Kingdom of Inverden

The history of Inverden.

Inverden is a long standing proud kingdom that has lasted for nearly four centuries despite small quarrels with its neighbors. The Kingdom was founded by King Adin Lafleu when he united several different colonial tribes in the south area. The different human, halfling, and catfolk tribes united formed the basis of what the kingdom would be for the longest time.

Adin's son, King Dain Lafleur is noted for having committed to the expansion of the kingdom northward, having claimed vast plains and praires and setting up some of the borders that still hold until this day. His adoption of Cavalry, something the tribes had not used very much of before hand was critical in the conquest of the lands once held by Centaur. While centaur tribes still live in the territory, they have long since been considered citizens of the kingdom, even if some tribes still hold resentment and hostilities over it.

After King Dain's reign ended the kingdom enterred an era of relative peace, often dealing with small skirmishes and smaller scale wars over small areas of territory, but nothing on the scale that occured in the kingdoms founding or expansion under its first two kings. This period known as the Great Quiet is when the Roslyn county truly came into its own as many of the halflings emigrated in the area found it fantastic for farming and for quiet simple lifestyle. The natural berries and grapes in these plains also led to the creation of specialized high quality wines that the nation and the county are famous for.

During the tail end of the Great Quiet, the Kingdom of Inverden found a falling out of negotions with its neighbor across the sea, the Empire of Argonne. This Empire led by Thaemore family were known devil worshippers and that their rise to power came at a pact with the devil god Asmodeus. The coming conflict between the two nations became known as the Scarlet Feud. This bloody war raged for 12 years, as Argonne invaded and claimed the northern territories of the Inverden. Fiery magics, the use of summoned devils, and unleashing tiefling slaves upon the defenders, sacking and enslaving captured settlements and armies, the Thaemore family fought a ruthless war that seemed likely to serve as the doom for the Kingdom of Inverden. This came to a head when King Dain III fought a critical battle at Cavale to defend the territory and prevent more southern expansion from the Argonnian forces. However, in this battle the King's forces were beaten and King Dain III fell in battle.

With the fall of the king, the kingdom entered its darkest state as many nobles began to turn and give up their territory to support the family they perceived would be their new rulers. This was until a young maiden named Mira from La Farge travelled through the hostile enemy territory to come to the capitol to proclaim a vision she had. That they would win this war and that it would end at Benoit with the end of Argonne all together. She had claimed to been given a mission from her goddess to see it through, and in a desperate bid, many went along with her idea. When she lifted a siege at Dell Praire, it sparked a hope in people, as more and more rallied to her cry from all walks of life. Where she marched, it was as if the army were blessed by the Maiden of Victory. Victory after Victory, this came to a head at the Battle of Benoit where the army encircled the city. A general who had grown loyal to the Maiden of Victory had invested all his personal wealth to hire a fleet of pirates to smash the Argonne navy and blockade the port, trapping the Imperial family of Argonne in the city. All victory was assumed to be all but certain as plans for the final siege and battle were drafted.

However, as all prophecies are given, so they are fulfilled in unconventional ways when in the dead of night, the Queen of Argonne, Jaina Thaemore snuck out of the city into the camp to the young King Charles. The child-king was persuaded by the vicious devil in womans clothing of a surrender treaty that would be able to end the war without more blood. Eager for victory the King eventually agreed to a contract that doomed his own authority and would lead him to be known as King Charles the Fool. He agreed to a pact and terms with Jaina that became known as the Treaty of Worms, causing Argonne to give up its official sovereignty to Inverden becoming part of the Kingdom. However, the well written treaty for Argonne left the Thaemore family with complete power and autonomy in its territory still, and would bend the rest of the kingdoms hand to aid it in crises, without the county being forced to do so in return. In all intents and purposes, the King had freely given her more power and sway over Inverden than they had during the military conquest. This act had enraged the Maiden of Victory so much, that she planted her banner at the Royal Court in the Capitol swearing off the king who betrayed their Victory with a hollow one, and stormed off to never be heard from again.

With the Scarlet Feud over, Inverden entered another quiet period where most of its hostilities were minor. The majority of which are with northern border tribes and the Intilia. Still, always dealing with internal problems of goblins, bandits, and small local tribes wanting to take on the world itself, the Kingdom has taken this time to always deal with internal issues and protect the common citizens for what is a relatively peaceful lifestyle.

