: 2 reps
- Tinkers & Beggars Guild: 1 rep
- Actors & Musicians Guild: 1 rep
- Sages & Scholars Guild: 1 rep
- Guild of Churches: 1 rep
- Guild of Magic: 1 rep
- Sweepers Guild: 1 rep

Guilds play a pivotal role in the lives of members and many provide lifelong services to those members (everything from babysitting to exclusive guild-specific graveyards).

The Consuls: The Consuls are the rulers of Nartellfar in consultation with the Assembly. During times of emergency the two Consuls become absolute rulers. They are chosen to be as impressive and imposing as any monarch of old. The Assembly is always mindful of who will be popular among the citizenry. The two serve overlapping ten-year terms – five years into the term of one Consul the other Consul retires and a new one is elected. The Consuls have veto power over one another. Government ministers are chosen by the Consuls from the Assembly. Both Consuls are ex-officio members of the Council of Eight which manages the League of Lasting Peace & Prosperity (its membership comprises the two Consuls of Nartellfar, the Chancellor and Deputy Chancellor of Delmisar, the Monarch and Prime Minister of Orvilia, and the Admiral and General of the combined Sea Cities Navy and Army). The current Consuls are Magnus and Noleta.

Urban Geography: The land on which Nartellfar grew is naturally swampy and this former marshland extends from the coast of the Bay of Nar twenty or so miles inland to Landward Lake. The original settlements were several hilltop villages but as the population grew marshland between those villages was converted into city traversed by canals. To this day neighbourhoods located on the old hills are still known as ‘villages’ and tend to be inhabited by the more affluent citizens who wish to be spared the occasional floods that afflict the city. So, rather than having one rich district, as is common for other cities, Nartellfar has many small pockets of affluence scattered across the city limits. Nartellfar is also unusual in that it has two city squares rather than one. The Old Square is the original city square and is still utilised for craft and produce markets. The other square is the Plaza, which came into existence with the razing of the Royal Palace during the revolt that established Nartellfar as a republic (the Guild of Masons possessed spare keys to secret tunnels they had inserted generations previously into the palace design). At the four streets entering the Plaza are small worn plaques that read "This Plaza shall be as open to us as the Palace was closed". The Plaza is the location of all key civic structures (including the Assembly) and the site of all major public functions.

Demographics: Nartellfar is considered to be the city with the largest permanent population in the Lands. A census was recently conducted in Nartellfar (The Inagural Census of 1305CA) and produced the following findings...

Total Population: 100,196

Permanent Residents: 86,675
Temporary Residents: 13,521

Population within the urban districts: 73,625
Population in the farming province: 26,571

Number of City Guards (including non-combatant staff): 1057

Residents registered as members of one or more guilds: 57,783
Number of Chartered Guilds: 20

Number of Churches: 10

Number of Inns (offering both foodstuffs and accomodation): 49

Males: 49,873
Females: 50,323

Total Non-Humans: 20,039
- Elves: 10,351 *
- Dwarves: 5,335 *
- Halflings: 3,342 *
- Part-Orcs: 1,001 **

Total Livestock: 520,430

* The Census deems anyone of "majority Elvish descent" to be an Elf. As such a Half-Elf is considered human while a person of "nine parts in sixteen Elvish blood" is considered an Elf. As such the number of both pure-blood Elves and the number of humans with some Elvish blood is completely obscured by these figures. For Dwarves and Halfling the "majority descent" interpretation is applied as it is to Elves.

** A different rule applies to anyone with Orcish ancestry than for other races. If anyone is known to have any Orcish blood at all they are then listed as Part-Orc. This policy derives from public concerns that any degree of Orcish descent may produce hostile behaviour.


Note that the inclusion of this Census was inspired by the website Medieval Demographics.

NERINA
The Empire of Nerina

Ruler: The Emperor or Empress of Nerina

Subjects: All human residents of Nerina

Notes: The Empire of Nerina is the only ‘empire’ to survive from the Age of Glory in tact but it is in size and power like many other nations. Its territory is now confined to the fertile flood plain between the Lost Hills and the Hills of Plenty. Its capital is Nerina City which is ancient and grand. Its harbour is particularly impressive and includes a spectacular light house that magically stores and emits sunlight. Nerina is ruled by an Emperor or Empress who is the eldest child of the preceding ruler providing that child is of pure aristocratic blood. It is customary for the Emperor to follow the advise of popular philosophers. The aristocracy are all of Lahenic kinship and it is they who staff the bureaucracy and military of the nation. The present ruler is the Emperor Omero.

