18-07-2018, 03:47 PM
Disclaimer:
1. Names may change with development.
2. "Is this Skyrim?!?" - Fucking no... >_> Skyrim's Jarls are somewhat based on old-time Norse chiefs. Being Scandinavian, I've wanted to loosely base this lore on my heritage (from a number of time periods at that) without jumping to the modern interpretation of Vikings. I rather stick to the real deal if I base more on them. However, I prefer not to copy the culture and instead borrow what fits well within the world of Mesalia, or simply just remain inspired... but use my creativity to create something more fitting and new for a story.
3. It's just my own taste to not copy real-world cultures directly since I feel it overwrites the Mesalian cultures that our lore try to establish. It's my personal feeling that while I'm proud of my heritage, I wouldn't bend Mesalia to fit it rather than find what fits and go fantasy on it. Do I make any sense?
4. This is long.
5. "Wyn" for short, it's also what the people call themselves.
History
Vagrant Era
Located near the Dusk and Celestial portals the lands of the Wyn centuries ago held some temporary homes and a few routes for the Vagrants which passed by the portals to trade with the blue and red-eyed beings that at times visited the Middle Realm. Wyn, at the time, were lands of large leaf forests with plenty of rivers and lakes. The bountiful land made the area popular for resting camps, especially the naturally safer areas. Easily defended ones and areas near water turned to grounds for meeting and trading. And over the age of conflict/second era the first few permanent settlements begun to show. One of the first and largest of these came to be known as Aezondur, named after the God of Air, patron of travellers. Many passing Vagrants not only traded here but performed rituals and offerings to the god in question by the altar raised there in his name before continuing their everlasting journey. The more permanent residents also held Drymaterra in high regard.
The huge disaster of the Mainland drought didn’t leave even these rich lands untouched. Perhaps it was just the rivers drying out, the hunters’ prey diminishing and dying, and the forests withering that drove the Vagrants away. But the fear of the draught being divine punishment or a sign to leave may have paid a role. The result was however same as for most of the Mainland continent: any inhabitants fled and any trade routes were abandoned as the vagrants fled to the tropical islands in the South and their more friendly environment. Either way, it was for the better.
During the war of Kane, midst ongoing drought, the lands near the portals were dangerous grounds and subject to the war. They were scorched, burned, destroyed beyond recognition. Even to this day the lands nearest to the portals are a vast wasteland of dirt and scarce dry grass. The destruction was, however, broader at the time of the war and much of the forests and some of the lakes and rivers of the area where Wyn was to one day be rising vanished.
After the Drought
Peace eventually settled between the war waging Realms and the drought subsided. In its wake the Vagrants re-inhabited the Mainland continent and settlements grew to towns, towns slowly grew to kingdoms. Aezondur had long ago turned to a small ruin and was forgotten by most but a small few that returned to the old home of their ancestors. And with the drought and war of Kane, the landscapes close to the portals had been slightly redrawn. Still, the once again blooming forests and the remaining waters, as well as the new and fertile meadows and fields, drew attention. It wasn’t long till towns grew large enough to hold leaders and these leaders began to form governments. Largest among these in what was to be Wyn were the settlements of Jaergund and Isohengar. Followed by Wynaela.
Jaergund
The settlement of Jaergund was founded by and raised around the family of Jaerdarl, also ruled by their bloodline. By the time it had grown into a prospering town it had long since nursed and developed a strong culture of warriors. While wars and battles were not so common yet, the family of Jaerdarl had generations ago been influenced by the Xitians they traded with. And with Vucaldestus as patron, they had taken to arts of battle and fight over the years at the tropical islands in the South and stuck to it. That said, like most settlements in the area, Jaergund had little military experience in battle beyond that with the few occurring dusks. However, its warrior culture and skilled enough fighters helped the town grow prosperous by promising protection along with the wealth of the land.
Isohengar
Founded around an altar and later temple built in Isohel’s name, Isohengar was controlled by the priests and priestesses of its temple. And suffered every political aspect that brought with it. With time, the temple grew in wealth and skilled merchants were drawn to what was the closest to a religious centre for many surrounding villages and towns. Isohengar was believed to lie on grounds blessed by Isohel by some, and its priests and priestesses were revered as Isohel’s chosen.
Wynaela
Built and growing around a rich mine the smaller town of Wynaela early on ended up with competing families and businesses owning different parts of the mine and later different parts of the surrounding lands, which they claimed for themselves regardless of protests. This sparked many conflicts within the town between strong family names and old Vagrant clans. With time this sparked the need for some type of government. The Jarls of Wyn and the Council were born. Owners of the lands arose as Jarls. And as the cooperating council, they took charge. This had its advantages as well as its flaws, but most importantly, it prompted organisation and a system of laws and order.
