Country: Eledar

History of Eledar: From Glory to Decline


 
The First Elves and the Ahnur:
Eledar was once the seat of the Star Elves, who born on Celestra under the guidance of the Ahnur. These celestial beings sought to aid humanity in the fight against dark forces. When the Ahnur departed for Amaril, many elves chose to remain behind out of pity for the humans, forever altering the fate of both races.
 
The Curse of the Void's Taint:
Without the divine light of the Ahnur, the remaining elves were cursed when Munandihl, the God of Death, also left the material plane. This curse prevented the souls of the elves from returning to Amaril, and gradually, their bloodlines also weakened at each generation of elves.
 
The Third Age – Age of Druidic Growth:
The Third Age, also known as the Age of Druidic Growth, was a time of flourishing for the world. Life took root in every corner of Celestra, and beings born from the land itself, such as Ents and Dryads, arose naturally. However, the shadow of Thar'Uzûn, the dark avatar of the void, returned, creating a cosmic conflict that threatened to unravel the fabric of reality. The Ahnur’s return and sacrifice sealed Thar'Uzûn away, but left lasting scars, including starless patches in the sky that remain today.
 
The Fourth Age – Age of Men:
With the fading of the Ahnur's light, the Star Elves departed for Amaril. The Dark Elves, seemingly void-tainted, fought against their former kin. This civil war left the Dark Elves exiled and broken, while the Star Elves were critically weakened and scattered. The humans took advantage of this and drove the elves awau to seize their ancestral homeland of Eledar.
  As the Age of Men began, humanity surged forward, rising from the ashes of the fallen elven kingdom. However, their rise was not without consequence—darker powers began to stir, including the first Witch Kings who began to bind death and flame to their will.
 
The Decline of Eledar:
The elves retreated to Egaroth, and humanity began to forge its own path. However, internal conflict, corruption, and the rise of the Cabal—a powerful underground network of criminal families—plunged the kingdom into an era of chaos.
 
The Current Day:
Eledar stands as a fractured and politically unstable kingdom. The monarchy struggles to assert its authority, while the Cabal controls much of the economy through smuggling, extortion, and racketeering. Despite this, Eledar remains a land rich in resources, ruled by a combination of noble houses, military might, and the shadowy influence of the Cabal. The elves are a fractured race, with remnants scattered across the land, their once-great civilization lost to time.
 

Todays politics:

Today Eledar is a "moderate to high" politically corrupted country, housing several callous or pragmatic individuals who values gold, land and merchandise over a persons life. Money is power.
 

The Cabal and the royal monarchy:

The cabal consist of corrupted aristocratic and non-aristocratic families known as the Eledarian Cabal, or just "Cabal" to native Eledarian people. They wage their shadow wars against the reigning monarchs of Eledar. None of the two factions dares to throw the first card on the table, as this means revealing oneself to the other. Position and intention. The cat and mouse game continues, attempting to do as much damage to each other under the table without risking direct confrontation.
  The Cabal have secret allies, assassins, thugs and spies everywhere. The monarchs possess many landed knights, the manpower and military commanders to obliterate any threat within days, but they first need to know where to strike first.
  Many conflicts between the Cabal and the king of Eledar are as difficult as a game of chess where you cannot see your opponents move until a pawn is removed from the game. The public riots, fighting Lords and Dukes, and even the infights within the nobility take place. waging war against each other in terrible civil wars and rebellions. The cabal thrives on the chaos, but still recognise that a stable country means more gold and economic growth. But the dependanct on a strong military, The War Machine, is one of the biggest and profitable enterprises in all of Eledar.
 

 
 

The vampiric taint:

Other countries hear rumors of a dark presence in the shadowy corners of the Eledarian society. Slowly feeding on the dispair and wickedness of the Eledarian people. Wealthy locals dismiss these rumors as rubbish, mustering a level of pride, bragging of how they still thrive economically under such harsh conditions and many wars. "They just want our wealth. Let them stay envious of our might".
 
