- Aasterinia
- Abria
- Agoria
- Akia
- Ampheria
- Ancia
- Andongia
- Anuhia
- Apollia
- Aqilia
- Arania
- Aristia
- Arnesonia
- Arshamia
- Aruria
- Arusia
- Arustokia
- Asholia
- Asoria
- Astia
- Astiliboria
- Awajia
- Awia
- Bahamia
- Baloria
- Banneria
- Baramia
- Baria
- Basonia
- Bedforia
- Belia
- Belinia
- Belolia
- Benonia
- Berinia
- Beroia
- Berylia
- Bingia
- Bithia
- Bizia
- Bolzia
- Bosia
- Brasandia
- Breneria
- Brinzia
- Bucinia
- Bukgia
- Buloria
- Bungia
- Buzenia
- Caeria
- Caglia
- Caloria
- Cambria
- Campia
- Carania
- Carbelia
- Caribinia
- Casertia
- Catania
- Cheshia
- Chichibia
- Chikugia
- Chishimia
- Chronoprisia
- Chunchia
- Chungia
- Clevilia
- Clumbria
- Comaria
- Conalaria
- Cornwia
- Cossia
- Daegia
- Daria
- Davosia
- Delvenia
- Dendria
- Denmaria
- Derbinia
- Derburnia
- Detria
- Devonia
- Dewia
- Digesia
- Dimonia
- Dolsolvia
- Donalfia
- Dongia
- Dorsia
- Dorunia
- Drydenia
- Dryvia
- Dundrinia
- Durania
- Durhia
- Dusadia
- Dwandyria
- Dwarvaria
- Easaria
- Echigia
- Echizia
- Elania
- Emaria
- Emoria
- Eornomia
- Eruria
- Essia
- Esvandia
- Etchia
- Evandia
- Evenfallia
- Faluzoria
- Fandyria
- Faria
- Felocia
- Fermia
- Ferraria
- Filonia
- Fireria
- Florenia
- Fosteria
- Fostoria
- Franceria
- Fregelia
- Frilia
- Frosinia
- Fujia
- Fuleria
- Furdakia
- Fusia
- Galantia
- Gangia
- Gangnungia
- Gansia
- Garyxia
- Genetia
- Genia
- Gerendia
- Gloucia
- Golia
- Gongia
- Gonomia
- Grandia
- Greenaria
- Grossia
- Guania
- Guizhia
- Gularia
- Gygaxia
- Haejia
- Halduria
- Halia
- Hamhunia
- Hampia
- Hania
- Hanjia
- Hanseonia
- Harania
- Harimia
- Hebania
- Heria
- Heretfia
- Helotia
- Henovia
- Hia
- Hidakia
- Hidia
- Higia
- Hijaria
- Hitachia
- Hizia
- Hlaloria
- Hokia
- Hokkaidia
- Hokurkia
- Homuria
- Hongia
- Horacia
- Hunania
- Hunusia
- Hycanthia
- Hyugia
- Iania
- Ipboria
- Iburia
- Igia
- Iglesia
- Ikia
- Ilesia
- Inabia
- Incheonia
- Inogolia
- Iperbia
- Ipynia
- Isandia
- Ishikaria
- Isia
- Islinia
- Ivonueria
- Iwakia
- Iwamia
- Iwashiria
- Iwasia
- Iyia
- Izumia
- Izusia
- Jamaria
- Jarbedia
- Jasmia
- Jebulania
- Jefersia
- Jejia
- Jelonia
- Jeojia
- Jeonia
- Jerebia
- Jiangia
- Jilinia
- Jinjia
- Jodonsia
- Jolalisia
- Joseonia
- Jovia
- Judania
- Judaria
- Judsandia
- Jungwonia
- Kaasia
- Kaesonia
- Kagia
- Kaia
- Kangia
- Kapsania
- Kasperia
- Kawia
- Kazusia
- Kehustonia
- Kalesia
- Keneia
- Kenia
- Kenosia
- Kevalia
- Kia
- Kibia
- Kinia
- Kitamia
- Kochoria
- Kolboria
- Korlinia
- Korunaria
- Koshia
- Kozukia
- Kucelia
- Kumasia
- Kushiria
- Kyongia
- Lancia
- Lansinia
- Laramia
- Lasonia
- Latinia
- Laturia
- Lazia
- Leccia
- Legolia
- Leixia
- Lemurhia
- Lendyria
- Liaonia
- Libania
- Ligoria
- Lincolia
- Livornia
- Lodia
- Lombia
- Loxioria
- Ludderia
- Luxuria
- Madisia
- Mancinia
- Marcia
- Materia
- Matinia
- Maurinia
- Mederania
- Melilia
- Midenia
- Mikawia
- Mimasakia
- Minoia
- Modoria
- Molisia
- Monroia
- Mujia
- Munaria
- Musashia
- Mutsia
- Myeonia
- Najuria
- Namwia
- Nankaidia
- Napia
- Negatia
- Nemria
- Nemuria
- Nessenia
- Nilracia
- Nisetia
- Nisibia
- Norfia
- Norhamia
- Norhumria
- Noryoria
