Showing posts with label k:Menea. Show all posts
Showing posts with label k:Menea. Show all posts

History of Man -- Book I: Westrun Part 5

By the middle of the 35th century the Meni refugees had diluted into separate people using intermarriage as a tool of peace and generational conquest. The two major subgroups were the Menes along the north coast and the Talir along the South. 

Some of the Menes merged with the men of the City of Wood and eventually gave their name to that place, Menea; while others reached still farther North of the Red River into Sudland and married in among the exiled northmen -- there becoming the Boldi. The other Sudlanders were still fiercely independent and lived as a dozen distinct, but settled clans.

While the Menes moved northward, the Talir largely remained in Watersedge, and following the example of the Tren, allowed large numbers of the Nandi to enter their midst both as general labor and as men-at-arms. Some of the Talir intermarried with the men of Treft where their High Vyrum tongue and mannerisms were prized. At Watersedge, because of the 100 learned Meni who had settled there as refugees, was built a place of learning intended to rival the colleges of old. If any evidence of their skill and knowledge was needed, Talir soon had it. By the end of the century, the men there had drained the marshes turning it into rich farmland, and raised a colossus of the previous age which had been toppled into the sea.

Inland, the Rathor still controlled a vast swath of territory in the middle of Westrun and used their power to regulate and tax trade. Over the course of the century the Nandi of that confederation slowly entered permanent settlements and consolidated into three large and wealthy kingdoms: Rath, Gere and Palo.

To their West were the minor kings of the Saks and the Tari -- both of who seemed closer to the elves of the Mistwood than of their fellow man. In the far Southwest the Bal were firmly ensconced in the ald they now called Balrest and demanded fealty from the tribes of Aras, Du and Ren. 

In and among these kingdoms, some Nandi still roamed with difficulty. Nadi, Sahna, Numin, Shina, Anis, and Duvi were known as itinerants and raiders, reluctant to give up their nomadic ways. Moving seasonally between hunting grounds, these people groups increasingly found their way inhibited by permanent settlements and found their lifestyle costly. Meanwhile the settled men of Westrun continually disputed with each other -- testing borders and resolve. Not infrequently, these disputations erupted into armed conflicts and even minor wars. 



Noble and Seeking Peers of Randolus



The chapel of this peerage is in Menea in the kingdom of the same name.

The Peers of Randolus, or Seekers, is a group of Paladins expressly formed to help commoners. They find people and things thought forgotten and are known for giving hope to those too poor to hire their own men at arms.

Randolus was a questing knight who responded to requests for help from those afflicted by rampaging dragons, marauding hordes and restless spirits. He never returned from his last quest for the fabled Holy Avenger. The Peers are founded in his memory and they number only eleven, keeping one seat open for his return and reserving the Captaincy of the Peerage for him. In his absence, the Steward Exemplar is the head of his brethren.

The symbol of the Peerage is of four gold lions on blue field.

A List of the Cities and Provinces of Westrun by Kingdom

There are two basic political subdivisions in Westrun. The first is the Province and the second is the City. Both of them pay tribute to their monarch.

The Provinces vary in size and composition, but all are ruled a lord who is vested in it and responsible for it to the King. The lord may be a minor noble as a baron, a middling noble as a count or a greater noble as a Duke. Sometimes a lord who holds a province on the border of another Realm is considered a Margrave. If the lord of a province is a King in his own right, he is considered a Prince of any other province over which his royal prerogative does not extend. The lord of a province is considered the highest authority there. They have the unlimited chartered power to lay and collect taxes from their residents, to license marriages and other enterprises, as well as to keep the peace on their lands. They also enjoy the right to a trial before their peers and cannot be divested from their land except for cause and then only by trial.

Freeborn men and those who have been liberated from the role of serfs or slaves often find themselves settling around the open-air markets that rise at crossroads and near common river fords. With the permission of a lord they may settle a town on his land which still falls under the jurisdiction of his Reeve and must draw up a contract to pay him taxes and/or rent.

Once a town is in place and has grown to the size of 1000 free men (usually 3-5000 people), they can petition their monarch to fortify the town with a wall. Upon entertaining the petition, the king holds a hearing at which the populace and their lord have the right to be heard. If the hearing finds for the populace, the town contract is replaced by a royal charter. The town then becomes a city, independent of the rule of the lord whose land it was. The city then pays a tribute to the King as any province might. The city also gains the right to enforce its own laws, tax its own citizens, and elect its own mayor. Anyone born in a city is considered a free man, regardless of his parent's social class or condition of servitude. City air makes men free!


