Randwelt

RANDWELT

‘What separates us from you? What makes us worthy to lead you? Honour,

nobility and chivalry - the merest tip of our virtues.’

Nickname: The Knights

Languages: Randwelt, Creole

Population: Säuger 75%, Eluvian 15% and Drummon: 10%

Government: Feudal structure, monarchy

Leadership: Ducal House in service to King Aldrac of Ruess

Lifestyle: Industrious, semi-feudal. Noble landowners overseeing

employed peasants, merchants, etc.

SOCIETY

Built on a history of serfdom, Randwelt has had considerable

influence on the history of Dantir, although its ways have

become far less strict as the Guilds and other outside notions

took root. While any individual is not considered property, they

are usually bound by oaths to serve a particular lord in return

for his protection. The idea of loyalty to each other is here

believed to be the key to a stable community. It is the reason

that Randwelt has stood its ground against storm and famine,

barbarian invasions, plague and all-out war. Each citizen of

Randwelt knows his place, knows to whom he owes his loyalty

and the responsibility this brings. Every craftsman, farmer,

merchant or laborer swears his loyalty to one of the noble

houses of Randwelt, the ancient bloodlines that have lead for

time immemorial. In return these houses ensure that every

person has shelter, food and work suited to his needs, and

oversees the safety and prosperity of their communities. Each

house has its Barons, who serve the Earls who in turn serve

their houses’ Duke. The nine Dukes are ultimately responsible

for everything that occurs in their duchies, and each owe their

loyalty to the King. Each dynasty is chosen from the Dukes when

needed, and the King sees to matters of national importance,

including sustaining of armed forces for defense, upkeep of the

portal-stone network for transport and trade and the

distribution of taxes to infrastructure, as well as maintaining

their own duchy.

This system of fealty saw Randwelt rise to lead the allied

nations in the troubled times, and allowed the first High King to

maintain influence not only for his own lifetime but to hand on

his power to his heirs. Although the system is old it has been

maintained throughout the changes brought by the teachings of

the Eluvians and establishment of the Guilds and has in fact

seen Randwelt become the most multicultural of the Sauger

nations. Of course not everyone sees fit to swear fealty to a lord

or noble family - such as merchants, travelling craftsmen or

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members of the Orders. Those who have not sworn any particular oaths are still expected to

abide by local laws where ever they go, pay the local taxes where they reside and behave as any

good citizen. But should these people fall afoul of the law, of poverty or calamity, they cannot

expect to be supported or cared for as any oath-bound citizen.

The nine noble houses of Randwelt have each held the throne for at least one dynastic cycle

throughout the nation’s long history, and the occasional squabbles for power amongst them

have caused only serious conflicts in the land. Each house maintains its own armed forces,

drawn most often from Armsman Guild members, and tithes men to the Kings forces as required.

These armsmen act as police locally, with those of noble heritage expected to act as magistrates

where needed. Each house is expected to raise an income from its land and people, paying taxes

to the King and using the rest for the benefit of its oath-bound people. Each man is either directly

employed by the house in his chosen profession (such as farmers and armsmen) or must pay tax

on the income they earn (such as merchants, artisans or mages).

Having had little conflict with neighbors old and new, Randwelt embraced the changes brought

by both the Eluvians and Drummon, and the extended trade allowed by the introduction of the

Portal stone network. It has allowed them to become exporters of many raw goods, including

grain, lumber and various metals mined from its mountains. The Guilds all have strong houses

established in many of the major cities, meaning citizens of Randwelt rarely have to travel far to

find training. This has provided a little more freedom to choose the role one would like, and

increased the mobility of the population, in spite of their oaths. The support offered by the

feudal system has also made the pursuit of personal wealth less enticing than some foreigners

may believe. The more one earns the more one will be expected to tithe, and although there are

many wealthy merchants and artisans, gold and the power it brings is not central to the lives of

most sedentary Randwelt citizens. The noble Houses do live in relative luxury, and anyone

leaving their Lords’ land and protection may have to struggle to keep themselves in whatever

manner they are used to, but any outsider is welcome to swear oaths to any House to receive the

same protection as any local born Sauger. Even a Drummon or Eluvian may take a place where

they see fit, and over the centuries several of these families have sworn themselves to various

houses. Several marriages over the years have included Eluvian and Drummon blood into few of

the major houses but it most houses do like to advertise this fact, as their claim to power lies

only in their Sauger heritage.