- Nosidamia
- Notia
- Nottinia
- Novaria
- Novyria
- Nubernia
- Nuria
- Obornia
- Oduneria
- Oglia
- Ogroria
- Okia
- Olbia
- Omersia
- Onatolia
- Onmia
- Orasia
- Orosia
- Oshimia
- Osselia
- Ossesia
- Osumia
- Owaria
- Oxforia
- Paboria
- Palvia
- Pedoria
- Pedyria
- Penaxia
- Pesaria
- Piacenia
- Poltoria
- Pordenia
- Pratia
- Praxoteria
- Pyongia
- Qassia
- Qingia
- Qumaria
- Rahalia
- Ravia
- Reathia
- Regneria
- Reseemia
- Rigelia
- Rikuchia
- Rikuia
- Rikuzia
- Rineria
- Roania
- Rosearia
- Rovalia
- Sadia
- Sagamia
- Saikidia
- Sakjia
- Samsania
- Samuria
- Sangia
- Sanindia
- Sanukia
- Sanyodia
- Sardia
- Sardioria
- Satsumia
- Selenoria
- Sernia
- Serpenia
- Settsia
- Shaania
- Shadongia
- Shambia
- Shandia
- Shania
- Sharia
- Shaxia
- Shimia
- Shimosia
- Shimotsukia
- Shinania
- Shiribeshia
- Shropsia
- Sichinia
- Silcia
- Silia
- Solofia
- Someria
- Sonoria
- Stafforia
- Suffolia
- Suia
- Surria
- Sulronia
- Surugia
- Sussia
- Suttia
- Suwania
- Swendia
- Taihia
- Tajimia
- Takaria
- Tamaria
- Tambia
- Tangia
- Tania
- Tanzaria
- Tararia
- Tenuria
- Tershia
- Tiametia
- Tokahia
- Tokia
- Tommonia
- Tonisia
- Tonsia
- Tosadia
- Totomia
- Toyotia
- Trabbia
- Trenia
- Tsukushia
- Tsushimia
- Turekia
- Tusia
- Twynia
- Ularia
- Ulfia
- Ulgia
- Ungia
- Vadevia
- Vaneteria
- Varesia
- Venia
- Venotia
- Vostia
- Vuelia
- Wakasia
- Wanuria
- Warwisia
- Webaria
- Wessia
- Wiveria
- Wigilia
- Wilitsia
- Wodlandia
- Wodrangia
- Wonjia
- Wunteria
- Yamaishia
- Yamamotia
- Yangia
- Yhria
- Yoshia
- Yoshiria
- Yunania
- Zaratinia
- Zeredia
- Zhejia
Showing posts with label p:a Province. Show all posts
Showing posts with label p:a Province. Show all posts
The Complete Index of all of the Recognized and Proper Provinces across all of the Known Lands of Erenth as Codified and Kept by the Devout Order of Clerics Regular of the Penitent Knights of Poverty
A Catalog of the Hearths of Northrun by Reach and Region with Provinces and Clans Indicated
Aldheim
Graetheim
Issheim
Blackhearth
Falkgaard
Hamarberg
Hildolfgaard
Greathearth
Frostulfberg
Oldscane
Helgberg
Hroarhall
Wesmark
Myrrheim
Everskeep
Alfarinhaus
Hummelberg
Ohauserhall
Faermeet
Ladiskeep
Haraldhall
Hroadheimhall
Landvikstrand
Leifgaard
Svartalfstrand
Sothmark
Agnarstrand
Wanderhalt
Vintergaard
Graetheim
Issheim
Blackhearth
Falkgaard
Hamarberg
Hildolfgaard
Greathearth
Frostulfberg
Oldscane
Helgberg
Hroarhall
Wesmark
Myrrheim
Everskeep
Alfarinhaus
Hummelberg
Ohauserhall
Faermeet
Ladiskeep
Haraldhall
Hroadheimhall
Landvikstrand
Leifgaard
Svartalfstrand
Sothmark
Agnarstrand
Wanderhalt
Vintergaard
An Inventory of the Emirates and Satrapcies of Southrun by Mamlaka
The Mamlakas of Southrun are ruled by the hereditary Maliks of Byza and Midir. Each of them has vested their power into Emirs (princes) and Satraps (governors). Only the Emirs are permitted to fortify their holdings with walls and each is related to the Malik by marriage or blood. The remaining Satraps are appointees who rule large provinces but may not build large fortified structures on them.
