Kingdom of Luminor

*The Kingdom of Salvation*

Founded amidst the turbulent waves of the Sixth Ghoul War in the year 804, the Kingdom of Luminor emerged as a bastion of resilience and hope. The architects of this realm were led by the Hibou, seeking a symbolic rise from the ashes, elected to rebuild the ancient city of Ciel’du’Lumin, choosing the simpler name of Ciel as their capital. This act marked the first steps toward reclaiming lost territories and asserting dominion over the land.

The first expansion was establishing the Grove d’Ciel and uniting the newly founded Kingdom of Luminor with the Church of Lumin. This took place from 804 to 806. In the subsequent years, a profound alliance formed that characterizes much of the kingdom.  The relationship between the Kingdom of Luminor and the Church of Lumin. The roots of this alliance lie in the ruins of Ciel’du’Lumin, once an ancient cathedral dedicated to the Church. Present-day ties between the two entities manifest through shared resources, government officers, and collaborative councils.

Their following expansion took a decisive turn southward. By the year 815, the Kingdom had successfully absorbed the territory of Merqui Chante through diplomatic means. This coastal expanse not only enriched Luminor with valuable ports but also assimilated powerful noble and merchant families, among the most notable were the Bellamie, Moulin, and Pascal families. The strategic move secured vast stretches of farmland within the kingdom's borders, as well as access to fishies, trade hubs, and executive officers to help with the functions of the fledgling nation.

One of the first acts the kingdom partook in after joining with the Merqui Chante was known as the Refugee Absolution, sometimes known as the Brave Absolution, it was a call out into the Barrens, and nearby nations, it was forgiveness for whatever they had to do to survive.  It offered them land, work, and most importantly a home.   It bolsters the new nation with bodies and warriors, fresh laborers, and the battled-scarred Braves who had grown sick of the Barrens.

Several years after the Absolution went into effect the Northern Territories of Bonnet De’neige and Verrovert started to open negotiations with the Kingdom of Luminor for union.  In 822 Bonnet De’neige under the authority of the  Bonheur family and Verrovert under command of the Desrosiers, Dior, and Gaul families formed the Kingdom of Luminor as it would be for some time.

## **The Territories of Luminor**

The Kingdom of Luminor is an amalgamation of seven territories, each playing a unique role in the kingdom's vitality:

### Ciel Sansfin (804)

At the heart of the Kingdom of Luminor, Ciel Sansfin hosts the capital city of Ciel and the great Grove, Grove d’Ciel. This bustling hub is the epicenter of political, administrative, and cultural activities. Grand architecture reflects the kingdom's resilience, with the streets teeming with commerce, culture, and the influential presence of the Church of Lumin.

### Bonnet De’neige (822)

To the north of Ciel Sansfin lies Bonnet De’neige, a region adorned with majestic snow-capped mountains. Beyond its scenic beauty, this territory is a vital source of natural resources. Mines punctuate the landscape, extracting precious minerals that contribute to the kingdom's economic strength. Rivers flowing from here enter into Merqui Chante. Bonnet De’neige joined the kingdom of Luminor in 822.

### Durouvert (901)

Positioned at the southern border, Durouvert is a territory of strategic importance, acting as a buffer between the Kingdom of Luminor and the Imperial Territories. Its defenses play a crucial role in safeguarding against external threats, maintaining the kingdom's security and territorial integrity. Durouvert was once called the Imperial Territory of Erdboden, but in 901, it became known as Durouvert and joined the Kingdom. The very southlands of Durouvert are war-scarred and covered in rocky outcroppings and mountains. However, the bulk of it is rough plains.

### Grove d’Paradis (804)

Sanctified by the Church of Lumin, Grove d’Paradis holds a special place within the kingdom. This territory serves as a spiritual center, where divine presence is palpable, and sacred rituals are conducted. It reflects the harmonious coexistence of nature and faith. It has been part of the Kingdom for almost as long as the Kingdom has existed, entering into the nation in the year 804 and being fully absorbed by 806.

### Merqui Chante (815)

To the south, Merqui Chante is a vital coastal territory known for its port cities and river floodplains. The ocean-side cities are centers of trade and commerce, facilitating the exchange of goods within the kingdom and beyond. Diverse populations, including influential noble and merchant families, call this territory home. It is home to the powerful and ancient line called the Bellamie. Joined the Kingdom in 815.

### Merqui Inonde (904)

Stretching east of Ciel, Inonder is characterized by floodplains and woodlands. Although largely undeveloped, this territory holds potential for future expansion and resource utilization. It remains a region of interest for those looking to explore and cultivate its untapped natural beauty. Merqui Inonde was reclaimed from the Ghoul Lands in 904.

### Verrovert (822)

Positioned to the north of Ciel Sansfin and east of Bonnet De’neige, Verrovert serves as a crucial connection to the neighboring kingdom of Witaneg. The terrain is marked by rolling hills and expansive grass fields, offering both strategic advantages and a picturesque landscape. It entered the kingdom alongside Bonnet De’neige in 822.