 

Capitol: Apuria


 

Ruler: Grand Duke Aric Tormenth

The five strongest noble houses in Apuria (military authority, knightly orders). Led by the Archduke. Grand duke of the fifth biggest house in Eledar. House Tormenth.
 

Races:

99% Human, elves ?, goblin, orc, dwarf, ++, there is a higher frequency of half-breeds in Eledar compared to other countries.
 

Population in capitol:

There is no way of knowing the excact number of inhabitants since illegal transfers and slaves are brought, lost, killed or sold quite often. The cities are often overcrowded. Estimated population 8 million+/- and about 80.000 non-human races. The rest: ??
 

Politics


  Key Points for the ruling House Tormenth and Grand Duke Aric:
 
  1. Grand Duke Aric Tormenth is a master strategist and diplomat, excelling at maintaining long-term alliances and controlling trade. House Tormenth controls luxury goods trade, precious minerals, and has significant ties to the Cabal and merchant guilds. House Goliath supports House Tormenth, providing political stability and military power when needed, while House Tormenth helps maintain Eledar’s wealth and economic stability. House Tormenth’s military is based on elite mercenaries, trained soldiers, and covert forces instead of relying on traditional military power or dragons.

 

The Nobility

Each houses have their own Grand Dukes. They have elected and crowned an Archduke, who is the overhead of the the fift and strongest noble house. The Archduke is no true king, but he is the most powerful individual of the five noble houses´ Grand dukes. The territory ruled by the Archduke is the northeastern Archduchy in Eledar. They hold much merit and respect for being able to defend Eledar from the horrific creatures that leake from the glacial mass of ice, stemming from the eastern ocean´s gargantuan floating iceberg; The Icy prison of the famed Arkenstone of Frost.
 

The Cabal:

The Cabal are a loose association of secretive groups, that share a common organizational structure and code of conduct. Their common enterprise is protection racketeering. Each group, often known as a "family", "House" or "clan", claims sovereignty over a territory in which it operates its rackets – usually a town or village or a neighbourhood of a larger city. Some controlling even bigger areas. Its members call themselves "Men of Honor", although the public often refers to them as a Crime syndicate.
 

Slavery:

Eledarian diplomats will not hear of accusations of their nobility cultivating slavery. They are merely citizens who are employed in the service of the Archdutchy. Convicts or willing free man. They are granted a roof over their head, food and beds for their families, and clear purpose in a unforgiving daily life. To be allowed to work in the Archducthy or any other region in Eledar, a man must be freely enlisted in the workers union, thus making them the "willing" property of the Archduke.
 

Dragon Riders of House Goliath

House Goliath is renowned for its mastery in dragon training and dragon breeding, blending ancient techniques with modern inventions. Located in the highlands of Eledar not far from the capitol and the Starstone, House Goliath maintains dragon sanctuaries where eggs are carefully nurtured, and dragons are raised alongside their future riders. This bond is formed from birth, with the riders chosen for their strength, mental fortitude, and affinity with dragons.
  These dragons are vital assets to House Goliath and the Monarchs of Eledar, serving as mounted warriors and symbols of power. The Dragon Riders are elite members of the House, bonded Empathically to their dragons. They patrol the skies of Eledar, defend the sanctuaries, and are often deployed on the battlefield, where their aerial superiority and devastating firepower make them a fearsome presence.
  The Dragon Riders embody House Goliath’s might and are a testament to the House’s, combining strength, strategy, and ancient magic to dominate the skies.
 