ORVILIA
The Monarchy of the League City of Orvilia

Ruler: The Grand Majesty of all the Narmans

Governing Body: The Monarch sitting in the Parliament of Orvilia

Subjects: All adult humans residing in Orvilia for a decade or more and all adult Half-Elves, Elves, Halflings, Dwarves and Half-Orcs who were born in Orvilia

History: The smallest of the three Sea Cities is the only one to have preserved the oldest institution of Narmantic rule – the Grand Majesty of the Narmans. The Monarchy persists in Orvilia because it shares power with its subjects who are citizens in all but name. Following the revolt in Delmisar the new Monarch (the eldest child of the one that was executed in Delmisar) removed the capital to the royal summer mansion in Orvilia and set about reforming the institutions of government. A Parliament was hastily drawn together from all walks of life and then (amazingly) the Monarch submitted to that body the decision to extinquish or reinstate the Monarchy in a new constitutional form and (as amazingly) the subjects accepted the Monarchy. However some years later a revolt occurred with the purpose of overthrowing the Monarch. Ironically this revolt was from the disgruntled elements of the nobility. The city was riven with fighting from street to street. The Monarch took his would-be usurpers by surprise by calling for assistance from Nartellfar and Delmisar. With republican help the revolt was quashed and its perpetrators exiled. Following this event the Covenant of Lasting Peace & Prosperity between the three Sea Cities was established. Also following this the exiles and supporters at home formed the clandestine Aristocratic Alliance (based till recently in Traviata) which for generations vexed Sea Cities governments. The emblem of Orvilia is a navigational star set in a crown.

The Monarch: The Grand Majesty is the eldest child of the preceding King or Queen. The current ruler is his Grand Majesty Montgomery III. The royal family can only marry with Narmantic nobility but the nobility of Orvilia includes knighted commoners of differing kin (even some humans of quarter Elven blood have been knighted).

The Parliament: The Parliament of Orvilia is a body comprising 30 Parliamentarians (15 from the city proper and 15 from the surrounding farmland). These Parliamentarians are elected by the subjects every five years. Any subject over 20 can vote for or be elected to Parliament. Following every election the Monarch selects from among the Parliamentarians one to be the Prime Minister of Orvilia (this role guarantees imminent knighthood). Together the Monarch and Prime Minister then select all ministers who can be drawn from both Parliament and the nobility of Orvilia. Parliament makes decisions that are then ratified by the Monarch. Both the Monarch and Prime Minister are ex-officio members of the Council of Eight which manages the League of Lasting Peace & Prosperity (its membership comprises the two Consuls of Nartellfar, the Chancellor and Deputy Chancellor of Delmisar, the Monarch and Prime Minister of Orvilia, and the Admiral and General of the combined Sea Cities Navy and Army).

Urban Geography: The smallest of the Sea Cities sits on the most inward shore of the Bay of Nar. It has never had a city wall but the Summer Mansion sits on a particularly steep hill (itself a part of the Archer Hills) and to this day the City Guard practice both defending and storming the Royal Hill. The Summer Mansion is regularly thrown open to visitors so the public can admire its impressive art gallery. Locals regard the city streets and houses of Orvilia as possessing of a charm lacking in the larger Sea Cities and are very house proud.

ROLANIA
The Convergent Estates of Rolania

Ruler: The Protector of Rolania

Subjects: All humans of Erimanic kin residing within Rolania
and all third-generation Halfling residents of the city of Roburg

History: At the end of the Age of Tumult the two waring factions of the former Empire of Erimania was left shattered. The royal family by this time was utterly extinct. Of the many scattered estates that survived most entered into two groupings for self-defence. The grouping west of the Mountains became the Convergent Estates of Rolania. As none of the nobility could agree on a new ruling family it was decided to establish an elective form of monarch.

Government: There is a Chamber of Knights and a Hall of Commoners in addition to the ruling Protector. The Chamber has 24 members - the ruling baron or baroness of each of the 24 provincial estates. The Hall has 48 ‘attendants’ – one commoner from each of the provincial estates (selected by the lord or lady of that estate) and another 24 commoners drawn from the capital Roburg (who are themselves elected to decade-long terms by any subject of Rolania present in the capital at the time of the vote). The Chamber selects from among its members the Protector of Rolania on the death of the old one. This selection must be assented to by the Hall. At all other times the Chamber and the Hall are advisors only to the Protector and meet once every three months. In dire circumstances the Protector can be removed by a unanimous decision of both the Chamber and the Hall. The current Protector is Edward Peltonson. The emblem of Rolania is an heraldic lion and a sword.

Notes: Rolania has a Compact of Defence with Bordenia (which includes co-ownership of the citadel of Allmeet). Furthermore the Halfling nation of Hinhome is a vassal state of Rolania (having once been part of its territory). Rolania is a land of wide pastures, gently rolling hills, sparse woodland, villages and manor houses. Its most famed products are cheeses, crystal and homewares. The capital of Roburg nestles round a long hill, the top of which sports the fortress of the Protector.

ROVNARA
The Monarchy of Rovnara

Ruler:The King or Queen of Rovnara

Subjects: All humans of Planavic kin residing in Rovara

Notes: Rovnara is a rugged land of rolling hills and sweeping plains. The ruling family of Rovnara is the Dunothev Clan who united the other clans. The ruler is the eldest child of the preceding monarch. However they must also be a Cavar (horse-warrior) if male or a Magøsha (sorceress) if female. Likewise the ruler must have a spouse who fits the same gendered class restrictions. The current ruler is King Waldemar IV. The ruler resides in a hilltop citadel that also serves as the national capital and is located as the intersection of all estates. The nation as a whole is divided into twelve rural estates each run by a separate clan. A member of the nobility may marry any other member of the nobility from other clans but they may also marry commoners if they belong to the same clan (this convention is known as ‘affinity by honour or affinity by kinship’). Rovnara is wary of a future incursion from its nomadic kin - the Kantharians - across the Sundering Steppes and so has a Peace Pact with Bordenia. The emblem of Rovnara is a running horse.

TRAVIATA
The Free Citizenry of Traviata

Ruler: Yet to be determined...

Citizens: Yet to be determined...

Notes: In recent times the inland Narmantic city of Traviata threw off its oppressive nobility (originally exiles from the republican Sea Cities) and is in the process of establishing new and radical forms of popular rule. It had been ruled by a particularly oppressive and corrupt barony similar to that of neighbouring Urbana. The population is in the process of debating and exploring a new form of government and in the interim many are spontaneously managing the city as best they can. Critics say the city is now a swarming cesspit of crime and vice while supporters say that Traviata will be a new home for freedom and prosperity for all. Only the course of events will tell...

URBANA
The Barony of Urbana

Ruler: The Baron or Baroness of Urbana

Subjects: All human residents whose parents were born in Urbana

Notes: The rulers of Urbana are an aristocratic family who are distantly related to the Monarch of Orvilia. They are of Narmantic kin as are all the petty nobility of the city of Urbana. Only members of the nobility may marry into the ruling family however commoners can be knighted thereby becoming nobility. The ruler is the eldest child of the preceding Baron or Baroness. The Barony are very selective in who they knight as they are wary of the mercantile class and wish to keep power in a very small group. They are currently hunting for agents from Traviata sent to incite revolt among the commoners. They have also given refuge to all members of the nobility exiled from Traviata.

THE WOODLAND REALM
The Woodland Realm of the Greatwood Forest

Ruler: The Lord or Lady of the Woodland Realm

Subjects: The Evenari (Wood Elves)

Notes: The Woodland Realm was established by migrants from Haven who objected to human migration into Elvish territory and the voluntary ceding of territory that followed. The present ruler is Lord Ralarun of the Silfenir Family who is a cousin to Larathina Fayeloni (see the Realm of Haven). The ruler must be of warrior class. Society in the Woodland Realm mirrors most of the conventions described for the Realm of Haven. The Wood Elves are any Elves who choose to live in the Woodland Realm and the longer a family has been in the Greatwood Forest the more fully Evenari it is considered to be. Ralarun rules from an underground fortress deep in the forest.