Today, the Kingdom is ruled by Alphonse Lafleur. Many feel a tension in the air, as times have changed as emissaries from the Kingdom of Magic have been frequenting the Kingdom more than ever before. Some believe that a great threat comes for the wizards, and others believe the wizards are making a move to try to absorb Inverden and strip it of its crown. While the common man still lives very peaceful lives in the kingdom, one can't help but be uncertain by these new troubled news.

## Hierarchies

### Social Hierarchy

The Monarchy of Inverden has a noble hierarchy that invokes special privilege's to lords and ladies whom serve the kingdom by leading her people forward. The Monarch holds absolute power over those whom hold noble title, and may strip a noble of their title as well as bestow it. The titles and powers are given below.

* The Monarch - The King Monarch wears near absolute power over the nobles underneath him. The Lineage of Monarch is a bloodline lineage passing from parent to child, and if no child is left, to the closest blood relative of the previous monarch. Spouses never inherit the throne.

* Count or Countess - The highest form of nobility, of which there are only 8 at a given time. This is most commonly passed down from parent to child unless the Monarch strips one for wrong doing. They may also appoint heroes who have proven themselves in their county to the title of Dane, and may revoke the given title as well if they were the one who bestowed it.
* Baron or Baroness - Baron's are often nobles who over see large towns, important resources, or military outposts for their Counts. A Baron has the power to draft citizens into a conscription for the defense of the province they are overseeing. Many Baron's are as wealthy and affluent as the Counts and Countesses they work for and are often the most common candidates for marriages to the children of the Counts. Nearly all the Baron's are humans.
* Marquise - The Marquise are often wealthy and affluent nobles who are recognized by the crown for their continued efforts to serve the Kingdom. The children of Counts and Barons who are not given a noble duty to run a major town or take over the county are typically passed down to the noble rank of Marquise. Most Marquise are noble born. They often run guilds or other large scale businesses that help generate wealth and taxable goods for the Monarch. Danes often seek members of the Marquise title for marriage as a way to move up the noble hierarchy and guarantee a noble title for their children. The great majority of the Marquise are humans, although Dauphin and Roslyn county's also have many halfling Marquise as well, while Dulais has several catfolk Marquise.
* Dane - The noble rank of heroes. While some Danes inherit the title from their parent this is actually rare as most children of Danes do not inherent the title of their parents. Rather, the vast majority are recognized as having committed as great deed by either the Monarch, or by a regional Count and given the title with a land stake of the Count's land. Dane's often work directly with Baron's in terms of military matters as their skill in combat makes them a valuable asset to any Baron running a military outpost. Dane's with a land stake by a town will often take up a notable role in the town's military, such as being appointed the Captain of the Town Guard or the head of a Knight Order in larger towns. Dane's are also the most racially diverse noble class since most are appointed for doing deeds for the Kingdom. It isn't even unheard of for Mercenaries from Akere to earn Daneship, especially in Dulais. Many Danes who control land in the countryside will often oversee small thorps or settlements as serve as its protector.
* Citizens - Ones status of citizenship shows ones life to the land and despite not holding any noble title, citizens are the lifeblood of the Kingdom. Most citizens are actually born in the Kingdom are the child of at least one citizen. Fewer decide to purchase the rights to own land through citizenship with hefty donations to temples and a Marquise willing to take them onto their land or put them onto a nearby Dane's land. Living in the nation married to a citizen for at least eight year also earns one their citizenship. The most uncommon way one gets their citizenship is ironically by bypassing citizenship all together, performing great acts and deeds and being awarded the title of Dane, which as a nobleman one would automatically be given citizenship. In Argonne, some exceptional slaves whom a master wishes to serve them in a capacity that a slave can not may pay fines to liberate and free their slaves and even go a step beyond to authorize them to citizenry through the House of the Whip.
* Freeman - This status is one that most of the kingdom does not look at, except for Argonne. Any traveler to Argonne would pay well to visit a barrister office and get paperwork to turn into one of the Hell Knight orders or the Church of Asmodeus, paying a small fine and marking them as a Freeman. This is especially important for foreigners. Attempts to enslave a freeman will always end badly if they were to sell them in Argonne as any slave trade has to go through the authorities channels and Freeman status is something that is checked. Any citizen of the kingdom is assumed to have a Freeman status automatically if they can prove their citizenship.