The Kingdom of Balduren

  1. Belinia
  2. Caeria
  3. Clumbria
  4. Durania
  5. Davosia
  6. Dendria
  7. Evandia
  8. Fireria
  9. Fostoria
  10. Fuleria
  11. Galantia
  12. Gonomia
  13. Hampia
  14. Helotia
  15. Isandia
  16. Jolalisia
  17. Kevalia
  18. Lasonia
  19. Lincolia
  20. Maurinia
  21. Rineria
  22. Someria
  23. Twynia
  24. Wodrangia


The Kingdom of Bolden


  1. Banneria
  2. Bedforia
  3. Derburnia
  4. Digesia
  5. Dolsolvia
  6. Dorunia
  7. Dundrinia
  8. Elania
  9. Esvandia
  10. Eornomia
  11. Gerendia
  12. Heria
  13. Horacia
  14. Ipboria
  15. Jerebia
  16. Kasperia
  17. Loxioria
  18. Norfia
  19. Reathia
  20. Samsania
  21. Stafforia
  22. Tenuria
  23. Tonisia
  24. Trabbia
  25. Vostia
  26. Kolboria


The Kingdom of Collonia

  1. Asholia
  2. Apollia, a wilderness
  3. Berinia
  4. Breneria
  5. Delvenia
  6. Devonia
  7. Dwarvaria, a wilderness
  8. Evenfallia, a wilderness
  9. Greenaria
  10. Henovia
  11. Heretfia
  12. Inogolia
  13. Jarbedia
  14. Keneia
  15. Nessenia
  16. Nilracia
  17. Norhamia
  18. Ogroria
  19. Orosia
  20. Rigelia
  21. Rosearia, a wilderness
  22. Selenoria
  23. Solofia
  24. Suffolia


The Kingdom of Menea

  1. Brasandia
  2. Bucinia
  3. Carania
  4. Dorsia
  5. Dryvia
  6. Dwandyria
  7. Fandyria
  8. Felocia
  9. Gularia
  10. Homuria
  11. Ipynia
  12. Islinia
  13. Jasmia
  14. Lansinia
  15. Luxuria
  16. Norhumria
  17. Novyria
  18. Onatolia
  19. Pedoria
  20. Pedyria
  21. Sonoria
  22. Surria
  23. Ulfia
  24. Wunteria


The Kingdom of Rath

  1. Arania
  2. Astia
  3. Cambria
  4. Denmaria
  5. Detria
  6. Durhia
  7. Faria
  8. Fosteria
  9. Franceria
  10. Halduria
  11. Hunusia
  12. Ivonueria
  13. Judaria
  14. Kaasia
  15. Kalesia
  16. Lemurhia
  17. Mederania
  18. Modoria
  19. Noryoria
  20. Obornia
  21. Praxoteria
  22. Regneria
  23. Swendia
  24. Warwisia
  25. Wigilia


The Kingdom of Saklan

  1. Ampheria
  2. Berylia
  3. Cheshia
  4. Conalaria
  5. Dimonia
  6. Donalfia
  7. Dusadia
  8. Emaria
  9. Easaria
  10. Hycanthia
  11. Iperbia
  12. Jelonia
  13. Kenosia
  14. Korunaria
  15. Korlinia
  16. Nottinia
  17. Omersia
  18. Osselia
  19. Poltoria
  20. Rahalia
  21. Reseemia
  22. Sussia
  23. Suttia
  24. Wessia
  25. Wodlandia


The Kingdom of Talir

  1. Arnesonia
  2. Cossia
  3. Clevilia
  4. Drydenia
  5. Essia
  6. Filonia
  7. Furdakia
  8. Grandia
  9. Gygaxia
  10. Iania
  11. Jebulania
  12. Jovia
  13. Judsandia
  14. Lancia
  15. Ludderia
  16. Munaria
  17. Oduneria
  18. Oxforia
  19. Penaxia
  20. Roania
  21. Sharia
  22. Vadevia
  23. Vaneteria
  24. Wilitsia


The Kingdom of Treft

  1. Buloria
  2. Cornwia
  3. Eruria
  4. Fregelia
  5. Gloucia
  6. Jeffersia
  7. Jodonsia
  8. Kucelia
  9. Legolia
  10. Leixia
  11. Madisia
  12. Monroia
  13. Nosidamia
  14. Nubernia
  15. Ossesia
  16. Paboria
  17. Rovalia
  18. Shropsia
  19. Sulronia
  20. Tommonia
  21. Ularia
  22. Wanuria
  23. Webaria
  24. Wiveria
  25. Yhria

The History of Alacan II

This is the history of Alacan II.

