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Kingdom of Solvaldir [Forgotten Eon]

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Arenumberg
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Kingdom of Solvaldir [Forgotten Eon]

Postby Arenumberg » Fri Jul 03, 2015 5:00 pm

Part of the Forgotten Empire Universe


The Kingdom of Solvaldir

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Capital: Dalrheim.
Official Language(s): Low Valdir, Common Imperial, High Valdir.
Religion: Church of the Radiant Dawn.
Government: Semi-Theocratic Feudal Monarchy held in vassalage to the Empire of Man.
Ruler: Fylkira Astrid Vaesir II, Blessed of the Light, Bearer of the Blade of Arieldr, Voice of the Radiant Dawn.


Preface:
Solvaldir first came to be at the height of the storm that gave birth to the light that trampled the darkness. It was in these tumultuous times that the Radiant Dawn found its footing, when it found its first champion and when that champion rallied the oppressed of the Ljosá valley and their disparate communities far to the south. It was this champion who became the first king of the realm that became known as Solvaldir, and it was this champion that became the first Fylkir of the newly codified and established church - rising from a cult of the mountain folk to a pillar of faith.

The Light that burns within and without teaches one humility and caution, and it teaches one to know when to bend with the wind rather than snap. The rise of the Empire of Man was not one Solvaldir could stop, nor did it have any ambitions to do so. When the time came and the dust of the storm settled, when the question of swearing Solvaldir's allegiance to a new master, albeit a human one, the choice was simple. Solvaldir would bend, and it would prosper from such ties.

Since then, Solvaldir has been apart of the Empire - and a part from the Empire. It has prospered from disparate tribes and broken villages to a realm built upon the wealth of the land and the fortune of hardy people with good crops that are always in demand somewhere in the Empire, if not the world. All the same, it is a place where slavery is rare. Even the few Elves that make their home within the realm do so freely and largely unmolested, and what is left of the Dwarven Holdings in Solvaldir's high peaks call themselves citizens, pay for the privilege and are left well enough alone. Yet its ties to the Empire are formal, Solvaldir adheres to the word of every decree, every honourable request, every reasoned demand - though not necessarily in the spirit they are intended.

The new Fylkira, Astrid, has passed her trials - but is yet to take her Konungr. As the few, but proud, Houses of Solvaldir position themselves with the best marriage offer, there is talk that the Fylkira is blessed - and the light may heed her call - always a dangerous prospect in a world where any skill in the arts of any school of magic is a great risk and a great responsibility, as well as a rare opportunity.
Last edited by Arenumberg on Sun Jul 05, 2015 7:17 pm, edited 3 times in total.

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Arenumberg
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Founded: Feb 21, 2004
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Postby Arenumberg » Fri Jul 03, 2015 6:15 pm

The People of the Dawn


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Solgardr, Prime City of the Faith, lies at the nexus of the Ljosá, although the true heart of the faith lies in the mountains above.

Overview:

The Kingdom of Solvaldir is melded by its environment and its faith, stratified by those who dwell in the rich Ljosá river valley, those who make their home in the ancient mountains far above and the many Solvaldir communities that made their settlements in the coastal lands of the south across the highlands and high peaks. Formed out of war and faith and forged from victory, Solvaldir was sworn in vassalage to the Empire of Man and has remained tied into its ever powerful rise to near pre-eminence. Solvaldir, however, has remained, like a handful of the other more distant kingdoms tied by vassalage, a distinctly different area to the heart of the Empire.

Culture


The lands of Solvaldir are varied, but much of its heartland is centred around and relies upon the great "River of Light" (Ljosá) that runs into the near frozen seas of the north, where the warmer rivers of the Ljosá meeting the cold sea can form great clouds of mist. For as long as anyone dares to remember, the Ljosá has flowed without fault and flooded regularly, replenishing the vast farmlands that have grown up around the river and beyond the valley itself, ever fed by the tried and tested systems of irrigation. This has moulded the people of the dawn into a nation of Farmers, Fishermen and, with the great forests kept strong by the ever flowing river and the southern greatwoods fed by the rains that come over the ancient peaks, they are too hunters of the game that is ever bountiful.

Solvaldir, however, is adherent to its unique faith, a faith that birthed Solvaldir's first and most revered hero, Balder Vaesir, who united the disparate communities of the south with the oppressed tribes of the valley people - or Valdir, against the forces of the Dark Lord in the Breaking of the Dawn, as it is known in Solvaldir. Balder Vaesir's emergence both as a religious figure and as a balanced ruler, whose progeny still rule, has moulded the "defender" culture, as it is referred to, present in Solvaldir - that is, what was once regarded as a land of nigh barbaric often misused tribesmen has evolved itself to view its warriors are protectors, rather than soldiers - and the faith held and proliferated by the Church of the Dawn is not only a teacher of virtues but a tried and tested force that has had an impact upon the world.