### A Citizen's Rights

* All citizens have a right to carry arms.
* All citizens have a right and duty to call and adhere to Hue and Cry.
* All citizens have a right to purchase land overseen by a Dane for a due price.
* All citizens have a right to property.
* All citizens have a right to a trial for committing crimes to be overseen by a Dane or higher official. They may not be forced to self incriminate, and must be told of the charges to which they are being tried for. Their property can not be taken from such trials unless proven guilty in the court.
* All citizens have a right to safe travel in the kingdom.
* All citizens bear the right to provide challenge to another for a duel for their honor being trespassed upon.
* All citizens bear the right to marry another and rear their children as they believe is most fit.
* All citizens are given the right to speak their mind so long as they do not spread falsehoods of another being to smear their honor.
* Citizens are also given nearly all rights that Foreigner's are given in the land.

### Foreigner's Rights

* All foreigner's have a right to a trial if accused of crimes by citizenry or the state.
* All foreigners have a right to petition a town for entry, given by a Dane in the town.
* All foreigners have a right to continue worship to their deities so long as the deity is not outlawed, nor requires acts which are outlawed.
* All foreigners have a right to seek Sanctuary in a church of Sarenrae.
* All foreigners have a right to safe travel on the roads unless they are committing acts against the good of the nation or her people.
* All foreigners have a right to their contracts with citizenry and nobility to be honored and expected to follow their given word on such matters.
* All foreigners have a right to their possessions they bring with them into the kingdom, but such goods may always be searched at the will of the Danes and illegal items or substances confiscated.
* All foreigner's recognize if they are attempting to transport slaves through the kingdom that intended to head to any lands besides Argonne, that the slaves will be confiscated and liberated and given the chance to earn their living and eventual citizenship under the Danes.

It is wise to note that most creatures seen or designated as monsters such as Goblins, Kobolds, and other dangerous creatures who rarely show the ability to function in society have no such rights and are not protected by any such laws and statutes.

### Kingdom Laws

Nearly all of Inverden follows the same sect of laws.  Argonne has its own separate laws.

* Slavery is strictly illegal and any caught trying to capture slaves in the kingdom will face severe fines and may face imprisonment.
* Theft is illegal and those caught committing the action will face fines, and may face capitol punishment or imprisonment.
* Necromancy (creating undead) is illegal and any caught creating an undead creature will face either execution or banishment from the land. Returning after banishment will result in execution.
* Charming and Enchanting people with magic is illegal and those caught doing so will face severe fines and may face imprisonment. Repeat offenders may have their hands and tongue cut off so they can no longer use such magics.
* The worship of Demon Lords strictly illegal. Those found worshipping demon lords are forfeit of their citizenship rights and face Banishment or Execution depending on how severe their crime and worship.
* Committing the crime of High Treason and attempting to sabotage to the Monarch's reign is strictly punishable by Execution, only being reduced to a lesser punishment on the Monarch's mercy.
* Commiting the crime of Low Treason against a Count or Baron is strictly punishable by Banishment, Imprisonment, and/or Severe Capitol punishment.
* Rape is strictly illegal.  Those found guilty of such a crime will face Castration and in severe cases, may be executed for the offense.
* Prostitution is illegal. In most area's this will result in Fines and possible imprisonment.
* Worship of Rovulog is illegal and those caught worshipping the beast will face Execution.
* Murder is illegal and is punishable by Banishment, Imprisonment, Death, Extreme Fines, or any combination of the aforementioned.