Alacan II of Menea was sentenced to the High Throne in 5030ey succeeding Gelder V.

A man known to be braver than he was wise, he was a foolhardy king who attempted to fight off a massive invasion of the united Northruners under the Barbarian King Brosas. He was slain in single combat against a giant, depriving both the High Throne and the Throne of Menea of their occupant.

The victory of Brosas meant the sack of Bolden. The ensuing Great Fire which afflicted that city is said to have burned for ten months and a day.

Alacan sired six children, and four sons. He ruled for only four years of his first sentence before succumbing to the giant's axe. He was succeeded by Gregory.

Kingdom of Menea

Name: The Kingdom of Menea

Ruler: Wilder, King of Menea, Prince of the Free Provinces of Ancia and Pesaria, Master of the Cragfort.

Government: A limited primogenic monarchy -- autocratic rule by a leader with hereditary or adoptive ties to the previous monarch and who was designated a successor of that monarch.

Population:

Description: This kingdom is one of the five traditional Northern Kingdoms of Westrun. It is officially a vassal kingdom of the High King, but within its own borders, its monarch operates with near absolute authority and autonomy and maintains a layered feudal society.

Aside from the royalty, the kingdom is served by the power held by a class of nobles (barons, counts, and dukes) who create wealth and provide tribute to support the crown. Beneath the nobles are free Gentlemen, Ladies and Knights. Beneath them are the freeholders, tradesmen, tenant farmers and artisans who make up the yeomanry. Beneath them are serfs who are tied to the land of a given baron. Slavery is out of vogue by an edict of the church that carries a great deal of weight in polite society.

In addition to the political structures in place, some power in the kingdom is vested in a multitude of organized guilds, the church and the various colleges of mages within its borders.

Menea is widely known as the breadbasket of the Eight Kingdoms. It boasts a vast fertile plain which lays between the Silverlode mountains and the Narrow Sea, it is covered by fields of wheat, barley and oats. In addition to providing most of the bread and feed across the Eight Kingdoms, Menea is also home to a number of brewers which are shipped across the known world. It is known for its iron mines.

House of Colthyr


.
The Domain Seat of this House is located in the Province of Onatolia in the Kingdom of Menea in the Land of Westrun.

Its Primogenitor was Colthyr of the Hill People.

Its verse is, "No whisper of yearning."

Its vexil is three sheep and three swine in alternate corners, with yellow and gold fields in the others.

The House Patriarch is Baron Norbert of Onatolia.

The Heir Presumptive to the House is Nyberd.

Its liege lord is King Wallace.

It has no vassals.

The Oxmen have rated this House at 13 gold bars.

House of Gysborne


.
The Domain Seat of this House is located in the Province of Ipenia of the Kingdom of Menea in the Land of Westrun.

Its Primogenitor was Gys the Drover.

Its verse is, "With house and holding sure."

Its vexil is crossed hammers over sheaves of wheat.

The House Patriarch is Foronus, Baron of Ipenia

The Heir Presumptive to the House is Gudalfus

Its liege lord is King Wilder of Menea

It has no vassals.

The Oxmen have rated this House at 9 gold bars.

House of Gylls


.
The Domain Seat of this House is located in the Province of Homuria in the Kingdom of Menea in the Land of Westrun.

Its Primogenitor was Gyllis

Its verse is, "The harvest nigh."

Its vexil are the four stars of the ox yoke constellation.

The House Patriarch is Adalgrim, Baron of Homuria

The Heir Presumptive to the House is Adalepo.

Its liege lord is King Wilder Wallace.

It has no vassals.

The Oxmen have rated this House at 11 gold bars.

House of Jin Chan



The Domain Seat of this House is located in the Province of Sonoria in the Kingdom of Menea in the Land of Westrun.