It is also the teachings of the faith that has, despite historical context and attitudes that often prevail elsewhere, lead to somewhat less of a confrontational or antagonistic attitude towards non-humans in Solvaldir. The attitude, though far from all-inclusive, is essentially live and let live where prevailing in its ideal form, but discrimination is still common. Despite the teachings that Light is found in all peoples under the sun - the best compromise is provided a non-human pays their (often higher) dues and does not interfere with - or lo and behold, believes in - the affairs of the faith, they are left well enough alone, with the Elf numbers being so low and the Dwarf Holds beholden to House Orn, as well as important somewhat ,economically, this has been the most prudent course of action.

With the Church teachings believing that "Casting a shadow of oneself over another's work" is a sin, Slavery, although not illegal, is, unlike in other parts of the Empire, rare, and largely only practised by foreigners or those not adhering to the Radiant Dawn. In most terms, the faith is presented much more inclusive than many others, and this is seen both in governance and general day to day life, whether or not it is strictly true.

That said, however, Solvaldir is still a Kingdom - and those at the top not only rule over those on the bottom, but often speak an entirely different dialect to those in the fields. Whilst the Fylkir holds ultimate power over both the nobility and the faith, it is rarely practised in an absolutist form. The Church of the Radiant Dawn and the Nobility rule in tandem, rather than separately, though it can be argued the Clergy stand slightly higher on the ladder. Each Noble House holds its land in fief to the Crown, and each House rules as it sees fit - although it is common for most villages and towns to be ruled by an elected council who come before the ruling house only when necessary. The Church holds some lands in perpetuity, and although it pays no tax, due to the Crowns position as head of faith, the Church's own income is available to the Fylkir or Fylkira as the faith dictates.

Religion


The Church of the Radiant Dawn is both tied into the ruler ship of Solvaldir and the faith of the kingdom. The Church of the Radiant Dawn can essentially be traced back to worship of a singular lord of light represented by the Sun, Fire, the warm hearth of a home and the light that illuminates all - even pushing back against the darkness. Since time immemorial, each ruler of the lands that came to be Solvaldir have braved the Trials of Light - survival is a coronation of faith that proceeds the wearing of the crown, and rarely, a ruler will be blessed enough, skilled enough, and wise enough to wield the power the Light bestows. As such, the King or Queen of Solvaldir is also a religious figure and serves as the head of the Church.

Though similar to the dominant faith in the Empire, Achari Sumari, and its veneration of a "Summer God" - it is clear that the Church of the Radiant Dawn is a very different spiritual salve albeit recognised as a Sect of Achari Sumari by most. The Church essentially has one primary tenet - to live a life of light, and to cast no shadow on the good works of creation. The faith is inclusive - all creation is touched by the light - and only when twisted to darkness is it beyond redemption. The Church holds, in an idealistic view reportedly born of Fylkir Ormond's vision during his trials, that non-humans that live a life of light to be as deserving as any human, though non-human practitioners are rare, all the same, the Radiant Dawn has somewhat softened attitudes towards non-humans in Solvaldir, though it has far from eliminated such animosity outright.

The Radiant Dawn is also a faith of action. Given its realisation and the Lord of Light's gifts to some of the rulers throughout Solvaldir's existence, it has made a visible impact both in the eyes of the people and in some the harder times, where the Lord of Light has seemingly broken a harsh winter in the middle of its reign or deigned to grant a most bountiful summer. The Radiant Dawn, is foremost known for its involvement in healing. While skill in the magical arts of healing, is, as with any magic, rare and difficult to master, the Radiant Dawn has nearly always had at least one Light's Chosen, blessed by the granting of such abilities - and any who come may receive the benefits of the Light's mercy. Furthering its reputation as a faith of impact - it is rumoured that in the mountains above Solgardr, there lies a living example avatar of the Lord's will, a fantastical creature known as a Phoenix, a bird of living flame - who is said to of existed in the time of Balder, and it is too said that to walk through the Phoenix's flames and embrace the creature without harm is the final trial for all prospective rulers of Solvaldir.

All those who live a life of light are believed to release their spirit to the Lord of Light's care, to enter his realm and remain in bliss, adding their light to his own, or to be renewed in spirit and granted another life amongst the mortal realm for the Lord's own cause. It is too believed that the Lord allows Spirit's themselves leave to remain, to protect or to assist, and sometimes to avenge. It is believed that a hearth kept well lit at the height of winter and left burning at the peak of midsummer will rejuvenate such spirits, as well as beseech them to continue their work. In the places of darkness left in the world, it is too believed that a flame held in faith by an adherent of the Radiant Dawn will draw such spirits to aid them.