Each of these territories contributes uniquely to the Kingdom of Luminor, forming a cohesive realm that blends economic prosperity, cultural diversity, and a commitment to the principles of the Church of Lumin.

## **The Government of Luminor**

###### *Command Hierarchy By Title*

A detailed Listing of the types of Character positions.

1. Luminous King
	1. Ciel Sansfin Duke
	2. De’neige Duke
	3. Durou Duke
	4. Chancellor d’Paradis
	5. Chante Duke
	6. Inonde Duke
	7. Verro Duke

###### *Command Hierarchy By Office*

1. Kingdom of Luminor / Luminous Court
	1. Duchy of Ciel Sansfin
	2. Duchy of Bonnet De’neige
	3. Duchy of Durouvert
	4. Chancellery of Grove d’Paradis
	5. Duchy of Merqui Chante
	6. Duchy of Merqui Inonde
	7. Duchy of Verrovert

### **The Luminous King**

The Highest rank of office within the Kingdom of Luminor, the Luminous King has always been born of the Hibou Royal family with the crest and sigil of the Owl as their insignia.  Considered wise and even handed, the Luminous King relies on the Luminous Court that holds several positions that stand above the traditional government rulership and operations.  The Luminous Court is tasked with a massive advisory position, the positions within the Luminous court are:

* Minister of Finance
* Minister of Internal Affairs
* Minister of Foreign Affairs
* Minister of Stability
* Minister of Culture
* Naval Grand Marquis
* Militant Grand Marquis
* Cardinal of the Wardens
* Cardinal of the Arbors
* Cardinal of the Church

The ten posts of the Luminous Court often are tasked with individual objectives above all else and must temper and shape the wisdom of the Kingdom and the King.  They advise, but excluding the two Grand Marquis's lead very little personally.

#### **Dukes and Chancellor**

Ruling over a Duchy formed by one of the territories within the Kingdom.  Each territory is made out of at least two provinces, averaging three.  Dukes are either an Arch-Duke or a normal Duke, the only difference is the number of Duchies they have administration over.  An Arch-Duke oversees the administration of two or more duchies, whereas normally a Duke oversees one.  However, in times where there is no Arch-Duke, the title of Arch-Duke is given to and used on the most senior (by years of service) Duke of the realm.

#### **Earls, Marquis and Chaplain**

An Earl, sometimes called a Governor, is the provincial authority under the command and appointment of a Duke.  Provinces are formed within a duchy based on the geography and needs of that region.  The Moulin Earldom in the Duchy of Merqui Chante has specific needs in terms of farming, logistics, and protection, whereas the Roze Earldom of the same duchy takes up mostly coastal cities and leans on a luxury goods and fishing economy with vastly different needs.

Among the earls is the Marquis of the duchy.  The duty of the Marquis is to act as leader of the Duchy’s army and typically hold a place in the Duke’s court.  In the simplest terms, a Marquis is the highest ranking earl, and thus tasked with the overview and oversight of all the military affairs of the provinces.

The Chaplain is the Church of Lumin’s equivalent rank to an Earl, if a Chaplain is named Marquis they go by the title of Chaplain-Marquis or just Marquis.

#### **Viscount, Count, and Vicar**

Territories make a kingdom, provinces make a territory, and counties make a province.  At the county level counts manage the resources of their respective counties to the best of their talents and abilities typically overseeing one large population center and the outlying towns and villages.

A Viscount oversees two or more counties, potentially overseeing an entire Earldom, but without the rank of Earl.

Lastly the Vicar is the count level of the Church of Lumin, and Visvicar instead of Viscount.

#### **Barons, Burghers, and Bishops**

Within any county there are a collection of townships, Groves, and forts.  Forts, fortifications, and other defensive structures that are large enough to have a long term population are ruled over by Barons.  Barons are generals, or lower ranking military personnel that hold their positions for the safety of the realm from ghoul, madman, and general banditry.  The larger Baronies often will have a small attached town.

Burghers are functionally appointed mayors, they oversee everything from the smallest village all the way to the largest cities.  They act as the administrative hub and bastions of legal authority at these centers.  They also are the first line for organizations and expansion and development.

Bishops are the equivalent of Barons for the Church of Lumin.

Additionally there are Arch-Barons, Arch-Burghers, and Arch-Bishops who control their township, barony, and the surrounding lands and estates.

#### **The Landed and unlanded**

Below the Barons, Burghers, and Bishops are in order, the Baronets, Estate Knights, Hedge Knights, Yaomen, Craftsmen, Farmers, and lastly Laborers. Baronets are young lords given a plot of land, often commoners of skill or low ranking nobles given governance over a small plot of land, such as a gated manor and attached servants' town. Estate Knights are often knights, soldiers or other warriors granted a small parcel of land to manage.  Typically near roads.  These can be made into forts or tolls over time, the idea is to promote safety and well being, as well as award a knight with land to grow a family and work.  Hedge knights or flea knights are low ranking landless knights.  Yaomen are typically archers in the civilian militia of a town.  Craftsmen are artisans who make and provide specialty goods from raw resources.  Farmers are self explanatory and laborers are the general population.