There were more towns and villages spread across the land, but these three would play the most important roles as the kingdom took shape.
A Kingdom Rises
In Isohengar, in its prime time of a prospering temple, the very first Cleric claimed power. A middle-aged man named Samel Hollen, hungry with power and a religious zealot, claimed to have been given a vision by Isohel and Sulena themselves. He was to lead Isohengar out of troubled times and into greatness and he promised his people a future of wealth and good in Isohel’s blessed light under the sun. With honeyed words and discrete violence, he either saw to his opposers rid of or drove out of Isohengar under accusations of heresy. And his reach over the land began to grow.
With time, it reached Jaergund. At the time they were under the leadership of a Matriarch. The most revered leader and warrior of the Jaerdarl blood was an older woman named Herenia Jaegdarl, wielder of the claymore Windsung. As the wandering Isohengarns, carrying and spreading Samel’s words, met with her and her people in her home they all laughed in their faces. They were welcome to stay, but their words wouldn’t be heard. They were dismissed and they were angry. For a time they stayed and tried to talk the population into their belief but ultimately seemed to fail. Leaving Jaergund with only a handful of new followers and words that’d soon enough reach Samel’s ears and be the start of the coming war.
Soon enough, soldiers rode out in Samel’s name. Many settlements were won over with words alone, that was true, but the majority capitulated under threat of violence. Some, refusing to fall in line, was sacked. And Samel’s power and army grew. During all this time, Jaergund was a massive thorn in the Cleric’s side. Not only did the Matriarch refuse to fall in line, she also commanded warriors of better skill than Samel. Warriors whose skill only grew now that they began to have to fight off Samel’s assaults on Jaergund. Samel was no military leader, not by a long shot.
Herenia Jaegdarl, however, saw that their victories wouldn’t last. No matter their resilience and skill, as long as Samel’s troops kept growing they would one day simply be faced with an army outnumbering their own. She and her people’s strategic skill and strength was good and had grown, but her heart was heavy with worry over the future. On her shoulders lied the weight of her peoples and family’s survival. She extended her hands outwards as well, seeking aid in their resistance and offering protection. But ultimately came to curse her own delay as many had already fallen to Samel or didn’t dare stand up against him and Isohengar.
The turn of events came once Samel let his glare leave Jaergund for a moment to look around for larger places to conquer. And that was how the war came to Wynaela. There was no question or offer posed as Isohengar’s troops came, it was a straight-on assault and slaughter. The now prosperous Wynaela was set ablaze in the middle of the night and disorganised and taken by surprise the town and its people burned.
While many were lost at the raze of Wynaela, one young man with strong leadership capabilities managed to lead the survivors of his people to safety and to Jaergund. His name was Loran Stonehammer. Herenia and Loran soon formed an alliance and rose to face Samel, together.
The war that followed was long and a tale much like any other war. At its end, Isohengar had fallen at last and Samel laid slain in his once great temple. Surrounded by its war-torn crumbling stone. With Loren’s help, Herenia had formed a strong alliance of settlements and the war was thus over.
Herenia Jaerdarl, tired and burdened with lasting injuries after years of war as well as age, handed her title to her only remaining son. Guiding him in forming the first official military of the rising kingdom. Herenia remained revered for her heroism, wisdom and skill till the end of her days.
Loren was soon to be crowned the first King of Wyn and was named Loren of Wyn. Many had wished for Herenia, the older and more experienced, to be crowned Queen. But it was not in her interest.
And so the Kingdom of Wyn came to be.
The Xitian Occupation
Hundreds of years had passed since the kingdom’s rise when the Xitians invaded. It holds a tale not much different from other kingdoms. It’s not a pleasant one.
At the time, a young and very beloved Queen ruled with a wise and kind hand. Queen Asa the Sunkissed. Descendant of Loran himself. It was a prosperous age about to end swiftly.
The Xitians took the kingdom with surprise since it lied so close to the Dusk Portal. The grande days of Jaergund were long gone and an era of peace under an at the time blissful rule meant there was not enough of a military, nor was it fast enough to assemble. The kingdom fell within days, its people murdered or enslaved. Wyndallon, the now capital, burned. Whatever became of the Sunkissed Queen remains a mystery. Some are certain she was killed, her body burned among the other thousands that lost their lives on those fateful days. Others speculate she fled and lived out her days among the rebels, anonymous, or died a slave next to so many of her own people. Few, very few out there, still believe she made it through it all and that her descendants still exist.