The Radiant Dawn also takes upon itself responsibility for all those gifted with the skills to alter the world through word or thought - even if not wielding the holy light of the lord itself. The Church of the Radiant Dawn, to the best of its ability, teaches and cares for such individuals, either taking them into the Lord's adherents in the Clergy and wielding them into Paladin's of the Light, or a Warden of the Flame, if at all possible. The ways of the Lord and his light are strange at times, but the Radiant Dawn does not spurn it when such gifts appear.

Worship is often communal, and takes place in the Churches of the Radiant Dawn spread throughout the towns and cities of Solvaldir, or smaller shrines found both in the villages, and often in the wild. Where such cannot be found - a simple fire is suffice enough for one to offer prayer. Sacrifice - primarily of items of value or foodstuffs grown of the land - is not uncommon, particularly in the farmsteads, though often a donation to the church and its collection plate is sacrifice enough for many.

The Clergy itself is relatively large and is organised in the following manner;
-Fylkir(a) - The Head of the Faith
-Council of the Lord's Light
-The Order of Balder
--Paladins of Light/Flame Wardens
--Adherents of the Flame
-Dawnbreaker's
-Men and Women of the Flame

With the Head of the Faith also serves as the ruling Monarch, it is largely left to the Council to oversee the affairs of the Church and handle its general running, although its decision making in important matters is deferred, of course, to the Fylkir(a). The Order of Balder oversee's both the protection of the Council and the general maintenance of the Church's own small, but reasonable standing forces, as well as contributes to the Household Guard of the Royalty. The Order has two elite sub groups, the Paladin's of Light/Flame Wardens - those of either possessing otherworldly blessings or immense skill in their chosen fields, with the Adherents of the Flame making up the ranged component of the Churches own forces. The Dawnbreaker's constitute senior church preachers - either appointed prophets or those who minister to urban centres and also entails their entourages and its small attended knightly order. Men and Women of the Flame constitute the many lesser priests, priestesses and lower clergy that make up the many local preachers and constitute much of the day to day running of the church, both in Solgardr, its mountain hideaways and its affairs in town and village alike.

The Church of the Radiant Dawn itself codified its "pillars of faith" at as a force for change, and these pillars form the core of its ministrations. It is possible to buy the texts of the Lord of Light in most cities and towns in Solvaldir, nearly all Shrines also possess a publicly available copy, though these cannot be removed from the Shrine.

These Pillars are often contradict themselves in a complimentary manner "To teach is to be the master, but to learn is to be no-one's slave", for example, in general terms, the Radiant Dawn teaches individuals to strive to work to the best of their ability, to take pride in ones accomplishments, yet to be humble and to have humility before all the Light has created. It teaches the value of knowledge but the benefit of simple labour - both enamouring it to the higher classes and the lower. It's Pillars in the most general terms call for the light in oneself to enhance the virtues of the individual and make them strive towards the betterment of all than simple selfish salvation. That said, the Church is incredibly militant in regards to the perception of darkness or shadow, and mechanisms exist for the concept of a Church mandated holy war against such threats should they manifest - and despite its current appearance, limited historical record indicates that the Church has been known to "purify" other less dominant "threats".

Despite any differences, the similarities to the dominant faith and its simultaneous development has reinforced it's perception as a sect of the Summer God in the Empire and it has thus, largely saved the Church from being painted as a dangerous heresy with only a few minor incidents, at least for the time being.
Last edited by Arenumberg on Mon Jul 06, 2015 6:12 am, edited 10 times in total.

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Arenumberg
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Posts: 949
Founded: Feb 21, 2004
Civil Rights Lovefest

Postby Arenumberg » Fri Jul 03, 2015 6:34 pm

The Rule of the Dawn


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Dalrheim, seat of ultimate power in Solvaldir, lies on the Ljosá River

Overview:

Solvaldir is arguably a theocratic state due to the dual nature of its ruler both as a monarch and as a head of faith whom is also a religious figure and part of the rituals and day to day affairs of the faith. However, Solvaldir, for the most part, functions as a monarchy in which all power is ultimately invested in the monarch, though much of the running of the state falls to the Noble Houses in a feudal system that with their ownconstituent governance methods. The majority of these Houses and their own vassals all trace themselves either directly or through inheritance to the original dominant tribes of the era of the Dark Lord.