### Argonne Laws

* The purchase and sale of slaves is completely legal. All slaves must have proper paperwork designating name, race, origin, background, and several other important articles of information. With proper paperwork showing slaves being transported through the kingdom are intended for Argonne, or coming from Argonne will allow one to get past knight patrols and checkpoints without forfeiture of property.
* The enslavement of citizens Inverden is illegal, and punishable by the removal of ones own freedom through enslavement.
* One must obey the commands of the Countess, under punishment of Death or Enslavement.
* Attempting to forcefully release the slaves of another person is punishable by death or enslavement.
* All slaves being set free by their masters must have the paperwork committed through by the Order of the Whip, and appropriate fines for paperwork and freeman status must be paid upfront.
* A contracts word is binding and must be followed through. A proper contract must be written with the punishment for breach of contract in it. Such breaches are enforceable by the state.
* The House of Asmodeus is the supreme religious order in the county.
* Any citizen who attempts to stop a Hell Knight from committing their duty by impeding an investigation, intentionally creating an obstacle for their travel, or trying to fight them are subject to extreme penalties by the Hell Knight order itself and the order retains full rights to enforce justice upon such criminals to their order's rules.

## Places and People

### Counties

Argonne - Set upon the Northwest Peninsula, the Argonne County is ruled by Countess Safiya Thaemore. There are two major settlements of note, being Argos (the county seat) and Eragon. This county has a different set of laws and customs from the rest of the nation, as it has autonomy in its own rulership, and its Countess is the only one whom can not be stripped of her title by the Royal Family.

Benoit - The Northern province, covering nearly all of the lands north of the Noris River. This Province houses several notable settlements in Benoit (the county seat), La Farge, Fort Beinin, and Camsay. This County also serves as the headquarters of the Hell Knight Order of the Pike. It is also notable for a high population of roaming centaurs who live as big game hunters in the region. The trade of captured hippogryphs for taming and breeding also occurs in north eastern hills.

Belle Plaine - Huge Savannahs in the center the northern half of the nation. Cover most of this province. Roaming Centaur's are common enough hunting big game such as Lions, elephants, and other worthy prey. The Savannahs also house large herds of powerful wild horses that are often captured to be trained and raised. Orlains and Cavale (the county seat) serve as the hubs that most hunters sell their game at.

Dauphin - The Capitol province houses numerous settlements including the royal capitol. Lafayette Keep and Fort Marinette serve as military posts in its north eastern areas. Pineland, Portage, Cassel, and Arshen serve as settlements helping to supply the royal capitol city of Dauphin. The territory houses powerful rivers including the Roslyn River and the Antaribe River.

Dulais - Serving as the Eastern front of the kingdom, Dulais County is marked by the Rifica River as all the kingdoms territory east of it is part of the county. With the notable settlements of Dulais (the county seat), La Belle Fores and Portakere, the county is the only in the kingdom that boasts a higher catfolk population than human population. The county employs mercenaries more than any other county to help take care of small scale invasions, such has newly popped up Goblin Dens.

Invers - Covering nearly everything south of the Antaribe River, the Invers County is the largest county by sheer land mass, reaching all the way down to the frigid southern tundra's. Huge tree's fill the landscape of much of the landscape of this county. The county has two notable settelments in Port Invers (the county seat) and Anaberg. Erastil is prayed to more than any of the state sponsored deities in this county, and Anaberg serves as a sacred site to many of his followers.

Linhafdu - This county in the northern section of the kingdom borders entirely with Intilia serving as a buffer. Linhafdu boasts two main settlements being Linhafdu (the county seat) and Lindus. This county has found trade in precious gems, especially rubies which are mined in Lindus. It also boasts the Knights of the Winged Mane, a sect of knights that uses Hippogryphs to control the territory and spot dangers from above. This county also boasts the highest point in the kingdom at 3300 ft above sea level at Lindus.

Roslyn - The geographical center of the kingdom connecting its northern and southern halves, Roslyn County sits in a territory of beautiful grasslands. Farms and farmlands dot the landscape, with the area being filled with small farming communities all over. Wineries are also found all over, as the Vineyards here are famous through out much of the world. To enjoy a bottle of Roslyn is to enjoy the wine produced in the region. Roslyn county features two main settlements where farmers often go to trade, being Roslyn (the county seat) and Dell Prairie

### Settlements

* Anaberg
* Argos
* Arshen
* Benoit
* Camsay
* Cassel
* Cavale
* Dauphin
* Dell Praire
* Dulais
* Eragon
* Fort Beinin
* Fort Marinette
* La Belle Fores
* La Farge
* Lafayette Keep
* Lindus
* Linhafdu
* Orlains
* Pineland
* Portage
* Portakere
* Port Invers
* Roslyn

## Other Kingdom information

Alignment: LG

Languages: The realm of Inverden has the common languages spoken being Common and Catfolk. Most businessmen often learn Catfolk as their second language due to how many catfolk live and emigrate into the kingdom. The nobility of the Kingdom are taught an older tongue spoken by the first King known as Inverdese. While not a proper secret language, it is primarily only spoken by the Noble class, and businessmen who specifically deal with noble clientele.

