Kingdom of Arkadea

The **Kingdom of Arkadea**, simply known as **Arkadea**, is a kingdom in Eldaen located centrally on the continent, Nuros. The unification of the ten different holds within the region to form the kingdom, marked the end of a series of conflicts known as the Season Wars.

Liberating themselves from their Archfey masters, prominent families throughout the region formed a collective in order to elect a single monarch. The monarch elected would be Adrian Idrakon, a warrior from the empire to the north, the Imperium Magnur. This collective, which would eventually become the nobility of the kingdom, swore fealty to Adrian, ending the fighting, and unified these holds under the singular Sagesteel Crown. King Adrian would name the kingdom Arkadea and its capital in honor of his father, Archon.

As of 392 A.E. (Anno Exaltare), the current ruler is King Vendrent. His son and heir, Prince Vandar, will inherit the Sagesteel Crown and the kingdom at the event of his death. Ruling alongside the King and Queen is a small council filled with members of nobility and the Church.

## Geography

### **The Great Virescence**

A large forest that once spanned the entirety of the kingdom's territory. Filled with the magic of the Feywild, the forest is constantly shifting, features are never in the same place for more than a few days. Due to its unchartable nature, travel through the forest is long and arduous. To add upon this, the forest is home to a variety of beasts and monstrosities, found nowhere else in the kingdom. Because of its central place in Arkadea's history, the forest is considered sacred. However, due to wars and the current rate of expansion of settlements within the kingdom, the size of the Great Virescence has diminished significantly. Nonetheless, it remains an important aspect to many people of the realm and some are quick to defend it from becoming smaller.

### **The Alabaster Spine**

A long mountain range in the northern part of the kingdom. These mountains form a natural border separating the kingdom from the Imperium Magnur to the north. Despite its cold and rocky terrain, three holds have made it their homes along the mountain.

### **The Fanged Mountains**

A shorter mountain range located in the southernmost part of the kingdom. Apart from one point along the range, these mountains form a natural border with the freelands of southern Nuros. Mostly Uninhabitable, Stonehold's capital makes its home along the mountain range's only natural opening, completing the full wall against invaders from the south.

### **The Holds**

The kingdom is comprised of a total of nine holds. There are no official boundaries drawn on maps, as the Unification Council believed it would create more unity under one crown. Instead, new settlements would discuss with relevant holds on which to swear fealty. The holds in question also reserve the right to refuse offer vassalage towards these settlements.

#### **Crownhold**

* **Archon**: Capital city of Crownhold and the Kingdom of Arkadea. Noble seat of House Idrakon.
* **Crownport**: Important trade post for the kingdom. Noble seat of House Irydun.
* **Meander**: River city that connects eastern part of the kingdom with the rest. Noble seat of House Roycen.
* **Goldfield**: Breadbasket of the entire kingdom, filled with wheat farms stretching as far as Greenrock all the way to the capital. Noble seat of House Beldan.
* **Greenroc**k: Border city to the Great Virescence, connecting the western part of the kingdom with the rest. Former noble seat of House Ducain.

#### **Seahold**

* **Loram**: Ancient port city and capital of Seahold. Noble seat of House Balquiri.
* **Thess**: Port city that primarily acts as the main naval base for Seahold. Noble seat of House Brizquiri.
* **Novelle**: Underground city magically enhanced by roots of trees of the Great Virescence. Noble seat of House Chalquiri.
* **Veram**: Floating city that flies above the trees of the Great Virescence. Noble seat of House Molquiri.

#### **Sunhold**

* **Leone**: Prosperous port city and capital of Sunhold. Noble seat of House Solas.
* **Zanti**: Port city and main trade post between Sunhold and Moonhold. Noble seat of House Helos.
* **Luxol**: Port city bordering the Alabaster Spine. Melts all cold water through the power of the sun. Noble seat of House Golos.

#### **Skyhold**

* **Arien**: Mountain city with a diverse populace. Noble seat of House Montclair.
* **L'vant**: Forest city bordering the Alabaster Spine. Noble seat of House Soleil.
* **Marche**: Lake City known as the City of Knights. Noble seat of House Cheval.