And so the kingdom of Wyn fell.
The War of Veld
The fallen kingdom was not freed until the very ends of the war. It was a slow and systematic process, a strategic challenge for the rebel commanders. After many battles, the ruins of the capital were reclaimed and it served as a rebel stronghold through the rest of the war. Which proved to not be for that long.
Post-Veld, The Purge
Wyn had fallen to Xitians and suffered the same cruelties as the rest of the Realm. And as the country was rebuilding, which was a messy process in itself, the fear of the Dusk Portal slowly grew. Even if Xitian traitors had aided the rebels in re-taking the capital, a movement supporting the Purge grew. In response to this, many former rebels and/or affiliates who had fought alongside Xitians started to help Xitians in the area. Many were hidden, others fled. Some as far as the Forbidden Lands. Still, the Purge reached the country and several Xitians were executed. It wasn’t until a government had started to take proper shape that the executions were deemed misguided. Thus the Purge remains a black stain on the country’s history. There are still those that agree with the act, but overall the cruelty served to establish a justice system and several laws. To this day, execution is a punishment decades ago banned.
The Civil Wars
Wyn had a few battles and skirmishes within its own borders over the establishment of the government and the authority of the Jarls. Specifically, the Jarls fought among themselves regarding all from land to power. It was a certain sign the shaky government formed at lack of a King or Queen was flawed. The country was rarely ever at odds with its neighbours, however. The wars served to secure a more stable government in the end.
The Dusk Portal Awaken
The most important to take from this event is that Wyn had joined the alliance surrounding the Portal since years back. They were, and still are, relatively neutral towards the Xitians and allied with the Lucins. Further, the government established stricter citizen- and border laws. This was something that people still to the current day argue about.
The law established that every Xitian citizen had to immediately obtain papers that prove their citizenship. Any Xitian showing up at the country’s borders, heading for the Portal presumably, is to be escorted by the military to the Portal, effectively under arrest. Same applies to every Xitian without papers.
So what about Xitians not wanting to go to the Dusk Realm? This was a question quickly raised. It was solved in such way that any Xitian may show proof of their allegiance with Mesalians and the Middle Realm and be given papers that allow them to enter the country at any time.
Government
The High Lord/Lady of Wyn
At the very top of the government rest the High Lord/Lady of Wyn, caretaker of the Sunrise Throne. The High Lord/Lady reside in the capital palace and rule the city as a lordship. He/she, however, does normally have own private lands somewhere in the country run by a steward. He/she rule the country and have the absolute say on many things.
* The High Lord/Lady is elected by the Supreme Council.
* The title can be taken away by the Supreme Council.
* There are no laws on the length of rule.
* * It’s however considered a good thing to step down or pass on the title under various circumstances, including certain signs of ageing and sometimes even children reaching adulthood.
* The High Lord/Lady has an important role as a political representation of the country.
It often falls on the title to keep all factions pleased.
Council of the Sun/Supreme Council
The real pinnacle of power in the country. And in many ways the most unreliable. The Supreme Council is rarely gathered more times than once per year as it involves all the greater ruling factions and often a lot of the smaller. The Supreme Council has the power to overrule the High Lord/Lady as well as every other power in the country.
Grand Council
Far more often gathered is the Grand Council which is the gathering of all the currently on duty Jarls. Basically the gathering of all the currently politically involved property owners with a title and right to tax the inhabitants of their properties. They are 10 in number with the High Lord/Lady as spokesman/woman as number 11. And they all shift from year to year. Any Jarl in the country may be elected or requested to take part for one year at a time. No one sits two years in a row unless requested to by the Supreme Council or High Lord/Lady. The request is an honour and fairly rare. Sometimes the request is only used as a political move and sign of support or approval. It is equally honourable to decline it as it is to accept it.
This council may not hold the strongest power, but it’s by far the one making the most decisions. Thus arguably, runs the country.
This council may include advisors from other ruling factions depending on situation or matter at hand.
High Priest/Priestess
Religion has a part in the government as a representant of the temples and advisor to mainly the High Lord/Lady. The High Priest/Priestess rules the church and thus holds a bit of power. This is a remnant from the old days and also a result of the religious parts of the population.