Of the races in the Kingdom, the following are the list of the most common races found native to Inverden.

Humans: The most populous race of the kingdom, found heavily throughout all counties. The royal family and the majority of the upper noble class are humans. An adaptive race, most humans quickly adapt to the areas they live in, and bring many of their cultural ties with them.

Catfolk (Miqo'tei/Arke'tei): The Catfolk population in Inverden is the second highest of any other race. In the county of Dulais, they out populate the humans being more common to find both in the cities and the countryside. The Catfolk population is divided into two racial subsets; the Arke'tei and the furless Miqo'tei. While by all extents, both subsets of the catfolk are equally capable of anything of the other, the Arke'tei have a tendency towards greater violence than most Miqo'tei. Combined with their looks, Arke'tei may often be given dirty looks and treated as lesser than the Miqo'tei cousins. Despite this, the Arke'tei have a history of serving in military positions in the Kingdom and are still welcome members of society.

Halflings: The Halflings in Inverden largely enjoy a peaceful life. Most halflings are prone to enjoying such peace and so being so closely tied to overly righteous and proud humans devoted to good gods leaves them in a great position to support their allies by supporting their bellies. Halfings have a reputation of being the most fantastic chefs in the kingdom, and are among the most common races, although they tend to live in the rural countryside rather than the larger cities. Roslyn county is especially well known for having an extremely high halfling population, although many of the northern counties see them.

Kitsune (Kil'sune): The Kitsune of Inverden are not actually native to the land since its foundations, instead emigrating into the nation shortly after the end of the reign of King Dain. Their ancient homeland was ravaged by expansion from the unified horde of Alicia, forcing the Kil'sune tribes to emigrate and flee. The Kil'sune sub-species of Kitsune are a furless breed of their kin, although they maintain their fox ears and fox tails. These Kitsunes are still capable of shapeshifting with most even being able to take a the form of a fox. While there was years of conflict and trouble with their initial arrival, since then most have become mostly as welcome as Miqo'tei. Many humans even find these exotic fox women as particularly attractive, especially with their ability to shapeshift into nearly any woman they fancy. Their arrival marked a sharp increase in laws regarding the use of Charming magics as illegal to use on other beings, as so many Kil'sune were capable of such magics. Later, prostitution was outlawed as a way to try to stem the habit of Kil'sune using their shapeshifting to impersonate others. Still, wherever an illegal brothel is, there is likely more than a couple Kil'sune there.

Centaur: The Centaur of the northern plains are a proud race who were not part of the kingdom at its founding but were conquered by King Dain during the Plain Wars. Their forces had stumped the King's expansion until his adaption of companion cavalry that could help run down the Centaur Horde's archers. These days, Centaur's live almost exclusively in the rural fields of the central and northern provinces. Most have no interest in the frigid winters of the southern part of the kingdom. Most live in tribal settlements, and have outposts set up on the outskirts of major urban areas to do trade. Many who live in Roslyn prefer a simpler life, helping halflings tend to the fields of the land to make their livings. Some Centaur have taken up the cause of the Kingdom becoming Knights and those who do quickly earn fame. The Centaur Danes often claim territories in the open fields for their tribes to have plenty of territory to hunt, and ride out protecting the land from larger predators like Axebeaks and Lions.

Aasimar: The Aasimar in the kingdom of Inverden live a strange dichotomy. In the cities, they tend to be ignored by most folk and beloved by clergy of worshippers of Sarenrae, Shelyn, and Iomadae who see them as great potential faithful of the church due to their lineage. However, those who live in the countryside will find their irregularities from the average person a source of ostracization. In particular, those born in Roslyn County find life more difficult as most halflings look at them with as much distrust as they would a tiefling. Most Aasimar born in the kingdom are born from human parents, as unions with angelic beings are quite a rare occurrence to warrent a true heavy population. Most Aasimar either end up joining a church's clergy or becoming adventurers so they don't' have to settle down with distrusting neighbors.