 

Climate

It rains alot in Eledar, some say it is the divine curse put on the elves that lived here in the 3nd age. People burns loads of garbage and even bodies to dispose of in a cheap way when burial is too expensive. Other reasons to this is the muddy or ground layers of clay disolving into a natural hazard due to the several periods of heavy rain. The humans add more pollution by their extensive mining operations and extract ore by burning massive amounts of charcoal. Some belive the pollution serves as a cathalyst for diseases, spreaded by polluting or poisoning the drinking water in the major cities and the overflowed rivers/canals. Others say the source of the decay comes directly from the suffering of Eledar´s citizens, a more spiritual origin.
  On a regular summers day its about 14-20 degrees celsius accoding to gnomish alchemical thermometers. Eledar used to be warmer in the 3nd age.
 
 
 

Economy:



 
Mining and Woodcutting:
Eledar’s economy relies heavily on the extraction of iron ore, coal, and precious gems from the mountains. The mining operations are extensive, with a focus on gathering resources for the kingdom’s growing demand for weapons, tools, and military equipment. Gemstones found during mining operations are considered a bonus, as the monarchs prize them for various purposes, such as spell components or to prevent rogue mages from acquiring diamonds and other magical gems. The kingdom also boasts a thriving woodcutting industry, supplying wood from the Eldertrees and Celestrian Oaks harvested from the mystical forests of Egaroth. While these woods are fiercely protected by treants and other magical entities, expeditions still occur, albeit with high risk.
 
Fiefs:
The noble houses and their fiefs control vast agricultural lands across Eledar. These fiefs contribute significantly to the kingdom’s food production, ensuring that the nobility’s estates and the growing urban areas are well-supplied. The nobles extract taxes and levy soldiers from these fiefs, who serve both in military campaigns and as the kingdom’s enforcement in local trade. The influence of the noble houses extends well beyond the land, as they regulate all major economic activities within their territories.
 
Real Estate:
In Apuria, the capital of Eledar, noble houses control large swaths of land, especially in the growing urban areas. The increasing demand for housing, trade districts, and luxury estates has led to a real estate boom among the elite. The noble families hold control over the land deeds and frequently make speculative investments, purchasing vast areas of land in the hopes of controlling the city’s economy and wealth. This often ties into political intrigue, with nobles using their properties to influence trade, secure political positions, and manipulate local economies.
 
 

Trade:


 
Key Exports:
Eledar is a major player in international trade, exporting a wide range of goods. The kingdom is known for its wood, iron ore, and coal, which are essential resources for neighboring nations. Additionally, magical items, enchantment potions, and luxury fabrics, often sourced from Zephyria, are highly sought after. Eledar’s rich natural resources, combined with a wealth of artisanal craftsmanship, make it a critical hub for trade in the region.
 
Trade Routes:
The Northern Starstone provides a unique and strategic trade route, allowing goods and magical items to be transported between Eledar, Zephyria, and Eboracum. Control over the Starstone is fiercely contested, and its importance is growing. While White Mages maintain the peace and fairness of the route, the trade access creates tension between Eledar and other kingdoms vying for control of this key resource. The Starstone itself also allows magical travel, increasing its value both as a trade route and as a symbol of power.
 
 

Underworld Economy:


 
Illicit Goods:
The Underworld Economy of Eledar is largely controlled by the Cabal, with smuggling, extortion, and financial frauds as primary sources of income. Black market goods like prohibited elixirs, forbidden alchemical ingredients, and illegal magical relics are common on the streets of Apuria. Rare magical substances and enchanted relics from ancient elven ruins are particularly valuable, with the Cabal often smuggling them to black markets or to the highest bidder. These items are also valuable to rogue mages and groups attempting to further their own goals.
 
Corporate Corruption:
The Cabal controls much of Eledar’s underworld economy. They force businesses to pay for protection and allow them to operate in the black market, all while avoiding exposure. The nobles themselves use the Cabal's influence to fund their military projects and further their ambitions without being openly tied to criminal activities. Many corporate operations in the kingdom are secretly controlled or influenced by the Cabal, contributing to the widespread corruption.
 