The title is often granted a very experienced or highly esteemed priestess or priest by at times dodgy election. Within the church, it’s source of conflict and political games as the church is divided into representations of the many Mesalian gods and goddesses. All of them, of course, want their own member holding the title.
The title does however for the most part fall to a devote of Isohel given he’s the most popular god.
The Warmaster
An old forgotten title fairly recently picked up again. It equals military advisor in times of peace and is not to be confused with titles such as general. The Jarls all have their own military force and in times of peace, it’s not all assembled to one unit. Thus multiple commanders and even generals exist throughout the country and the Warmaster advise everyone on all from diplomatic to military matters, with the High Lord/Lady and the capital's forces being the first priority.
Note that while the whole potential military force of the country isn't united in times of peace, there is a central military with its stronghold in the capital and its hold. This force operates in the whole country and outside of it in various sections. One of those sections is, for example, the guard force of the capital. Another is the elite guard force of the capital palace and the High Lord/Lady's security. And so on...
In times of war and gathering all military under one flag, the Warmaster title can either remain with same duties or the Warmaster pick up the role as the nation’s military commander under the title High Warmaster or High General. In such times, the title Warmaster might be passed to a second advisor.
The Warmaster is one of the Jarls and has power in the same way as others with that title as well.
The Warriors/The Blades of Veld
The nation still holds a strong warrior culture, so strong the faction has a quite prominent political power. Whilst they don’t often use it, their leader still appears at the Councils and their advice is considered just as much as that of the High Priestess/Priest. Their leader holds the title Chieftain, diverging from the more modern approach to use the word "high", and is addressed as 'sir' like all other warriors, regardless of gender.
Lesser Factions
Union-like organizations are quite common and as long as they are legal they may send a representative to Councils. This may sound strange and impractical but it gives the everyday man and worker a stronger say. The Merchant’s Guild is an example, should they be displeased they can present their problem to the Council. Should the miners of the population find they’re treated poorly by a specific Jarl or another employer, they’re just as free to let the highest political powers know as anyone else.
Culture
Song, music, dance, sports and literature are all very highly appreciated by the general population and strongly connected to cultural celebrations. It’s common for parents to at least try to teach their child to sing and dance, or to recite verses of tales of old. Bards/minstrels are highly valued. Typical music of the Wyn is melodic and poetic with a strong beat and involve tales of heroism and wonders of the world as well as hymns of the Gods.
Fashion
Men typically wear a large button up shirt tucked into their pants with a vest on top and pants tucked into dark boots. Too short hair is not popular. Men can without a problem have longer hair held back with a leather strap but that’s as far as it goes for the common man. Nobility wears clothes of finer cut and quality with decorated vests and shirts. The finest boots are pitch black with the slightest coloured detail.
The women tend to wear elegant long dresses or skirts with an underskirt. Corsets or cinches are common to wear. The occasional woman simply wears pants or slacks, but usually as required by work or day to day wear. Finer clothes involve dresses with larger skirts and with the upper layer of skirt tucked up to show the one beneath. Elegance is key in the dress design.
Headpieces or other hair decorations in the form of diadems, tiaras, delicate chains, and more, aren't just worn as part of the fashion or culture, but also as a presentation of social status. This is true for both genders. This originally stems from the High Lord/Lady wearing a magnificent and elegant golden diadem. The piece itself ornate and sometimes worn with additional decorative chains with gems, pendants, or other. Which at a point in time set a lasting cultural mark. Though since this custom is linked to social status, it's highly inappropriate to dress outside of your own social status. Trying to outshine the diadem of the High Lord/Lady or another person of higher status could even be seen as a political aggression. Only in certain circumstances, when it's specified, is it deemed alright to go nuts with the headpieces and hair decorations.
While the fashion change in its details over time, there are a few general recurring rules that always apply as they’re tied to the culture. As seen above.
Brísingamen, The Capital
(Brisinga-me'n)
Races
On the Xitians [TBA]
On the Lucins [TBA]
Additionally, On the Ko’Ban [TBA]
1. Names may change with development.
2. "Is this Skyrim?!?" - Fucking no... >_> Skyrim's Jarls are somewhat based on old-time Norse chiefs. Being Scandinavian, I've wanted to loosely base this lore on my heritage (from a number of time periods at that) without jumping to the modern interpretation of Vikings. I rather stick to the real deal if I base more on them. However, I prefer not to copy the culture and instead borrow what fits well within the world of Mesalia, or simply just remain inspired... but use my creativity to create something more fitting and new for a story.