Typically, most affairs of the court are dealt with by the High Thane, a selected position at the monarch's decree, whom is typically a member of nobility selected to act in most capacities as a Chancellor would in any other realm.

House Vaesir
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Lands: Lower Ljosá Valley, The Eastern Fields, The Churchlands.
Population of Subjects: 2~ Million
Seat: Dalrheim
Current Lord: Astrid Vaesir II
Heir: Freyja Vaesir
Titles: Light of the Upper Valley, Warden of the Sunwood, Protector of the Falls and Flame of the Faith.
Cadet Branch: House Vaesir of Magngard, House Vaesir of The Princely Estates.
Vassals: House Varnadr of Tryggr

House Vaesir, the Royal House ruling from Dalrheim, controls much of the upper Ljosá River Valley and is also ultimate controller of the faith's holdings in the "Churchlands". Typically ruling from Dalrheim - though at sometimes Solgardr - House Vaesir has grown wealthy on the rewards of its successful endeavours in farming the Upper Ljosá River Valley, and through the Churchlands, holding the primary road linking Northern and Southern Solvaldir. House Vaesir has held a long tradition of intermarrying with House Vaskr, so much so that Vaskr's only cadet branch ultimately was subsumed and inherited by House Vaesir, though all lands received were transferred back.

House Vaesir thus has a legacy not only of rulership of the mortal realm of Solvaldir, but as a successive chain of religious leaders as well. While adherence to the faith has always remained relatively strong, it has been prone to change that has deepened or lessened such faith, depending on the instruction that any Vaesir Fylkir has given to the Church, typically following the Trial of Light. So intertwined is the house with the faith, however, that even its standard has taken the Phoenix motif.


House Ulfrendr
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Lands: Upper Ljosá Valley, Appasval Glade.
Population of Subjects: 1.5~ Million
Seat: Ulingr
Current Lord: Jarl Baelingr Ulfrendr I
Heir: Harald Ulfrendr
Titles: Protectors of the Northern Valley, Warden of the Glade.
Cadet Branch: N/A.
Vassals: House Sigr of Algardr

House Ulfrendr controls the lower Ljosá River Valley from their seat of power in Ulingr, a modest city on the Light's Road, overlooking the great Ljosá itself. Rising in prominence after the establishment of Solvaldir, Ulfrendr has controlled the produce of the Lower Valley and similarly profited from such endeavours, though its control of the Appasval Glade is nothing recent, the removal of its Elven inhabitants during the reign of Fylkir Agnarr, Astrid's Father, was regarded poorly by House Vaesir.

House Ulfrendr had its coastal lands split many centuries ago, which has proved an issue not easily forgotten, All the same, House Ulfrendr has not directly challenged the throne for control for Vaskr lands or the throne itself, despite beliefs that those are its intentions, Vaesir tradition to intermarry only with House Vaskr where possible has largely prevented a claim based on a descent from Balder Vaesir, long regarded as a vital precondition to doing so, or any plots to displace House Vaskr.


House Orn
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Lands: The Ancient Peaks, The Skywood.
Population of Subjects: 700,000~
Seat: Midval
Current Lord: Lord Egil Orn V
Heir: Brynjar Orn
Titles: Lords of the Ancient Peaks, Holder of Holds.
Cadet Branch: N/A.
Vassals: The Dwarven Court of Myoko, The Dwarven Court of Komiko, The Lordly Dwarfhold of Matsu

House Orn is the master of the mountains, and deals both with the dwarf holds and mineral wealth in Solvaldir, ruling from their impressive mountain hold of Midval. House Orn has greatly profited from the mineral wealth that is present in the Ancient Peaks, as well as the presence of the Three Dwarf Holds, which it exacts economical concessions from and ultimately holds in subservience, though its presence in the Dwarf Hold's barring small garrisons and "diplomats" is limited.

House Orn has long been regarded as a loyal house, rising from the mountain-folk that joined in Solvaldir's formation in the wake of the Dark Lord's fall. House Orn is relatively speaking, a small house, with limited human subjects, but is highly regarded for their wealth and their relatively non-violent suppression of the Dwarves, though words with them can be heated. House Orn and House Reykr share a friendly competition over most ore produced per annum, though they are now in this challenged by House Dirgard's ever expanding Iron centric frenzy.