Tieflings: The blacksheep of the kingdom, seen as hellspawn and evil innately, tieflings are heavily derided and frowned against in most of the kingdom. Only in some northern cities such as Benoit, and in Eragon are they treated as actual people. However, in Eragon many find themselves as slaves having been bred to be warriors for the Thaemore dynasty or to be devlish work-mules. Many Tieflings who leave Eragon as free people find the hatred towards their kin as justification for them to be violent and lash out at the ignorant masses. Many Tieflings find the fear they inspire as useful intimidating bandits into allowing them into the band and often quickly rise up to lead bandit oufits. Still, seen as a sentient and civilized race, they are protected by the laws, even if not all lawman enforce it to protect them.

Dwarves: An uncommon sight in much of Inverden, the dwarves are mainly found in urban city centers where many find easy work as architects and craftsman. The hard working and surly dwarves can usually find the hard working humans to be relatable if odd. Lindus and Linhafdu have the highest dwarven populations, with the Banesmith clan residing and operating the mines of Lindus.

Goblins: Goblins are seen as monsters and are rarely welcome in smaller settlements, who are always afraid of goblin tribes popping up and terrorizing them. Some goblins can find themselves let into larger towns and some cities, but they will attract attention and glares from nearly all residents. Goblins aren't even recognized as people in any respect so a man murdering a peaceful goblin in the city would be charged with the same penalty as if he murdered his neighbor's dog. However, goblins are always popping up out forming new dens and terrorizing the country sides. This constant problem with new warrens popping up is part of the reason so many mercenaries come form Akere to seek a new life here.

Kobolds: Less common than goblins, Kobolds are mainly a problem in the northern hills. There, they replace goblins in terms of being a problem for the local communities, although a lot more innovative in the ways they cause problems. Like goblins, they are not recognized as a sentient race in the kingdom. Although being so much less common, many of them can find relative peace in the southern cities if they are willing to stomach the cold winters.

Elves: Another uncommon sight, although the ones that are found tend to either live in small isolated communities or in the large towns and cities. The majority of elves in the lands are descendants from Serira and their knowledge of magics is usually welcome in these larger city centers where nobles will often employ them as advisors on magical matters. Most associate elves to magic, even when they aren't actual practitioners. Small communities may look at elves with some fear, due to their lack of understanding of magic in general. Despite this, those elves who do reside in these communities for long periods become known as village sages for their long lifespan and knowledge becomes useful to the community as a whole. This results in elves being viewed as wild old men who ought to be respected despite their prudishness.

Half Elves- A very uncommon sight, most half-elves simply are mocked as people with odd ears. As children, they will be bullied by other kids as late bloomers and pointy ears. As adults, most blend into normal life in the kingdom with a fair bit of ease. Of course, their relationship with their elven parents is always the part that leads many to scratch their heads as their lifespan tends to be much more akin to that of a normal person.

Skinwalkers - Viewed as the spawn of Lamashtu, they are viewed as being Werekin and as such if one is found, they are hunted with the same fury and hatred that a demon would be hunted with. Were-creatures best be wary of knights brandishing silver daggers for hunting them down with.

Half-orcs - Uncommon in the kingdom, few people actually have seen these green skinned people. However, rumors always tend to spread fast and the rumors of their short temper leaves them viewed with some disdain. Still, they will find themselves treated far better than tieflings if they keep out of trouble and don't start fights.

Orcs - See above.

Hobgoblins - Seen as the masterminds behind goblins popping up, they are viewed as monsters and as a result, suffer a similar fate to Kobolds and other Goblinoids being unprotected by the laws of the land as not actually people.

Other races than those above are largely seen as Unheard of as the people of the land will have more curiosity than anything else. Of course, this curiosity is covered with more than a fair bit of caution, unless these strange creatures from strange lands have coin to help show their intent for peace and trade. If they are capable of speech and reasonable discussion, most will find themselves protected under the laws as a sentient being.