3. It's just my own taste to not copy real-world cultures directly since I feel it overwrites the Mesalian cultures that our lore try to establish. It's my personal feeling that while I'm proud of my heritage, I wouldn't bend Mesalia to fit it rather than find what fits and go fantasy on it. Do I make any sense?
4. This is long.
5. "Wyn" for short, it's also what the people call themselves.
History
Vagrant Era
Located near the Dusk and Celestial portals the lands of the Wyn centuries ago held some temporary homes and a few routes for the Vagrants which passed by the portals to trade with the blue and red-eyed beings that at times visited the Middle Realm. Wyn, at the time, were lands of large leaf forests with plenty of rivers and lakes. The bountiful land made the area popular for resting camps, especially the naturally safer areas. Easily defended ones and areas near water turned to grounds for meeting and trading. And over the age of conflict/second era the first few permanent settlements begun to show. One of the first and largest of these came to be known as Aezondur, named after the God of Air, patron of travellers. Many passing Vagrants not only traded here but performed rituals and offerings to the god in question by the altar raised there in his name before continuing their everlasting journey. The more permanent residents also held Drymaterra in high regard.
The huge disaster of the Mainland drought didn’t leave even these rich lands untouched. Perhaps it was just the rivers drying out, the hunters’ prey diminishing and dying, and the forests withering that drove the Vagrants away. But the fear of the draught being divine punishment or a sign to leave may have paid a role. The result was however same as for most of the Mainland continent: any inhabitants fled and any trade routes were abandoned as the vagrants fled to the tropical islands in the South and their more friendly environment. Either way, it was for the better.
During the war of Kane, midst ongoing drought, the lands near the portals were dangerous grounds and subject to the war. They were scorched, burned, destroyed beyond recognition. Even to this day the lands nearest to the portals are a vast wasteland of dirt and scarce dry grass. The destruction was, however, broader at the time of the war and much of the forests and some of the lakes and rivers of the area where Wyn was to one day be rising vanished.
After the Drought
Peace eventually settled between the war waging Realms and the drought subsided. In its wake the Vagrants re-inhabited the Mainland continent and settlements grew to towns, towns slowly grew to kingdoms. Aezondur had long ago turned to a small ruin and was forgotten by most but a small few that returned to the old home of their ancestors. And with the drought and war of Kane, the landscapes close to the portals had been slightly redrawn. Still, the once again blooming forests and the remaining waters, as well as the new and fertile meadows and fields, drew attention. It wasn’t long till towns grew large enough to hold leaders and these leaders began to form governments. Largest among these in what was to be Wyn were the settlements of Jaergund and Isohengar. Followed by Wynaela.
Jaergund
The settlement of Jaergund was founded by and raised around the family of Jaerdarl, also ruled by their bloodline. By the time it had grown into a prospering town it had long since nursed and developed a strong culture of warriors. While wars and battles were not so common yet, the family of Jaerdarl had generations ago been influenced by the Xitians they traded with. And with Vucaldestus as patron, they had taken to arts of battle and fight over the years at the tropical islands in the South and stuck to it. That said, like most settlements in the area, Jaergund had little military experience in battle beyond that with the few occurring dusks. However, its warrior culture and skilled enough fighters helped the town grow prosperous by promising protection along with the wealth of the land.
Isohengar
Founded around an altar and later temple built in Isohel’s name, Isohengar was controlled by the priests and priestesses of its temple. And suffered every political aspect that brought with it. With time, the temple grew in wealth and skilled merchants were drawn to what was the closest to a religious centre for many surrounding villages and towns. Isohengar was believed to lie on grounds blessed by Isohel by some, and its priests and priestesses were revered as Isohel’s chosen.
Wynaela
Built and growing around a rich mine the smaller town of Wynaela early on ended up with competing families and businesses owning different parts of the mine and later different parts of the surrounding lands, which they claimed for themselves regardless of protests. This sparked many conflicts within the town between strong family names and old Vagrant clans. With time this sparked the need for some type of government. The Jarls of Wyn and the Council were born. Owners of the lands arose as Jarls. And as the cooperating council, they took charge. This had its advantages as well as its flaws, but most importantly, it prompted organisation and a system of laws and order.
There were more towns and villages spread across the land, but these three would play the most important roles as the kingdom took shape.
A Kingdom Rises
In Isohengar, in its prime time of a prospering temple, the very first Cleric claimed power. A middle-aged man named Samel Hollen, hungry with power and a religious zealot, claimed to have been given a vision by Isohel and Sulena themselves. He was to lead Isohengar out of troubled times and into greatness and he promised his people a future of wealth and good in Isohel’s blessed light under the sun. With honeyed words and discrete violence, he either saw to his opposers rid of or drove out of Isohengar under accusations of heresy. And his reach over the land began to grow.