Those trained in the use of magic are welcome in the service of any house, especially those

willing to craft special items or assist in the running of the Portal stone network.

As a result of all this, Randwelt citizens are usually open-minded, responsible and caring people,

ready to help a neighbour in need and respectful of authority. Those of noble blood may feel

entitled to respect from any peasant or foreigner, but they also know the responsibility they

have to protect those lesser than themselves. Honesty, respect, responsibility and loyalty are

expected of the citizens, and most especially of members of the nobility.

LAW

There is a code of laws that all citizens (and visitors) of Randwelt are expected to follow. An

extensive description of each law and its implications is available within each of the noble

houses, who’s Dukes are expected to ensure that their oathbound abide by it. Each house also

adds its own addendums, local rules and guidelines, as do subsequent Earls and Barons. It is a

very rare citizen that has actually read this codex, given its exhaustive and complex nature, but

all children are taught the basics needed to avoid trouble.

Essentially one is expected to behave civilly, and to respect ones betters. One shall not steal,

commit violence or fraud. There are many details about what constitutes forgery, what types of

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punishments shall be exacted depending on the type severity of each infraction and what shall

and shall not be considered to be tax fraud or failure to tithe. Capital punishment is usually

reserved only for the most serious crimes such as murder, with imprisonment and fines being

used for more common offences. Sometimes a local code may call for public punishments such

as use of a stockade or parading to humiliate an offender amongst their own community but this

is not a part of the national codex. Other punishments such as banishment from a particular

duchy, dismissal of service (removing all protections) or even the requirement of service for life

might also be used locally as punishments for various crimes.

Nobility and commoners alike are bound by the same laws, though as the nobility most often act

as magistrates it is not uncommon for them to be seen as benefitting from light sentencing. But

nobles can also suffer from dismissal from their family, denying them the rights and luxuries

that come with rank, or the stripping of responsibilities and offices that have been used to

commit said crimes. Some may even have duties imposed as punishment rather than removed,

all at the whim of the magistrate hearing the case.

Sentences can be appealed, with requests for hearings being sent up to the next level of

authority, provided the accused is willing to endure extended periods of incarceration whilst

waiting for their Dukes or even the King to have time to hear from them.

The Armsmen sworn to each particular house act as enforcement officers and prison guards as

well as sheriffs in smaller settlements. This is again at the discretion of the local nobles, so that

the enforcement of laws and punishments is not consistent across Randwelt, and has been the

source of tension within particular regions over the years.

EDUCATION AND TRAINING

The Guilds are thoroughly established across all of Randwelt, and are responsible for most

formal training. While children may be raised learning the general skills of their parent

profession alongside their letters and numbers, most youths choose to take on further education

by joining a Guild. Most often the person will remain in the area of their birth, once trained

taking up a position working for the house of their family. Some may travel elsewhere and swear

oaths to a new house where they can find employment, though some (such as Dedicated and

Artisans) may choose to remain unbound and travel where their work or whim takes.

TRADE AND INDUSTRY

Randwelt produces a plethora of goods, both raw products and refined crafts. The large farms

run by the noble houses provide more than enough food to supply both its own citizens and

trade to neighbors. Industry varies with the landscape, with some towns supported by the

collection of raw goods such as ore, wood or fish, and others centered on craft houses producing

linens, fine ceramic goods or metalwork. Most of the ducal houses endeavor to create a variety of

industries in their lands to help allay the possibility of disaster amongst one craft or another.

Export of finer goods takes place via the Portal Stone network, while larger shipments are sent

by ship or caravan to its several neighbors.

RELIGION

Members of the Orders are welcome wherever they might wish to travel, with Houses of one

type or another found in all cities and towns. The people of Randwelt might not be considered

the most spiritual folk, but all at least respect the benefits offered by a little piety, and are

generally welcoming to any Dedicated.

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NAMES AND LANGUAGE

Commoners will generally be known by a given name, and may also be called by a family name

inherited from their father. Some may also choose to identify either their place of origin or the

house to which they are sworn in place of their family name or even in addition to it where their

other names may be too common to easily mark them out. Others may identify with their

profession instead of their family name, such as ‘the smith’, ‘the bowyer’, ‘the thatcher’ etc.

Nobles will always claim the house of their bloodline, unless for some reason they have been

banished from it.