The domain seat of every Emirate is surrounded by massive poured-stone walls which are well-suited for the mild temperatures of the region. They are otherwise like any large cities encountered in Westrun, filled with men of all stations.
The Satraps are men appointed, typically based on their earning, to govern large areas of land and to see to their cultivation. They are permitted modest control of the Maliks armies that are stationed in their Satrapcies, but are well aware that the loyalty of these troops is not to them first. 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.
The Mamlaka of Byza
The domain seat of every Emirate is surrounded by massive poured-stone walls which are well-suited for the mild temperatures of the region. They are otherwise like any large cities encountered in Westrun, filled with men of all stations.
The Satraps are men appointed, typically based on their earning, to govern large areas of land and to see to their cultivation. They are permitted modest control of the Maliks armies that are stationed in their Satrapcies, but are well aware that the loyalty of these troops is not to them first. 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.
The Mamlaka of Byza
- Biftuun Emirate
- Dukhul Emirate
- Istada Emirate
- Maftah Emirate
- Sabaha Emirate
- Ahinte Emirate
- Jind Emirate
- Kuura Emirate
- Shaheef Emirate
- Uthal Emirate
- Waddah Emirate
A Register of the Districts, Cantons, and Farmsteads of Eastrun by Empire
The basic political structure of Eastrun is the City/state. There are three of them, each of which contains as many as five millions of people. Each is divided into Districts which are either Autonomous or Dependent. Both types are ruled by the Houses whose Zhou Bo(governor) pay tribute to their Huang Di (emperor).
The City/states are laid out in very consistent manner -- as a giant wheel surrounded by massive walls. The innermost portion is called the Imperial or Forbidden City and it is a walled compound which is off-limits to all but the Imperial family and the Empire's must trusted Jiangs (appointed lords).
Situated around the Imperial City are the Dependent Districts of the Five Major Houses in each Empire. These Districts have two major landholdings. The first is the Canton which is within the walls of the metropolis and houses the indentured workers and employees of a given House. The second are the Farmsteads which are located outside of its walls and farmed by those in the corresponding Canton. The Autonomous Districts, on the other hand, are located remotely from the City/states and are small walled cities which act as semi-independent fiefdoms operated by a Daifu appointed by whichever house controls them.
The Districts vary in composition, resources and structure. Each is ruled by a functionary of his House who is given considerable independence and authority. They have the unlimited chartered power to lay and collect taxes from their residents, to conduct business and to see to the safety of their residents. Their jurisprudential authority is limited, however, as every member of a House who is accused of a crime has the right to be heard by the Zhou Bo (governor) of the House.