With time, it reached Jaergund. At the time they were under the leadership of a Matriarch. The most revered leader and warrior of the Jaerdarl blood was an older woman named Herenia Jaegdarl, wielder of the claymore Windsung. As the wandering Isohengarns, carrying and spreading Samel’s words, met with her and her people in her home they all laughed in their faces. They were welcome to stay, but their words wouldn’t be heard. They were dismissed and they were angry. For a time they stayed and tried to talk the population into their belief but ultimately seemed to fail. Leaving Jaergund with only a handful of new followers and words that’d soon enough reach Samel’s ears and be the start of the coming war.
Soon enough, soldiers rode out in Samel’s name. Many settlements were won over with words alone, that was true, but the majority capitulated under threat of violence. Some, refusing to fall in line, was sacked. And Samel’s power and army grew. During all this time, Jaergund was a massive thorn in the Cleric’s side. Not only did the Matriarch refuse to fall in line, she also commanded warriors of better skill than Samel. Warriors whose skill only grew now that they began to have to fight off Samel’s assaults on Jaergund. Samel was no military leader, not by a long shot.
Herenia Jaegdarl, however, saw that their victories wouldn’t last. No matter their resilience and skill, as long as Samel’s troops kept growing they would one day simply be faced with an army outnumbering their own. She and her people’s strategic skill and strength was good and had grown, but her heart was heavy with worry over the future. On her shoulders lied the weight of her peoples and family’s survival. She extended her hands outwards as well, seeking aid in their resistance and offering protection. But ultimately came to curse her own delay as many had already fallen to Samel or didn’t dare stand up against him and Isohengar.
The turn of events came once Samel let his glare leave Jaergund for a moment to look around for larger places to conquer. And that was how the war came to Wynaela. There was no question or offer posed as Isohengar’s troops came, it was a straight-on assault and slaughter. The now prosperous Wynaela was set ablaze in the middle of the night and disorganised and taken by surprise the town and its people burned.
While many were lost at the raze of Wynaela, one young man with strong leadership capabilities managed to lead the survivors of his people to safety and to Jaergund. His name was Loran Stonehammer. Herenia and Loran soon formed an alliance and rose to face Samel, together.
The war that followed was long and a tale much like any other war. At its end, Isohengar had fallen at last and Samel laid slain in his once great temple. Surrounded by its war-torn crumbling stone. With Loren’s help, Herenia had formed a strong alliance of settlements and the war was thus over.
Herenia Jaerdarl, tired and burdened with lasting injuries after years of war as well as age, handed her title to her only remaining son. Guiding him in forming the first official military of the rising kingdom. Herenia remained revered for her heroism, wisdom and skill till the end of her days.
Loren was soon to be crowned the first King of Wyn and was named Loren of Wyn. Many had wished for Herenia, the older and more experienced, to be crowned Queen. But it was not in her interest.
And so the Kingdom of Wyn came to be.
The Xitian Occupation
Hundreds of years had passed since the kingdom’s rise when the Xitians invaded. It holds a tale not much different from other kingdoms. It’s not a pleasant one.
At the time, a young and very beloved Queen ruled with a wise and kind hand. Queen Asa the Sunkissed. Descendant of Loran himself. It was a prosperous age about to end swiftly.
The Xitians took the kingdom with surprise since it lied so close to the Dusk Portal. The grande days of Jaergund were long gone and an era of peace under an at the time blissful rule meant there was not enough of a military, nor was it fast enough to assemble. The kingdom fell within days, its people murdered or enslaved. Wyndallon, the now capital, burned. Whatever became of the Sunkissed Queen remains a mystery. Some are certain she was killed, her body burned among the other thousands that lost their lives on those fateful days. Others speculate she fled and lived out her days among the rebels, anonymous, or died a slave next to so many of her own people. Few, very few out there, still believe she made it through it all and that her descendants still exist.
And so the kingdom of Wyn fell.
The War of Veld
The fallen kingdom was not freed until the very ends of the war. It was a slow and systematic process, a strategic challenge for the rebel commanders. After many battles, the ruins of the capital were reclaimed and it served as a rebel stronghold through the rest of the war. Which proved to not be for that long.