Example names (male): Adam, , Anslem, Betram, Cristof, Driske, Gawin, Helwig, Sander

Example names (female): Sanne, Phye, Lucy, Katherina, Heile, Enede, Amalie, Aleyd

Example names (family): Aigels, Bendel, Dener, Herolt, Hurnyn, Mertten, Salber, Stein, Wysen

The nine Ducal House names: Acaria, Buron, Dessel, Grimoldi, Hasse, Layan, Reuss, Selms, Urach

DRESS

Practicality rules amongst the common folk, whose dress will vary depending on the needs of

their profession. Most people are conservative, reserving excess of finery and jewelry for special

occasions. Some artisans and merchants may be more flamboyant in material and colour choice

to show off their own creations or the goods they sell. The nobility will generally maintain finery

where they can, to ensure they are distinguished easily from their common lessers. However

some houses might find this difficult when their tithing has been thin, with the noblemen of

some areas living in circumstances no different than a wealthy merchant or crafter elsewhere.

HISTORY

Once a great empire that stretched across the center of Dantir, Randwelt was significantly

impacted by the Red Sky and the troubles that came after. It now holds barely a third of its

former territory, and it lost many of its noble houses in the wars with the Eluvian and Drummon.

Its tradition of ducal rule stretches far back beyond this, with each family keeping meticulous

records of their heritage. The throne has passed back and forth between the remaining houses

several times over the last thousand years, sometimes by internal coup, open rebellion or

mischance. Most houses have held the throne for at least several generations, with the current

line being that of Reuss.

House Reuss took the throne from the House of Grimoldi when Wiland Grimoldi proved to be

unable to manage the arrangement of tithing within his own lands. Over tithing by the Grimoldi

family to support the extravagance of Wiland drained their own lands leaving them vulnerable

when flooding destroyed most of their cropland. Proven unable to manage their own affairs let

alone the state, the Dukes refused to swear to Wiland’s son Steffan when he came to inherit.

Instead they chose from their number a seemingly more reliable candidate, Duke Martan of

Reuss. With the Reuss not having lead for centuries the Dukes believed him to be more openminded

and easily influenced, without having been raised with the expectation of power. For a

few years Martan lead Randwelt, slowly recovering from the disasters inflicted by his

predecessors.

At the recent election of the new High King, Martan attended the summit alongside leaders from

every nation, and unexpectedly was chosen to become the new High King, as an option to break

a stalemate between two other candidates.

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This has created some difficulty in the last few years. As High King Martan is not meant to have

any role in sovereign politics of any nation, and so had to secede his role to another of his blood.

His children now being potential heirs to the throne of the High King they too were not able to

take the throne of Randwelt. Instead of returning the choice to the ducal council, Martan asked

his uncle Aldrac, the new Duke of Reuss to take the throne, maintaining their house control of

the throne. This has not been a popular decision amongst the Dukes, for several reasons. Firstly

the Dukes gave the throne to Martan himself believing in the capabilities of the person, not the

house. Secondly, given that the throne was not inherited in any traditional fashion that Martan

had no right to name his uncle to the position, and thus the council should have been asked to

decide amongst themselves. And finally because since taking on the position Aldrac has been

steadily increasing his requests for tithes of armsmen and goods from the Dukes, echoing the

pressure placed on lands before the floods of a decade ago. But short of open rebellion the

Dukes are oathbound to support their king.

ENVIRONMENT

Randwelt holds much arable land, and is highly productive in both food and raw goods.

Stretching across the southern edge of the continent it has a varied but generally temperate

climate. It encompasses some mountain ranges as well as extensive forests and planes. Rivers

are used as often as roads for transporting of large goods, and occasionally ships across its

extensive coastline.

How others see the Randwelt

people:

Avantine – Their code of chivalry

is but a mask for their true

intentions - total dominance over

all. No difference from us really.

Eluvian – They believe in the

power of the high king and their

honour keeps them bound to the

throne. A double edged sword to be

sure.

Drummon – An ordered society

yes, but all their pomp and

ceremony in pointless when there

is work to be done.

Toraneya – Their honour does

them credit but they are still not

above the petty concerns of the

world around them

Jorgenwyld – The first over-king

showed strength comparable to us.

I wonder if they still have that

strength… or is change in the air?

Septoria – Trust in their chivalry?

Huh! They can be as greedy as the

rest of us.

Ekhai Lāhui – They see us as

pawns in a game. What they don't

see is that they are in a game of

their own.

Kenaan – It is easy to talk of

honour and chivalry when your

lads are fertile and lush. Let them

live with my hardships and see how

long before they lose their way.