House Vaskr
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Lands: The Frozen Coast, The Mist Plains.
Population of Subjects: 600,000~
Seat: Vasken
Current Lord: Lady Eydis Vaskr
Heir: Soren Vaskr
Titles: Breakers of Ice.
Cadet Branch: N/A.
Vassals: House Oddr of Norven, House Blitzen of Alslo

House Vaskr, ruling from the near eponymous fishing port of Vasken, controls the ports of the northern coast and the few lands lying outside of domains of Ulfrendr and Vaesir in the North. Expert Fishermen, known to achieve success even against the ice when it encroaches, Vaskr was a former minor noble house raised up during an escalating dispute that ultimately favoured House Vaskr. Vaskr has since expanded its coastal presence and despite limited northward sea trade, Vaskr remains a relatively wealthy fishing port, though House Blitzen's rise in Alslo has lead to a nearly as prosperous vassal.

Vaskr's fortunes are tied into that of House Vaesir, with the only Vaskr Cadet Branch being inherited by Vaesir in the rule of Fylkir Ormond, and Fylkir Astrid's mother, now passed to the Lord of Light, being Lady Eydis, now a wise old crone, younger sister. With no male heirs, a marriage to a far flung, mostly Vaesir relative but with enough Vaskr blood in their lineage to pull off a miracle, resulted in House Vaskr's continued existence, somewhat to House Ulfrendr's consternation.


House Sudrmadr
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Lands: The Swan Lakes, The Southroad, The Green Peninsula.
Population of Subjects: 1.7~ Million
Seat: Sudrheim
Current Lord: Thane Gustav Sudrmadr
Heir: Gunnar Sudrmadr
Titles: Lords of the Lake, The Swanborn.
Cadet Branch: House Sudrmadr of the Lake Coast, House Sudrodd of the Eastweald.
Vassals: House Eylund of Haldaborg, House Rea of Avantsheim, House Vaka of Storrlysa

House Sudrmadr controls the southern most lands of Solvaldir, and with them comes control of the easiest routes into Vatheros and most of the Southern Coasts Ports. From the Lakeside town of Sudrheim, they continue to amass great control over Solvaldir's trade. Sudrmadr, like much of Solvaldir, has grown wealthy on the fruits of the land, although to this it owes much from its Lakes than from a river. House Sudrmadr is typically the first Solvaldir nobility met by foreigners, and has become well versed in the arts of charming new traders

MORE


House Reykr
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Lands: The Highlands, The Great Pass, The Northweald.
Population of Subjects: 1~ Million
Seat: Reykrheim
Current Lord: Thane Halvdan Reykr
Heir: Asbjorn Reykr
Titles: Bearsmiths, The Wood Lords.
Cadet Branch: House Reykr of Lowsten.
Vassals: House Vestr of Dorsheim

House Reykr controls most the southern highlands, making much profit from the forests and the bountiful logging and lesser mining in their domain, ruling from the hold of Reykrheim, they too control the main route into the Empire through Dorsheim.

INFO


House Dirgard
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Lands: The Upper Jarn Valley, The Iron Peninsula, The Isle of Calm.
Population of Subjects: 1.2~ Million
Seat: Valrheim
Current Lord: Thane Garth Dirgard
Heir: Bjarni Dirgard
Titles: Ironbreakers.
Cadet Branch: House Dirgard of The Iron Valley.
Vassals: House Hvalr of Borsekkr

House Dirgard, ruling from Valrheim, controls the Jarn river and the surrounding lands, balancing a robust interest in trade, agriculture, and even a modest iron mining industry in the hills surrounding the Jarn River.

INFO


House Vesturmæri
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Lands: The Western March, Light's Pass, The Westerwood.
Population of Subjects: 300,000~
Seat: Einhersval
Current Lord: Ranger-Lord Alfúr Vesturmæri
Heir: Jogrimur Vesturmæri
Titles: Lords of the March, The Hunter Lords.
Cadet Branch: N/A
Vassals: House Veidr of Thangendun

House Vesturmæri is the newest raised house in Solvaldir, ruling from a no less newer holding in Einhersvall, they have become the March Lords, slowly but ever more efficiently pushing Solvaldir's interests westwards. Raised up from the "Hunter Lords" that established Einhersvall, it has become known for its supply of some of the finest pelts and game in Solvaldir.

INFO


Clicky
The Notable Locales of the realm

Overview:

Solvaldir is one of the larger areas of the empire, though divided between its noble houses itself, it is a land largely centred on the Ljosá Valley and the Southlands bordering Vatheros, with some notable mountain and hill-folk communities. Despite its position north of the typically temperate or warmer Southlands and thus generally assumed to be cold, the Ljosá river, believed to also run in vast underground systems through much of northern Solvaldir, runs relatively "warm" - largely freeing the area from frost and harsh more northernly winters much of the time.





WIP
Last edited by Arenumberg on Mon Jul 06, 2015 6:39 am, edited 10 times in total.


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