Post-Veld, The Purge
Wyn had fallen to Xitians and suffered the same cruelties as the rest of the Realm. And as the country was rebuilding, which was a messy process in itself, the fear of the Dusk Portal slowly grew. Even if Xitian traitors had aided the rebels in re-taking the capital, a movement supporting the Purge grew. In response to this, many former rebels and/or affiliates who had fought alongside Xitians started to help Xitians in the area. Many were hidden, others fled. Some as far as the Forbidden Lands. Still, the Purge reached the country and several Xitians were executed. It wasn’t until a government had started to take proper shape that the executions were deemed misguided. Thus the Purge remains a black stain on the country’s history. There are still those that agree with the act, but overall the cruelty served to establish a justice system and several laws. To this day, execution is a punishment decades ago banned.
The Civil Wars
Wyn had a few battles and skirmishes within its own borders over the establishment of the government and the authority of the Jarls. Specifically, the Jarls fought among themselves regarding all from land to power. It was a certain sign the shaky government formed at lack of a King or Queen was flawed. The country was rarely ever at odds with its neighbours, however. The wars served to secure a more stable government in the end.
The Dusk Portal Awaken
The most important to take from this event is that Wyn had joined the alliance surrounding the Portal since years back. They were, and still are, relatively neutral towards the Xitians and allied with the Lucins. Further, the government established stricter citizen- and border laws. This was something that people still to the current day argue about.
The law established that every Xitian citizen had to immediately obtain papers that prove their citizenship. Any Xitian showing up at the country’s borders, heading for the Portal presumably, is to be escorted by the military to the Portal, effectively under arrest. Same applies to every Xitian without papers.
So what about Xitians not wanting to go to the Dusk Realm? This was a question quickly raised. It was solved in such way that any Xitian may show proof of their allegiance with Mesalians and the Middle Realm and be given papers that allow them to enter the country at any time.
Government
The High Lord/Lady of Wyn
At the very top of the government rest the High Lord/Lady of Wyn, caretaker of the Sunrise Throne. The High Lord/Lady reside in the capital palace and rule the city as a lordship. He/she, however, does normally have own private lands somewhere in the country run by a steward. He/she rule the country and have the absolute say on many things.
* The High Lord/Lady is elected by the Supreme Council.
* The title can be taken away by the Supreme Council.
* There are no laws on the length of rule.
* * It’s however considered a good thing to step down or pass on the title under various circumstances, including certain signs of ageing and sometimes even children reaching adulthood.
* The High Lord/Lady has an important role as a political representation of the country.
It often falls on the title to keep all factions pleased.
Council of the Sun/Supreme Council
The real pinnacle of power in the country. And in many ways the most unreliable. The Supreme Council is rarely gathered more times than once per year as it involves all the greater ruling factions and often a lot of the smaller. The Supreme Council has the power to overrule the High Lord/Lady as well as every other power in the country.
Grand Council
Far more often gathered is the Grand Council which is the gathering of all the currently on duty Jarls. Basically the gathering of all the currently politically involved property owners with a title and right to tax the inhabitants of their properties. They are 10 in number with the High Lord/Lady as spokesman/woman as number 11. And they all shift from year to year. Any Jarl in the country may be elected or requested to take part for one year at a time. No one sits two years in a row unless requested to by the Supreme Council or High Lord/Lady. The request is an honour and fairly rare. Sometimes the request is only used as a political move and sign of support or approval. It is equally honourable to decline it as it is to accept it.
This council may not hold the strongest power, but it’s by far the one making the most decisions. Thus arguably, runs the country.
This council may include advisors from other ruling factions depending on situation or matter at hand.
High Priest/Priestess
Religion has a part in the government as a representant of the temples and advisor to mainly the High Lord/Lady. The High Priest/Priestess rules the church and thus holds a bit of power. This is a remnant from the old days and also a result of the religious parts of the population.
The title is often granted a very experienced or highly esteemed priestess or priest by at times dodgy election. Within the church, it’s source of conflict and political games as the church is divided into representations of the many Mesalian gods and goddesses. All of them, of course, want their own member holding the title.
The title does however for the most part fall to a devote of Isohel given he’s the most popular god.
The Warmaster
An old forgotten title fairly recently picked up again. It equals military advisor in times of peace and is not to be confused with titles such as general. The Jarls all have their own military force and in times of peace, it’s not all assembled to one unit. Thus multiple commanders and even generals exist throughout the country and the Warmaster advise everyone on all from diplomatic to military matters, with the High Lord/Lady and the capital's forces being the first priority.
Note that while the whole potential military force of the country isn't united in times of peace, there is a central military with its stronghold in the capital and its hold. This force operates in the whole country and outside of it in various sections. One of those sections is, for example, the guard force of the capital. Another is the elite guard force of the capital palace and the High Lord/Lady's security. And so on...
In times of war and gathering all military under one flag, the Warmaster title can either remain with same duties or the Warmaster pick up the role as the nation’s military commander under the title High Warmaster or High General. In such times, the title Warmaster might be passed to a second advisor.
The Warmaster is one of the Jarls and has power in the same way as others with that title as well.
The Warriors/The Blades of Veld
The nation still holds a strong warrior culture, so strong the faction has a quite prominent political power. Whilst they don’t often use it, their leader still appears at the Councils and their advice is considered just as much as that of the High Priestess/Priest. Their leader holds the title Chieftain, diverging from the more modern approach to use the word "high", and is addressed as 'sir' like all other warriors, regardless of gender.
Lesser Factions
Union-like organizations are quite common and as long as they are legal they may send a representative to Councils. This may sound strange and impractical but it gives the everyday man and worker a stronger say. The Merchant’s Guild is an example, should they be displeased they can present their problem to the Council. Should the miners of the population find they’re treated poorly by a specific Jarl or another employer, they’re just as free to let the highest political powers know as anyone else.
Culture
Song, music, dance, sports and literature are all very highly appreciated by the general population and strongly connected to cultural celebrations. It’s common for parents to at least try to teach their child to sing and dance, or to recite verses of tales of old. Bards/minstrels are highly valued. Typical music of the Wyn is melodic and poetic with a strong beat and involve tales of heroism and wonders of the world as well as hymns of the Gods.
Fashion
Men typically wear a large button up shirt tucked into their pants with a vest on top and pants tucked into dark boots. Too short hair is not popular. Men can without a problem have longer hair held back with a leather strap but that’s as far as it goes for the common man. Nobility wears clothes of finer cut and quality with decorated vests and shirts. The finest boots are pitch black with the slightest coloured detail.
The women tend to wear elegant long dresses or skirts with an underskirt. Corsets or cinches are common to wear. The occasional woman simply wears pants or slacks, but usually as required by work or day to day wear. Finer clothes involve dresses with larger skirts and with the upper layer of skirt tucked up to show the one beneath. Elegance is key in the dress design.
Headpieces or other hair decorations in the form of diadems, tiaras, delicate chains, and more, aren't just worn as part of the fashion or culture, but also as a presentation of social status. This is true for both genders. This originally stems from the High Lord/Lady wearing a magnificent and elegant golden diadem. The piece itself ornate and sometimes worn with additional decorative chains with gems, pendants, or other. Which at a point in time set a lasting cultural mark. Though since this custom is linked to social status, it's highly inappropriate to dress outside of your own social status. Trying to outshine the diadem of the High Lord/Lady or another person of higher status could even be seen as a political aggression. Only in certain circumstances, when it's specified, is it deemed alright to go nuts with the headpieces and hair decorations.
While the fashion change in its details over time, there are a few general recurring rules that always apply as they’re tied to the culture. As seen above.
Brísingamen, The Capital
(Brisinga-me'n)
A remnant of old, a legacy of the fallen kingdom of Wyn, the walls and spires of the golden marble city Brisingamen tower on a low hill, surrounded by forest, streams and fields. Its oldest structures are made from a yellow-tinted marble stone that once was mined in excess and exported from the area. Some of its post-Veld structures are instead made of stone or brick plastered and painted in somewhat similar colours or more vibrant colours like blue and red.
The palace tower at its centre. Home of the Sunrise Throne and the High Lord/Lady.
Brisingamen resemble a medieval European city in many ways, only with much taller and wider structures in general (think; less cramped).
The city is protected by a wall and valiant guards. Most that wish to enter after dusk and before dawn have to either give a valid reason or wait outside the walls till dawn. In a world where dusk appears that might sound cruel, but by now the city has several smaller towns or villages lining its walls.
The palace tower at its centre. Home of the Sunrise Throne and the High Lord/Lady.
Brisingamen resemble a medieval European city in many ways, only with much taller and wider structures in general (think; less cramped).
The city is protected by a wall and valiant guards. Most that wish to enter after dusk and before dawn have to either give a valid reason or wait outside the walls till dawn. In a world where dusk appears that might sound cruel, but by now the city has several smaller towns or villages lining its walls.
Races
On the Xitians [TBA]
On the Lucins [TBA]
Additionally, On the Ko’Ban [TBA]


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