Its Primogenitor is Sir Budokai the Leaper

Its verse is, "Judgement is always near."

Its vexil is the golden frog.

The House Patriarch is Sir Budokai, Baron of Sonoria.

The Heir Presumptive to the House is unknown.

Its liege lord is Wilder Wallace, King of Menea and New Farrun.

It has no vassals.

The Oxmen have rated this House at 2 gold bars.

House of Stevyns


.
The Domain Seat of this House is located in the Province of Gularia in the Kingdom of Menea in the Land of Westrun.

Its Primogenitor was Santos Stevyns, its current baron. This house was one of those elevated by Wallace the King, after the Zombie Affliction had run its course.

Its motto is "For the good of the Realm."

Its coat-of-arms is a sheaf of wheat bound in gold rope and flanked by dogs rampant.

The House Patriarch is Santos, Baron of Gularia.

The Heir Presumptive to the House is Sandor.

Its liege lords is Wallace of Menea.

It has no vassals.

The Oxmen have rated this House at 4 gold bars.

House of Wallace

.


The Domain Seat of this House is located in the Province of Carania in the Kingdom of Menea in the Land of Westrun.

Its Primogenitor was Wallace son of Waldur

Its motto is "Strength and Honor."

Its coat-of-arms is a checkerboard pattern.

The House Patriarch is Wilder, King of Menea, Prince of the Free Provinces of Ancia and Pesaria, Master of the Cragfort.

The Heir Presumptive to the House is Wilet

Its liege lord is Geldorf, High King of Westrun and the Free Provinces

Its vassals are Molyngs of Menea
Cosyng of Menea
Coulthyr of Menea
Grymbalde of Menea
Gylls of Menea
Heltyr of Menea
Stevyns of Menea


The Oxmen have rated this House at 40 gold bars.

House of Wolfhagen


The Domain Seat of this House is located in the Province of Ulfia in the Kingdom of Menea in the Land of Westrun.

Its Primogenitor was Frolo Ulfhagen

Its motto is "The Strength of the Wolf is the Pack, the Strength of the Pack is the Wolf."

Its coat-of-arms is the Wolf's Head and three moons.

The House Patriarch is Uliver, Duke of Ulfia and Korhia, Baron of the Free Province of Abria

The Heir Presumptive to the House is Olver.

Its leige lords are Wallace, King of Menea.
Geldorf, High King of the Free Provinces

Its vassals are Cosyng of Menea
Stevyns of Menea.

The Oxmen have rated this House at 23 gold bars.

City of Menea

Located in the Kingdom of Menea in the Land of Westrun, the City of Menea is the seat of the crown of that Kingdom.

Menea is known widely for its markets for bread crops of oats and wheat but also turnips, barley, clover and wild ivy which makes for feed for horses, pigs and sheep. It is also for its local ale production. As nearly every corner in Menea boasts a brew house which offers a distinctive ale. Some of the larger houses export their brews all over the Eight Kingdoms.

Menea's walls are modest, but seem all the higher for the flat land around the city, for it is built in the midst of a vast sea of farms and fields. The walls of the city were made of quarried gray stone. Most buildings inside the walls are built from red mud bricks and timbers with sod roofs of gold.

It is the home of King Wallace XXIII and of Murdoc the wizard.

The Guidance of Rodalon, Founder of the Rangers of Old

In the Summer of 3229ey I was imprisoned by the crown for the crimes of general indebtedness, counterfeiting gold, poaching deer and reiving cattle. It was sixteen months from the issue of his royal warrant until my capture. During that time I evaded all the king's men arrayed against me while ranging no further than forty miles on any side of his Keep at Menea.

After capture, my trial was swift. I was found guilty, along with my brother Jonsalon on all charges. By the crown's mercy I was to spend twenty-two years in captivity. But in 3231, while still languishing in the king's dungeon, word came to me that the city was besieged on all sides by the vile hordes of Vareg Greatjaw the so-called goblin. So, the King himself sent for me and issued a pronouncement.
"I do therefore hereby appoint you, the villain Rodalon, to be Captain of an independent company of scouts and raiders, and such other men as might be raised at your discretion. You are to be formed and employed in the distracting of the Horde from the walls of the city. You are to engage them by whatever means or stratagem you see fit to employ, so long as it shall see to their defeat."
Thereupon, I recruited my brother and such other men as I felt could be taught from among the imprisoned murderers and thieves. I felt these men had little to lose and, like me, might earn their freedom by great deeds. I took to me one of the king's huntsmen also, for it was he who finally managed my capture those years earlier and his skills were apparent. We numbered only one dozen at that time and called ourselves Striders for the king would not spare us his horses. 