The Imperial Prime Ascendancy of Chiro
The Imperial High Sovereignty of Miyabe
The Imperial Grand Divinity of Shu
The City/states are laid out in very consistent manner -- as a giant wheel surrounded by massive walls. The innermost portion is called the Imperial or Forbidden City and it is a walled compound which is off-limits to all but the Imperial family and the Empire's must trusted Jiangs (appointed lords).
Situated around the Imperial City are the Dependent Districts of the Five Major Houses in each Empire. These Districts have two major landholdings. The first is the Canton which is within the walls of the metropolis and houses the indentured workers and employees of a given House. The second are the Farmsteads which are located outside of its walls and farmed by those in the corresponding Canton. The Autonomous Districts, on the other hand, are located remotely from the City/states and are small walled cities which act as semi-independent fiefdoms operated by a Daifu appointed by whichever house controls them.
The Districts vary in composition, resources and structure. Each is ruled by a functionary of his House who is given considerable independence and authority. They have the unlimited chartered power to lay and collect taxes from their residents, to conduct business and to see to the safety of their residents. Their jurisprudential authority is limited, however, as every member of a House who is accused of a crime has the right to be heard by the Zhou Bo (governor) of the House.
The Imperial Prime Ascendancy of Chiro
- City/state of Chiro
- Autonomous District of Hira
- Autonomous District of Sae
- Akia
- Awajia
- Bizia
- Bungia
- Chishimia
- Chunchia
- Dongia
- Echizia
- Fusia
- Gansia
- Guizhia
- Haejia
- Hanjia
- Hebania
- Hitachia
- Hokkaidia
- Hunania
- Igia
- Incheonia
- Iwakia
- Izusia
- Jejia
- Jiangia
- Joseonia
- Kagia
- Kapsania
- Kenia
- Kinia
- Koshia
- Kushiria
- Liaonia
- Minoia
- Najuria
- Negatia
- Okia
- Osumia
- Qingia
- Rikuzia
- Sagamia
- Sangia
- Sanyodia
- Shaania
- Shandia
- Shimia
- Shimosia
- Shiribeshia
- Suia
- Tangia
- Tokia
- Totomia
- Tsushimia
- Wakasia
- Yamaishia
- Yoshiria
- Zaratinia
The Imperial High Sovereignty of Miyabe
- City/state of Miyabe
- Autonomous District of
- Autonomous District of
- Andongia
- Arusia
- Bingia
- Buzenia
- Chikugia
- Chungia
- Echigia
- Etchia
- Gangia
- Gongia
- Hamhunia
- Hanseonia
- Hia
- Hidia
- Hizia
- Hokurkia
- Hyugia
- Ikia
- Ishikaria
- Iwamia
- Iyia
- Jeojia
- Jilinia
- Jungwonia
- Kaia
- Kawia
- Kia
- Kozukia
- Mikawia
- Mujia
- Mutsia
- Myeonia
- Namwia
- Nemuria
- Onmia
- Pyongia
- Rikuchia
- Sadia
- Saikidia
- Sanindia
- Satsumia
- Shambia
- Shimotsukia
- Sichinia
- Surugia
- Tajimia
- Tambia
- Tania
- Tokahia
- Tonsia
- Toyotia
- Ulgia
- Yamamotia
- Yunania
- Zeredia
The Imperial Grand Divinity of Shu
- City/state of Shu
- Autonomous District of
- Autonomous District of
- Anuhia
- Awia
- Bithia
- Bukgia
- Chichibia
- Daegia
- Dewia
- Fujia
- Gangnungia
- Guania
- Hania
- Harimia
- Hidakia
- Higia
- Hokia
- Hongia
- Iburia
- Inabia
- Isia
- Iwashiria
- Iwasia
- Izumia
- Jeonia
- Jinjia
- Kaesonia
- Kangia
- Kazusia
- Kibia
- Kitamia
- Kumasia
- Kyongia
- Mimasakia
- Musashia
- Nankaidia
- Notia
- Oshimia
- Owaria
- Rikuia
- Sakjia
- Sanukia
- Settsia
- Shadongia
- Shaxia
- Shinania
- Silia
- Suwania
- Taihia
- Tershia
- Tosadia
- Tsukushia
- Ungia
- Wonjia
- Yangia
- Yoshia
- Zhejia
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
The Kingdom of Bolden
The Kingdom of Collonia
The Kingdom of Menea
The Kingdom of Rath
The Kingdom of Saklan
The Kingdom of Talir
The Kingdom of Treft
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
- Capital City of Balduren
- City of Gate
- City of Pitglen
- City of Tradestop
- Belinia
- Caeria
- Clumbria
- Durania
- Davosia
- Dendria
- Evandia
- Fireria
- Fostoria
- Fuleria
- Galantia
- Gonomia
- Hampia
- Helotia
- Isandia
- Jolalisia
- Kevalia
- Lasonia
- Lincolia
- Maurinia
- Rineria
- Someria
- Twynia
- Wodrangia
The Kingdom of Bolden
- City of Aberford
- Metropolis of Peakshadow
- Capital City of Bolden
- City of Daymarch
- Banneria
- Bedforia
- Derburnia
- Digesia
- Dolsolvia
- Dorunia
- Dundrinia
- Elania
- Esvandia
- Eornomia
- Gerendia
- Heria
- Horacia
- Ipboria
- Jerebia
- Kasperia
- Loxioria
- Norfia
- Reathia
- Samsania
- Stafforia
- Tenuria
- Tonisia
- Trabbia
- Vostia
- Kolboria
The Kingdom of Collonia
- City of Gryondell
- Capital City of Wanderhalt
- Asholia
- Apollia, a wilderness
- Berinia
- Breneria
- Delvenia
- Devonia
- Dwarvaria, a wilderness
- Evenfallia, a wilderness
- Greenaria
- Henovia
- Heretfia
- Inogolia
- Jarbedia
- Keneia
- Nessenia
- Nilracia
- Norhamia
- Ogroria
- Orosia
- Rigelia
- Rosearia, a wilderness
- Selenoria
- Solofia
- Suffolia
The Kingdom of Menea
- City of Ascar
- City of Blunden
- City of Heltorun
- Capital City of Menea
- Brasandia
- Bucinia
- Carania
- Dorsia
- Dryvia
- Dwandyria
- Fandyria
- Felocia
- Gularia
- Homuria
- Ipynia
- Islinia
- Jasmia
- Lansinia
- Luxuria
- Norhumria
- Novyria
- Onatolia
- Pedoria
- Pedyria
- Sonoria
- Surria
- Ulfia
- Wunteria
The Kingdom of Rath
- City of Bradtilly
- City of Gregor
- Capital City of Rath
- Arania
- Astia
- Cambria
- Denmaria
- Detria
- Durhia
- Faria
- Fosteria
- Franceria
- Halduria
- Hunusia
- Ivonueria
- Judaria
- Kaasia
- Kalesia
- Lemurhia
- Mederania
- Modoria
- Noryoria
- Obornia
- Praxoteria
- Regneria
- Swendia
- Warwisia
- Wigilia
The Kingdom of Saklan
- Capital City of Laketon
- City of Sheptoft
- City of Sutbree
- Ampheria
- Berylia
- Cheshia
- Conalaria
- Dimonia
- Donalfia
- Dusadia
- Emaria
- Easaria
- Hycanthia
- Iperbia
- Jelonia
- Kenosia
- Korunaria
- Korlinia
- Nottinia
- Omersia
- Osselia
- Poltoria
- Rahalia
- Reseemia
- Sussia
- Suttia
- Wessia
- Wodlandia
The Kingdom of Talir
- City of Belfalas
- City of Watersedge
- City of Stowatch
- Arnesonia
- Cossia
- Clevilia
- Drydenia
- Essia
- Filonia
- Furdakia
- Grandia
- Gygaxia
- Iania
- Jebulania
- Jovia
- Judsandia
- Lancia
- Ludderia
- Munaria
- Oduneria
- Oxforia
- Penaxia
- Roania
- Sharia
- Vadevia
- Vaneteria
- Wilitsia
The Kingdom of Treft
- City of Diestamp
- City of Harborkeep
- City of Northpoint
- Capital City of Treft
- City of Southpoint
A Compilation of the Holdings and Habitations of the Free Provinces
The Free Provinces
The so-called Free Provinces of Westrun are located across the Dagger Sea on the land West of the Pillars of Heaven. They were annexed to the Land of Westrun by Favian the Conqueror in 4910. Each of the lords of the following provinces owes no allegiance to one another, but each was forced to capitulate to the High King of Westrun and swear fealty to whomever sits in his chair. Many of the lords of the Free Provinces are vassals to the High King with respect to this relationship, even if they are not under his direct vassalage (and many are not) in the Eight Kingdoms themselves.
The so-called Free Provinces of Westrun are located across the Dagger Sea on the land West of the Pillars of Heaven. They were annexed to the Land of Westrun by Favian the Conqueror in 4910. Each of the lords of the following provinces owes no allegiance to one another, but each was forced to capitulate to the High King of Westrun and swear fealty to whomever sits in his chair. Many of the lords of the Free Provinces are vassals to the High King with respect to this relationship, even if they are not under his direct vassalage (and many are not) in the Eight Kingdoms themselves.
- Aasterinia 040.039
- Abria 040.024
- Agoria 041.027
- Ancia 044.024
- Aqilia 042.031
- Aristia 041.029
- Astilaboria
- Bahamia 044.025
- Baria
- Basonia 043.024
- Belia
- Belolia 040.031
- Benonia 041.036
- Bolzia 042.028
- Bosia 042.032
- Brinzia 041.033
- Caglia 044.026
- Caloria 045.027
- Campia 040.032
- Caribinia 043.033
- Casertia 041.028
- Catania 043.027
- Chroneprisia 043.031
- Comaria 040.035
- Daria 040.030
- Emoria 044.026
- Faluzoria 044.028
- Fermia 040.025
- Ferraria 040.038
- Florenia 039.040
- Frilia 041.034
- Frosinia 039.027
- Garyxia 044.029
- Genetia
- Genia 039.030
- Golia 041.031
- Grossia 041.032
- Hlaloria 044.031
- Iglesia 040.033
- Ilesia
- Jamaria
- Latinia
- Laturia 044.031
- Lazia 040.026
- Leccia 040.036
- Lendyria 042.029
- Ligoria
- Livornia 041.035
- Lodia
- Lombia
- Mancinia
- Marcia 042.033
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- Novaria 040.034
- Nuria 040.027
- Oglia 043.025
- Olbia 043.030
- Orasia 042.034
- Palvia 043.027
- Pesaria
- Piacenia 040.028
- Pordenia 040.037
- Pratia 040.026
- Ravia 041.030
- Sardia
- Sardioria
- Sernia 042.024
- Serpenia 042.025
- Shania 043.032
- Silcia
- Tamaria
- Tanzaria 043.026
- Tiametia
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- Tusia 043.027
- Varesia
- Venia 042.027
- Venotia 041.037
- Vuelia 042.030
A Definition of the Province
A Definition of the Province
a study by Sage Lochro of Peakshadow
The modern Province in all four lands owes its establishment to the political philosophy of the Pax Vyruma. The so-called Dragon States of antiquity discovered those geographically favorable areas called Reaches. It is no coincidence that the Province of today matches almost exactly with the boundaries of these ancients Reaches. For they were able to intuit naturally what systemic study has revealed today -- a Province is no accidental thing.
In the Land of Eastrun the Province is known as a District, while in Southrun they are called Satrapcies and in Northrun they are known as Jarldoms. But, regardless of their name, it is well-established that a lord and his land are bound in some fashion by mystical ties. By most astute political sages it is agreed that these units of land are neither divisible nor accretable. The manageable area of land which may be invested to a noble is considered its lowest unit and that these areas, the priests of many cultures say, is bound by the nature of the energy which is bound up inside Erenth itself.
Of course, nothing prevents the edict of one lord or another from attempting to supplant the boundaries of these natural Provinces. But long historical study has proven that when such attempts are made, the regions so divided tend toward lawlessness and chaos and may only be restored to some semblance of fruitful use and peaceful existence when the ancient boundaries are restored by a wise and informed nobleman.
It has been advanced by some that the idea of nobility is an artificial construct. According to these fools a noble man and a common man are separated only by words appended to their name. They state further that such a title of nobility does not confer an actual change of character upon the bestowed. In the same fashion, these people say that those born of noble lineage do not inherit any lordly character from their sire.
As proof, they offer that some cads among noblemen are no less given to the passions and weaknesses of common men. They state that the actions and decrees of such men may be by turns cruel, wanton and capricious; just as often as they are kindly, chaste and just. What may we say to such foolishness?
A nobleman is as far from a commoner, as a commoner is from a pig. Now, it may be true that a nobleman may act like a commoner, but this does not change his nature. Rather, it serves to indict him as regards conduct. In the same way, a commoner may rut, or may soil himself, or may even root in the mud if given the chance. But no one, except in a spirit of jest would say that the commoner was in fact a pig. Rather they would allege that he acted like a pig.
Logic aside, a methodical approach to history has revealed that a common man simply cannot hold any Province entrusted to him. The surest test of all is the test of time. Time shows that a man who is not a noble, may hold some area by claiming to, but again, his so-called rule will be fraught with lawlessness and chaos.
Nothing must be inferred from these obvious facts about the number of Provinces which may be ruled by one noble, however. Only that he must take care to rule to the very line of each ancient boundary. Failure to do so is the origin of much trouble.
a study by Sage Lochro of Peakshadow
The modern Province in all four lands owes its establishment to the political philosophy of the Pax Vyruma. The so-called Dragon States of antiquity discovered those geographically favorable areas called Reaches. It is no coincidence that the Province of today matches almost exactly with the boundaries of these ancients Reaches. For they were able to intuit naturally what systemic study has revealed today -- a Province is no accidental thing.
In the Land of Eastrun the Province is known as a District, while in Southrun they are called Satrapcies and in Northrun they are known as Jarldoms. But, regardless of their name, it is well-established that a lord and his land are bound in some fashion by mystical ties. By most astute political sages it is agreed that these units of land are neither divisible nor accretable. The manageable area of land which may be invested to a noble is considered its lowest unit and that these areas, the priests of many cultures say, is bound by the nature of the energy which is bound up inside Erenth itself.
Of course, nothing prevents the edict of one lord or another from attempting to supplant the boundaries of these natural Provinces. But long historical study has proven that when such attempts are made, the regions so divided tend toward lawlessness and chaos and may only be restored to some semblance of fruitful use and peaceful existence when the ancient boundaries are restored by a wise and informed nobleman.
It has been advanced by some that the idea of nobility is an artificial construct. According to these fools a noble man and a common man are separated only by words appended to their name. They state further that such a title of nobility does not confer an actual change of character upon the bestowed. In the same fashion, these people say that those born of noble lineage do not inherit any lordly character from their sire.
As proof, they offer that some cads among noblemen are no less given to the passions and weaknesses of common men. They state that the actions and decrees of such men may be by turns cruel, wanton and capricious; just as often as they are kindly, chaste and just. What may we say to such foolishness?
A nobleman is as far from a commoner, as a commoner is from a pig. Now, it may be true that a nobleman may act like a commoner, but this does not change his nature. Rather, it serves to indict him as regards conduct. In the same way, a commoner may rut, or may soil himself, or may even root in the mud if given the chance. But no one, except in a spirit of jest would say that the commoner was in fact a pig. Rather they would allege that he acted like a pig.
Logic aside, a methodical approach to history has revealed that a common man simply cannot hold any Province entrusted to him. The surest test of all is the test of time. Time shows that a man who is not a noble, may hold some area by claiming to, but again, his so-called rule will be fraught with lawlessness and chaos.
Nothing must be inferred from these obvious facts about the number of Provinces which may be ruled by one noble, however. Only that he must take care to rule to the very line of each ancient boundary. Failure to do so is the origin of much trouble.
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