#### **Moonhold**

* **Elu'vi**: Ancient port city and capital of Moonhold. Noble seat of House Erelda.
* **Somnis**: Port city known as the City of Dreams. Noble seat of House Erelmur.
* **Crescent**: Mountain city with an observatory observing the moons. Noble seat of House Ereldril.

#### **Starhold**

* **Spira**: Ancient city built upon tall trees with bridges connecting to mountains. Noble seat of House Seraphis.
* **Skyreach**: Mountain city with a direct path to the Imperium Magnur. Known as the City of Beginnings. Noble seat of House Alabaster.
* **Heavenstep**: A rather modest city, but otherwise holds Starhold's largest cathedral. Noble seat of House Ivor.

#### **Nighthold**

* **Sanctuary**: Ancient city and origin of the Confessors. Noble seat of House Callidus.
* **Soul's Respite**: Mountain city with a series of catacombs running throughout a hollowed mountain. Noble seat of House Obsidian.
* **Blackhaven**: Port city and Nighthold's only trade post. Noble seat of House Ebon.

#### **Stormhold**

* **Valoran**: Port city from where sailors called Stormbreakers hail from. Noble seat of House Gaspard.
* **Typhon**: Cliff city with a tall lighthouse that warns ships that they are about to enter the Driftwood Grave. Noble seat of House Pascal.
* **Tempest**: City on Cloven Hoof Island. Noble seat of House Benoit.

#### **Stonehold**

* **Fortaleza**: Fortress city built from the mountain face of the Fanged Mountain range. Its lower gate keeps out any southern invaders from entering the kingdom. Noble seat of House Castille.
* **Luca**: Port city with the largest lighthouse in the kingdom. Noble seat of House Pharo.
* **Colina**: River city surrounded by hills. Connects Stonehold with the rest of the kingdom. Noble seat of House Cerro.

#### **Vinehold**

Extinct hold whose territories now belong to western Crownhold. Exiles of this region were sent far east to a region now called the Snakewoods.

## History

### **Tribal Era**

Central Nuros, the area between the Alabaster Spine to the north, and the Fanged Mountains to the south, was prominently a forested area, known as the Great Virescence. Few settlements formed near rivers, but the majority of people lived nomadic lives, traversing through the forest. The earliest known settlement is Loram, a small city located southwest of the region just outside the edge of the forest and neighboring the sea. Ancient records date Loram existing as far back as 1300 B.A.E (Before Anno Exaltare). These same records identify its local leader as one Andromeda of the clan Balquiri. Known as the Land of Druids, Andromeda spread her influence, sending druids to found more settlements nearby in the Great Virescence. Eventually, Andromeda would call this druidic homeland as Seahold.

By the time of 200 B.A.E., nine holds existed alongside Seahold. However, these holds were without the same druidic knowledge that Seahold possessed. To overcome this weakness, some holds sought to serve Archfey who would frequently cross the boundaries of the planes. Due to the innate magical nature of the Great Virescence, doorways to the Feywild appeared frequently, allowing all of the fey to cross without difficulty. However, the fey that would cross would bring their problems from the Feywild into the prime material plane. Thus, the holds would be embroiled in the bloody battles waged between their Archfey masters. Historians would call this period, the Season Wars, named after the Courts of Archfey in which the seasons derive from.

### **The Onset of Divinity**

After a particularly long fought conflict between the Summer and Winter Courts, weariness filled the people of the realm. Exhaustion came from battle, but the sheer number of deaths within the magical forest were creating an unmanageable number of undead. By the time of the Summer Wars, the holds sought divine guidance and help from Celestials, instead of the Archfey.

Around 400 B.A.E., the holds began worshiping powerful celestial deities, known as the Divines. Seeing their mortal servants granted access to a divine power, the Archfey saw opportunity. Instead of banishing the worship of other beings, they encouraged it. The Celestials would be their spiritual masters, and the Archfey would remain their earthly ones. The conflicts intensified, now backed with a divine fervor. The people of the realm therefore found themselves in the same situation as before, everything essentially unchanged.

### **Pre-Unification**

The wars ravaged the region, diminishing the size of the Great Virescence. The eastern part of the realm would find their forests burned and destroyed from the constant battles. Throughout the entire history of these wars, the region was also in constant danger of invading northern forces. War parties sent from the Imperium Magnur invaded the region, seeking riches and opportunity whilst the residents fought among themselves. The holds' forces would always push them back rather easily, but some smaller parties would evade the forces and remained in central Nuros. These individuals would live their lives as mercenaries, lending their aid to these wars for the highest price.

In the year, 7 B.A.E, the chieftess of Nighthold, Noira of Clan Callidus. sent message ravens to the northern empire. Nighthold, beholden to the Raven Queen, were distraught at the ever increasing number of undead. Instead of repelling any force the Dwarven empire would send, Nighthold would instead offer them protection. In her petition, Noira asked the Emperor Gavalon Magnur to send a sizeable army to help combat the undead forces. In an agreement made with chief of Starhold, Andaloc of Clan Seraphis, both Nighthold and Starhold would offer the emperor land near their region to establish as a base.

Emperor Gavalon agreed to these terms quickly, after centuries of being pushed back easily. He sent two generals of his army, the dwarf Lodran Alabaster and human Adrian Idrakon to lead the forces to the south. Lodran remained near the north and established the base at what would become the city of Skyreach. Adrian went further south to where the most intense of the fighting was. The northern forces were fresh and desired battle, compared to their exhausted southern neighbors. Lodran's army spread influence in the northern region and word of Adrian's success in battle spread quickly among the southern holds.

Within five years of further battle, Lodran and Adrian eradicated the undead forces completely. The now religious holds saw their victory as divine-given. However, this only paused fighting between the Archfey, which would surely continue now that the undead threat was dealt with. Kavronka of Clan Balquiri sent messages to the prominent families of the holds. As the fighting between the Archfey resumed, the holds sent important individuals as envoys to a council held in Spira, the capital of Starhold. It is here where, Kavronka offered the realm peace.

These prominent families, which would later form the noble body of the Arkadean Kingdom, discussed what to do about the war that was destroying their homeland. Kavronka Balquiri, Archdruid of Seahold suggested a unification between all the holds, under one crown. The holds were inclined to agree. Combined, they might be able to push back the Archfey back into the Feywild and send peace to the prime material plane. However, dissents and disagreements sprung upon the question on who would lead the holds.

The envoys from Sunhold, descendants of the Sun Stag, Galahan, expressed dissatisfaction if Kavronka would crown herself. Sunhold and Seahold were the main forces during the Summer Wars. During the entirety of the Season Wars, bitterness and rivalries formed between almost all the holds with one another. Kavronka knew this and instead suggested that the choice was between Lodran or Adrian. While the holds still saw them as foreign, these two were the obvious choices to preserve any sort of unbias. Upon further compromise, Adrian was chosen for a few key reasons.

* Lodran was a dwarf from a dwarven empire. Giving him the crown might give the Imperium Magnur too much to gain with this unification.
* Adrian was human, and thus lived a shorter life. The council saw this as advantageous. A dwarven line of rulers may be too long lived and too rigid for change.
* Adrian had built rapport with the majority of the holds during the wars. Lodran remained mainly in the north, near Starhold and Nighthold. Lodran had good reason to remain. If the battles were unsuccessful, his forces would maintain an exit path back to the empire.

Lodran was smart, and he knew that the holds would choose Adrian over himself. He petitioned that he and his family would gain Skyreach and swear fealty to the lords Seraphis. He would make no further claim and assure the Imperium's cooperation so long as Adrian swear fealty to the empire even after being crowned King. From the combination and of their weariness and desperation, the leaders of the nine holds agreed. Lodran and Adrian agreed and both swore that the Magnur would not intervene, so long as Adrian swears fealty.

The holds' leaders returned to their homes and brought news to their armies. Now united, the holds pushed against their former Archfey masters back into the Feywild. Upon the end of the Winterset, the now nobles families of the region traveled to the town where Adrian made his base. They named the surrounding lands as Crownhold, the tenth and final hold of the new kingdom. Kavronka formed a crown from a legendary tree whose bark was a hard as metal. She crowned Adrian with the Sagesteel Crown and was first to swear fealty. One by one, the new nobles bent their knees and Arkadea was now unified.

## Politics

### **Monarchy**

The head of state in the Arkadean Kingdom is the King or Queen. This title is hereditary and succession is determined by primogeniture. As of 392 A.E., House Idrakon has been the sole noble house to wear the Sagesteel Crown.

### **Nobility and Feudal System**

As of 392 A.E., thirty noble houses make their home within the kingdom. Hierarchy starts at the top with the King or Queen of Arkadea. Next, the rulers of the nine holds swear fealty to the monarch. Afterwards, minor noble houses are vassals to their hold leaders. Lastly, Scattered villages and settlements pay homage to these minor lords.

Succession for all nobility follows primogeniture, regardless of the gender of the eldest child. In very rare cases, a lord may select another one of their children over their oldest. This must be approved by all head nobles within their hold and then finally granted by the monarch. If granted, all children older than the selected heir are disinherited legally. Disinherited heirs will gain no land whatsoever at the event of their liege's death. Because of this, most join enter knighthood or in service of the Church.

Very recently, Crownhold has granted lordship to three families within Crownhold. This is a rather new phenomenon, but very few of the traditional nobility have made any sort of complaint.

### **The Royal Council**

At the capital itself, a council consisting of ten members rule alongside the monarch as advisors. These council members are experts in a particular field of life. Because the fact there are ten members and they help the monarch, the council is sometimes referred to as the Right and Left Hands of the King/Queen. Members are sometimes called "Fingers," though this specific term is considered derogatory and is usually used by citizens when they dislike certain policies passed by the council. If the ten members of the Royal Council are evenly split on a vote, the king or queen will be the deciding vote.

The Royal Council is comprised of mostly nobility. Very recently, two members of the council were lowborn, elevated to lordship by the King, in order to participate in the council. Most members are elected by a vote held by the heads of the thirty noble houses. This same collective also nominates the candidates.

Only two positions on the council are not chosen by this process. The royal heir is always a seated member, to develop the art of governing. If the heir is younger than thirteen years of age, they are exempt. The second position is the Master of Faith, which is elected by a collective within the Church of the Divines. It is rumored that a secret sect of the Church, known as the Transcendence, elects the Master of Faith. The Transcendence are a group of nine elite clerics, representing a specific divine. More oftentimes than not, this particular member is not of nobility.

Each member is an expert of their particular field, and is granted a specific title honorific.

## Religion

### The Nine Divines

The established religion practiced throughout the kingdom is nonatheistic, the worship of a pantheon consisting of nine distinct gods and goddesses. Each of the nine holds serve a specific divine as their patron deity.

While holds have a patron deity, anyone is able to worship any of the nine divines. Some may choose to just worship a single deity for the entirety of their lives. Others may find the worship of multiple divines more fulfilling. For example, a farmer may offer prayers to Pelor for a bountiful harvest, and then the Raven Queen later in the year, hoping for a soft winter.

### Atheism and Paganism

While the majority of the kingdom's population worships one or more deities of the pantheon, anyone is free to not revere any of the nine divines. The only instance where the Church may intervene is the unlawful worship of pagan deities. Though actual enforcement and action from the Church is rare. The Church will mostly ignore cult worships unless they begin breaking actual laws or commit crimes. For example, nomadic groups within the Great Virescence most likely worship certain Archfey from the Feywild. If that Archfey begins commanding their followers to cause trouble within the Forest, then local governments will intervene.

## Military

### The Faith Militant

The military body within the kingdom is tied closely with the faith. There is no actual standing army maintained by any of the holds. However, each hold houses several Knightly Orders based upon their patron deity. The fact the holds deal with their local problems, and because the kingdom rarely deals with external forces in war, these Knightly Orders are more than sufficient in being the militaristic force of the kingdom.