Thankfully, our first skirmish added to our numbers greatly. After which it became my preferred method to recruit vengeful captives and untamed freeholders to my cause. I did so whenever such opportunity arose and whenever they could be persuaded to adopt my methods, and no other.

My methods were as if winnowing grain. From the recruits I winnowed the men who would not voluntarily cover forty miles in a day on foot -- even if they did not first know how long or how far they were to travel. Next I winnowed those who could not be taught to make and bend a bow; then use it to strike a mark with three arrows -- placed no farther apart than the diameter of a garland wreath. Then I winnowed those who could not learn the art of the sword sufficient to sever a tightly bound sheaf with either hand in a single blow; sufficient to parry a dozen coins cast in quick succession. Finally, I winnowed away every man that could not learn to track deer at dusk, and yet leave no trail himself even if he must cross a bog. Finally, I winnowed those few men who would not swear their allegiance to me; and also an eternal vengeance upon the goblin.

These ranging men of mine carried a blade, a bow, a blanket and water. When we could not hunt, we took food from those we slew. We traveled light and hungry. We vowed not to eat except that we had paid the price in blood spilled or plunder taken.

According to the King we were to harry those outside of the Keep at Menea and cling to the walls whenever possible, but once upon the plains we traveled as near or as far as we might find suitable targets. The King was not given to chase us, so we followed the seasons and learned the routes of the goblins. We stole what we could, burned what we couldn't, and killed as any as we were able. In pitched battle we did not engage. We struck quickly and brought chaos. We retreated when met with superior numbers. We struck mercilessly upon those that left themselves open and slaughtered those who fell behind.

We quickly made a name for ourselves that spread even among the Elder Races. In time we were accepted by the White Robes. They gave unto us the gift of understanding the natural world. We learned that we could be the force for good that should balance the threat of evil. So we left off our former lives as outlaws and embraced a new, more excellent Observance among us. 

With the Observance we were able to master the beasts, and draw strength from the wild places. The ground and the sky spoke to us, the leaf and the rock heeded our call. Of all these things we made allies, and from all these things we took power. Our savagery was not diminished, but was made sharper and more deadly.

In time, our band became a company. One company became two; two became four; four became eight; eight became sixteen. Over each new company were placed such men as whose skill demanded it; regardless of his former station or rank. So the sons of slaves were as likely to lead as the sons of chieftains; and former outlaws as often as the worthies. By our Observance we defeated the hordes. By our Observance we slew the ancient enemies of all people.

But now that is long past and we are fading. I myself am old and the light is dim in my eyes. I can no longer track by dusk nor stride too far. The kings and chiefs of men all fear us. We are told we must disband or face their justice, but our Fraternity must live on. For this reason, my guidance is firm: We should travel no more together lest we be seen as lions among the lambs.

Let us not noise our presence among the uninitiated. Let each Strider keep the company of but one other of our number. Let each take a learner to pass on his skills. And despite our great distance, let us forgather from time to time to reconstitute our chapters and take a census of who is still able to follow our Observance. Once our forgathering is over, let us fade back into the high grass so our numbers are unknown to friend and foe alike.

This then is the Seven-fold Observance:
  1. We will not work evil; neither in time of war, nor time of peace.
  2. We will not neglect the gift of the White Robes; nor forget to master its power.
  3. We will not permit friend nor foe to pass without raising our notice.
  4. We will not permit our foes to note our passage; nor to predict our ranging.
  5. We will not be heavy, nor loud; neither encumbered with spoils, nor girt with noisome armor.
  6. We will not be found wanting, even with only a minute's warning.
  7. We will not forget the binds of the brotherhood -- more valued than gold, more sought than titles, and more precious than any embrace.

Province of Ulfia

Type:

Land: Westrun

Kingdom: Menea

Regent: Uliver

House: Wolfhagen

Resources:

Description:

Province of Wunteria

Type:

Land: Westrun

Kingdom: Menea

Regent: Albertus

House: Molyngs

Resources:

Description: