What follows are summaries of the predominantly Human civilized states of the continent's north-central region...
KINGDOM OF ALBIA
- Head of State: King Reginald
- Allies: Kingdom of Bane
- Enemies: Kingdom of Salia, Kingdom of Carnarvon
- Population: 1 million Humans
- Military: 8000 army
- Area: 50k sq mi
- Deities: Erathis, Pelor
- Language: Albian
- Economy: rich mercantile
- Tech: high
- Divine: low
- Arcane: low
- Primal: low
Albia is the dominant naval power of the Astral Sea, having humbled the combined navies of Vrijheid and Castilia two generations ago. As a result, Albian merchant fleets plied their trade around the continent in complete safety. Merchants grew extremely rich and banded together into consortiums. This prosperity gave birth to the world’s first mercantile economy, offering towns and citizens partial independence due to the influence of the prosperous guild networks. However, this economic growth triggered unmanageable inflation which immediately led to widespread unrest amongst the overwhelmed new middle class. King Reginald the Wise responded by instituting a series of joint policies which resulted in a controlled economy that successfully restored political and social order. Since that crisis, Albia has directed much of its wealth towards expanding the navy even further and improving the army, equipping them with mighty poleaxes and longbows and armouring even the common infantry with steel breastplates.
More than any other Erathisian state, the Albian population features a large middle class, the richest demographic rivalling even the nobility for influence with the King. Indeed, many towns are now ruled by semi-independent Mayors or Free Councils, although all are obligated to the monarchy in some way. Throughout the land, and especially in towns, levied taxes are extremely high. Amongst freemen, this means that many are unable to support themselves. The most common profession amongst the poor now is that of a sailor in the navy or a consortium trade vessel.
Despite these dramatic changes, Albian society remains very religious. Perhaps King Reginald’s greatest edict, the Albian Covenant was formed as a response to the Erathisian House of Edicts’ hostility to the sudden prosperity of Albian society. With the blessing of the Albian-born High King Swietny, Erathisian and Pelorian doctrines were merged, forming the Albian Covenant. This allowed followers of both deities to reconcile their faiths with the new realities of Albian society. Ultimately, despite massive initial opposition at all levels, it is now comprehensively embraced and defended. Although Bane and Vrijeid are exceptions, the formation of the new church has angered most other states, turning old friends into frustrated adversaries. In particular, the Twin Kings Francois and Eugene of Salia have propagated the confrontation policies of their father, supporting Carnarvon’s war against Albia with enormous donations, both militiary and financial.
KINGDOM OF BANE
- Head of State: Kaiser Frederick
- Allies: Kingdom of Albia
- Enemies: Zugwald Confederacy, Free State of Vrijeid
- Population: 1 million Humans
- Military: 25000 army
- Area: 100k sq mi
- Deities: Bane
- Language: Banic
- Economy: poor subsistence
- Tech: med
- Divine: high
- Arcane: low
- Primal: low
Feared by friend and foe alike, the great general and statesman Kaiser Frederick ruthlessly presides over one of the most oppressive and militaristic societies in the known world. Having long since overthrown Erathisian preeminence, every facet of Banic life is dominated by the Order of the Cross, a much stricter derivative of the Order of the Pike found in other Human lands. In short, life in Banic lands is joyless, highly regulated, and revolves completely around the military. Furthermore, the dictatorial nature of the Kaiser informs all levels of society, with honour based on obedience, not on glorious independent action or initiative. Incompetence and insolence are punished with equal vehemance. If this occurs, the typical punishment is forced enlistment for life in the infantry. If already in the army, then death is the only viable punishment. There are no second chances in Bane.
Banic society is unsurprisingly extremely poor, relying on basic agricultural practices to feed the army. Men are either conscripted into the infantry regiments or join labour brigades. Women work the fields and provide food for the kingdom. There is no recourse to a better life. The only exception is exemplary service. Occasionally, men rise to become officers and join Bane’s extensive military aristocracy. Entrance into the Banic Military College opens up a number of advanced training paths, some of which are open to officers of other states. Regardless, opportunities abound. Indeed, Frederick has waged war against every one of his neighbours during his long reign. However, today, Zugwald rebels, their Vrijeid supporters, and Bulloxian Ogre mercenaries are Bane’s only enemies, although these foes consume all of the state’s attentions and resources.
Regarding daily life, the vast majority of Banic inhabitants live in small farming villages governed by a Lord-Chaplain who sees to the village’s religious guidance, trains local boys for later military service, and acts as both administrator and judge. In Banic society, there is no functioning middle class, no privileged nobility, or access to social mobility outside the army. Nothing else exists but service until death. Notably, Bane often bestows gifts of warfare to his most loyal adherents. These elite veterans become the Brother-Captains who lead Bane’s regiments into battle.
KINGDOM OF CARNARVON
- Head of State: King Robert
- Allies: Kingdom of Salia
- Enemies: Kingdom of Albia
- Population: 650 000 Humans
- Military: 4000
- Area: 40k sq mi
- Deities: Pelor, Sehanine
- Language: Salian
- Economy: poor subsistence
- Tech: low
- Divine: med
- Arcane: low
- Primal: med
The pockets of moorland within the Cymru Highlands provide sufficient living resources that have allowed Carnarvon rebels to survive the worst ravages of Albian armies for almost two full generations now. Although he has nominally united the disparate clans of Carnarvon, King Robert is not recognized by any other Human state other than the Kingdom of Salia, who provide the rebels with military and monetary support. Despite Carnarvon’s ability to survive the Albian onslaught, they have been left with few prosperous civilized sanctuaries. Most of the population lives day to day, with hunting, fishing, and shepherding provide most subsistence. Cemetary River and Big Sea Lake also provide food for the inhabitants. More importantly, these waterways link the downtrodden kingdom with its most vital ally, the Kingdom of Salia. Without their aid, Albia would have long conquered the land.
Fortunately, Elven rangers of Edelthenine have also been secretly providing assistance to Carnarvon. This relationship was forged long before the rebellion: both Carnarvon and Albia have maintained ancient friendly relationships with the Elves. However, this changed when Albia turned to the forests to augment their huge fleets. In response, the Elves broke off their relationship with Albia and now quiety support Carnarvon in their struggle. Many accomplished Human rangers learned their trade by working with these Elves. A handful of the most trusted have learned even more from them.
Today, Carnarvon’s inhabitants pay homage to both Pelor and Sehanine, Erathis having fallen by the wayside for the time being since very little proper civilization remains. Both religions are followed somewhat informally, although Salian missionaries of Erathis are becoming much more common. Carnarvon may not be a heretical state but faith in the Human gods must be reasserted more strongly in order for the population to better unify.
Until that occurs, Carnarvon will do its best to resist Albian domination, waging guerilla raids against the Albian castles that threaten the northern march.
KINGDOM OF CASTILIA
- Head of State: King Francis
- Allies: Kingdom of Salia
- Enemies: Lotharn Hordes
- Population: 650 000 Humans
- Military: 4000
- Area: 45k sq mi
- Deities: Erathis, Kord
- Language: Castilian
- Economy: poor manorial
- Tech: med
- Divine: med
- Arcane: low
- Primal: low
Founded in ancient times, conquered and reconquered by countless civilizations, present day Castilia is now an ultrareligious Erathisian feudal society. The dauntless King Francis has sworn to cleanse the infection of the Kordan faith from his people and in doing so, remove the Lotharn hordes from the Asturian Peninsula. To accomplish this, Pontiff Nuforn of Erathis has granted King Francis the right to conduct Inquisition against Kordan heretics. Although extremely effective, the fanatacism of the Inquisition has grown out of control and now all Castilians fear them completely. Even the established nobility has grown paranoid. What has resulted is a popular hunt for heretics so widespread that the Inquisition is being as a weapon to resolve vendettas against personal enemies. Almost any reason is sufficient for the Inquisition to investigate the potential offender. Regarding sympathetic clerics, however, many opportunities abound to learn the Inquisition’s more advanced techniques and rituals.
Other than that, life in Castilia is positively grand. Economic stability persists due to the combination of a strong king and the nobility’s absolute reliance on the manorial system. Military victories against the Lotharn hordes are common and the war effort isn’t all-consuming like it is in some other states. For the most part, aside from the Inquisition, life away from the front is relatively normal. Although the feudal society doesn’t permit a middle class, and few social organizations exist, the peasantry lives relatively well. With surrounding mountains making agriculture difficult, Castilia has long since perfected the distribution of sustenance via its expert fishing industry. Although the navy is moderately sized, its sailors are renowned for their expertise.
Its land army also maintains a magnificent reputation, particularly its mounted branches. In fact, Castilian light cavalry is perhaps the best in the world, with highly developed tactics, excellent riders, and especially rugged yet nimble Jennet horses. Moreover, their equipment is also of excellent quality. With Humanity’s greatest smiths and engravers, Castilian nobles boast steel armour and weapons of the finest style and craftsmanship.
All in all, Castilia will prosper if King Francis wins his war and removes the heretics. That said, after a generation of trying, he still hasn’t succeeded.
HIGH KINGDOM OF ERATHISIA
- Head of State: High King Swietny
- Allies: Kingdom of Peloria, Levitrex Crusade
- Enemies: Dar'Kaas Empire
- Population: 2.5m Humans
- Military: 18000
- Area: 190k sq mi
- Deities: Erathis
- Language: Erathic
- Economy: rich manorial
- Tech: high
- Divine: med
- Arcane: low
- Primal: low
As with all rulers of Erathisia, High King Swietny was chosen by the Iounic Ecunemical Council from all the other Human heads of church and state. Although an independent state in its own right, the High King of Erathisia is also charged with ameliorating disputes between the other Human states with the assistance of the Tower of Iounia, centre of world diplomacy. In addition, the High King meets regularly with the appointed High Kings of the other great civilizations. Furthermore, the High King also supports the Levitrex Crusade against the Dar’Kaas Empire by organizing its logistical support. Erathisia also works very closely with the Kingdom of Pelor to maintain religious strength and consistency throughout all Human lands.
At least, that’s the ideal. In truth, Erathisia suffers from all of the shared problems that other states suffer from. As a traditional feudal state, the vast majority of its citizens are tied to the lands of various lords and enjoy few liberal rights. However, because Erathisia is rich and the past two High Kings have been accomplished patrons of infrastructure development, the quality of life is reasonably good. When problems arise, the nobility usually has the means to respond both quickly and efficiently. This has resulted in a society of willing patronage. Peasants, nobility, and royalty work together well.
There is a mixed cultural emphasis between divine guidance and Human endeavour, at least amongst the nobility where social mobility actually exists. Directed by Pontiff Nuforn, the doctrine of the House of Edicts reconciles this combination. As a result, the nobility continuously competes with its peers to gain favour. Many varieties of tournaments are common throughout the land and knights of other lands also frequently attend. There is always great potential to learn new techniques and adaptations from these foreign and veteran knights. In many ways, although the culture of the Kingdom of Salia most completely embodies the tenets of chivalry, the martial aspects of that way of life are born and refined in Erathisia.
KINGDOM OF PELORIA
- Head of State: King Sol
- Allies: High Kingdom of Erathisia, Levitrex Crusade
- Enemies: Zyx Rift
- Population: 1.5m Humans
- Military: 11000
- Area: 85k sq mi
- Deities: Pelor
- Language: Pelorian
- Economy: poor subsistence
- Tech: med
- Divine: med
- Arcane: low
- Primal: low
Like the Erathisian Levitrex Crusade, the Kingdom of Peloria is also a Human crusader state. The Order of Eternal Light, led by the immortal Pelorian Exarch and the Radiant Order, led by the mortal Human Autarch Sonce, are massive fraternities of Daemonhunters that have fought to close the Zyxian Rift ever since it tore the world asunder over a millenium ago during the Age of Apostasy. Although Pelorian militant priests of the Radiant Order venture far and wide to minister other populations, the vast majority serve the Order of Eternal Light, fighting and dying in the lands surrounding the Rift. Until it is closes, Daemonic influence will continue to threaten the souls of all Humanity. Paradoxically, the more that die fighting against the threat, the more numerous the Daemonic forces become. However, if insufficient number are thrown against the enemy, than the Daemons will overrun Humanity.
As far as daily life is concerned, Peloria is a poor kingdom. Life tends to be simple but because of the Pelorian priesthood, drought and famine are unknown to the citizens of the land. Along with Hobbo County, Peloria’s agriculture is the most productive in the world and the source of most of its wealth. King Sol the Farmer, although himself elderly and unimaginative, is quick to support the development of new agricultural technologies. As a result, Pelorian life has remained stable throughout his reign. His dedication to the religious endeavours has left his coffers empty, however.
Peloria gets along well with all of its civilized neighbours but have a particularly close relationship with the Aarakocra bird-men of Tchiop, themselves dedicated crusaders against the undead Bone Lands. The two cultures share many ideals, although not always successfully implemented. Concepts of basic individual rights, social welfare, and spiritual responsibility bind the two races together and both are quick to respond to the other’s call for aid.
KINGDOM OF SALIA
- Head of State: Twin Kings Francois and Eugene
- Allies: Kingdom of Carnarvon
- Enemies: Kingdom of Albia
- Population: 1.5m Humans
- Military: 17000
- Area: 100k sq mi
- Deities: Erathis, Sehanine
- Language: Salian
- Economy: rich manorial
- Tech: med
- Divine: med
- Arcane: low
- Primal: low
Salia is dominated by the chivalric ideals of virtuous action, honour, and courtly love. It is a highly patriarchal world where men pursue glory through individual achievement, practice and respect the finer arts, and seek to preserve the honour of their spirit, state, and women. It’s also a vicious world where these must be protected at all costs and where only the male nobility can retain the honour achieved through these endeavours. Therefore, women have few rights of their own and the peasantry itself has very little value. These ideals have entrenched strict manorialism as the only valid form of organization, thereby preventing any ability for peasantry to become free. This puts Salia at great odds with the Kingdom of Albia. The soldierly Twin Kings Francois and Eugene seek to restore honour to Carnarvon and put an end to the expansion of liberal ideals spread by their enemy King Reginald.
Although a feudal society, the fertile agricultural plains of Salia have managed to fill the royal coffers although much of this is spent supporting the Carnarvon War of Independence. Salia also offers financial assistance to Castilia to assist in their resistance against the Lotharn Hordes, Francois and Eugene’s father having been close friends with King Francis. Salia also greatly contributes to the Levitrex Crusade. Despite Salia’s dedication to Erathis, the nobility also respects the Silver Moon of Sehanine. In the ancient past, Salia fostered a very close relationship with Edelthenine, having fought together against the Drow of Ilythiiri. This relationship has since devolved into homages. Nonetheless, Sehanine still informs Salian chivalry.
Military doctrine utilizes mercenary Venturi crossbowmen to sow fear in the enemy ranks, huge Salian heavy cavalry charges using massive Destriers in full bard for shock effect, and Carnarvon infantry to complete the destruction of their lines. This allows the cavalry to reform and pursue the broken defenders. Interestingly, levied Salian commoner infantry is rarely used, instead relying on their allied infantry to provide the bulk of the army.
FREE STATE OF VRIJEID
- Head of State: Koning Tromp
- Allies: Zugwald Confederacy
- Enemies: Kingdom of Albia, Kingdom of Bane
- Population: 150 000
- Military: 1000 plus Bulloxian Ogre mercenaries
- Area: 13k sq mi
- Deities: Erathis, Bane
- Language: Banic
- Economy: rich mercantile
- Tech: med
- Divine: low
- Arcane: low
- Primal: low
Koning Tromp is the brilliant Admiral-King of Vrijeid, a small but wealthy trading state still fighting for full recognition of its independence. At present, the Kingdoms of Albia, Bane, and Salia all fail to recognize Vrijeid as anything but a rebellious province of the Kingdom of Bane, although Salia also lays claims to some of its Duchies. Albia on the other hand, despite crushing Vrijeid’s fleets in the past, obviously refuses to acquiesce to Vrijeid’s fair trade demands, and therefore continues to board and plunder their merchant ships found in open waters. Despite this, Vrijeid’s military and merchant fleets remain huge, equipped with modern technology, with experienced crews, and are very well led by something akin to a naval aristocracy.
On land, Vrijeid claims of independence are almost entirely reliant on the success of their close allies, the eleven cantons of the Zugwald Confederacy. As Vrijeid is very rich and the cantons are extremely poor, Koning Tromp directs much of their treasury to supply Zugwald with funds, supplies, and Bulloxian Ogre mercenaries. As Vrijeid faith is primarily based on Erathisian doctrine in combination with Banic influence, they continuously appeal to the High Kingdom to enforce peace and recognition, with only occasional success. For the most part, war remains constant. However, because most of the fighting is done either far away at sea or by Zugwald on land, the quality of life enjoyed by the mostly-free citizens of Vrijeid is extremely high.
Interestingly, unlike Albia, Vrijeid has managed to embrace a mercantile economy without reneging on spiritual commitments. Religious guidance still drives life in both the semi-manorial countryside and in the large mercantile towns and cities of the coast. It is because of Tromp’s active participation in all levels of Vrijeid society that the state remains united despite its citizens being aware they are in constant peril. This has truly united the state.
ZUGWALD CONFEDERACY
- Head of State: Cantonal Council
- Allies: Free State of Vrijeid
- Enemies: Kingdom of Bane
- Population: 50 000 Humans
- Military: 10 000
- Area: 45k sq mi
- Deities: Bane, Erathis
- Language: Banic
- Economy: poor subsistence
- Tech: med
- Divine: med
- Arcane: low
- Primal: low
Made of delegates from each of the eleven independent and interdependent cantons, the Cantonal Council has existed since the former border marches revolted against the Kingdom of Bane, at the same time that their allly the Free State of Vrijeid broke away. As far as their military is concerned, however, they are united through adherence to Bane and to a lesser degree, Erathis. They are also augmented with Bulloxian Ogre mercenaries paid for by the continued support of Vrijeid. Furthermore, their legendary infantry is trained to a remarkable degree with the most unwieldy of weapons: the pike, of which Zugwald uses the unprecendented 21-foot variety. This is their dominant weapon; other forces exist solely to support decisive action with the pike. Unlike other states, the Condederates use it as an offensive weapon. The small cavalry branch is used only for screening or pursuit and small wheeled catapults are used in conjunction with large numbers of heavy crossbowmen to provide ranged support. Large bodies of lightly armoured halberdiers are used as decisive reserves, maneuvered to throw back the enemy’s assault against the pike blocks. The heavily armoured Ogres are used to break stubborn enemy formations. In all cases, Banic Brother-Captains lead the various formations.
Otherwise, Zugwald society is difficult, meagre, and very basic. The economy is poor and based almost entirely on subsistence farming. What’s most interesting about Zugwald society is that the peasantry exists almost on par with the limited noble class. They suffer together and live in relatively similar conditions. This means that the nobility persists only on merit. If the lower classes want to get rid of a lord, they appeal to the Cantonal Council and for the most part, these pseudo-referendums drive local politics. It also means that when the Confederacy suffers, then all classes similarly suffer. As a result, the nobility strives to keep their populations honestly and forthrightly informed. Mutual respect defines Zugwald society.
Despite being very poor, Zugwald is well supplied militarily and as a consequence possess a high level of martial technology. Combined with the necessity to improvise because of undesirable conditions, the populace is very tough and adaptable. Otherwise, Bane would have long since reconquered their lost lands. Unfortunately, both sides still possess powerful and experienced military forces. There is no end yet in sight.