Economic Status in Eledar:
While the nobility officially holds the most power in Eledar, it cannot deny that the Cabal has a significant hold on the financial landscape. Money is the kingdom’s driving force—considered the most important asset for anyone seeking safety, security, and a better future for their family. The rich continue to grow wealthier through speculative investments, bribery, and under-the-table deals, while the poor live in squalor. Corruption runs deep, and the Cabal is at the center of it all, with its reach extending into every corner of the kingdom.
 
Military Economy and Warfare:
The kingdom’s military-industrial complex is one of its most profitable sectors. The War Machine not only serves to defend Eledar from external threats but also provides vast wealth to the Cabal and the noble houses. The production of siege weapons, armies, and mercenary forces generates immense amounts of gold, feeding into the pockets of the wealthy. War profiteering is rampant, with the Cabal controlling the supply chains for military goods, using arms dealers and construction firms to secure their wealth.
  The nobles leverage the tax system to maintain control over their lands and fund their military endeavors. The Cabal often funnels tax revenues from the poor into its own coffers, while the rich evade taxes through bribes and manipulative deals. This keeps the nobles in power while the common people remain suppressed.
 
Cultural Influence:
Eledar’s economy is also shaped by its luxury goods market. Artisans and craftsmen, many of whom are under the influence of the Cabal, create beautiful works of art that feed into the luxury market. These goods, which include fine jewelry, magical trinkets, and elegant furniture, help maintain Eledar’s image as a land of power and sophistication, despite the corruption that runs beneath the surface. The nobles frequently sponsor these artisans, purchasing their work to adorn their estates, further embedding luxury as an important aspect of the Eledarian economy.
 
 

Military defensive/offensive force, siege weapons and the nobility


  Discipline and military force has another meaning in Eledar. The high nobility and Cabal adhere to certain laws and codes, but in the eyes of several other countries they control the population with fear. Many of the soldiers or town guards are payed off by The Cabal to assist protecting the cities they heavily influence. The City Watch get paid slighty extra and everyone is happy.
  The cities have good defenses, not to mention dragon riders. A huge workforce consisting of citizens and slaves. The loyalty and morale of the people is questionably fragile. The people live like frightened sheep. Led by their shepherd; The Archduke.
 

The dance in shadows

The noblemen, knights and its military is not directly influenced by The Cabal. They uphold their own codes and laws, but still governs their territories with an iron fist. They do not bow to anyone, but they understand the value of bartering rather than aimlessly killing opposing forces. Thus there are conspiracy theories telling that the nobility often deal in secret with The Cabal for joint profit. If the lawless gangs provoke the landed knights, a brutal and ruthless war will most likely break out, and they would have to face several armies of heavy cavalery, ready to trample anyone daring to threaten their power. If they can locate them of course.
 
 

The lands:

Its a total mess outside of the cities, but The Cabal is rumored to control a great deal of the villages and smaller cities inhabiting thugs, gangs, low and high nobility. It can difficult to differ between which noble houses are unofficially governed by the Cabal and can be trusted by the monarcs.
 
 

Allies

Whomever they have bought or built bridges too with gold coins or trade agreements.
 
 

Organized magic: Sorcery and witchcraft

  • Casters, no matter class, is referred to as a sorcerer, warlock or witch in the local tongues. Often uttered with fear and disgust. There are individual casters but not many organized guilds. There excist more partnerships rather than a permanent area with regular procedures. This means it is easier to break laws within the mages hierarchy and experiment in the shadows. Rogue wizards excist but they know the risk of getting caught by the everwatching Inquisition, and usually keep as low a profile as possible. It is not uncommon that the Inquisition amputates the hands and tongue of a suspected sorcerer during arrest, to keep them under controll for their journey. Later restoring their lost bodyparts after being brought into custody and preparing them for lenghtly and exhausting interrogations.

  •  

    Ithildin:

    The Northern Star Fragment named Ithildin means moonlight or starlight in elvish. This huge sized fragment of starmetal is under the juristiction of Valerian The White, an Eldroinian Archmage. Political neutral in his position as Arch Gatemage. To still the bloody civil wars between the population of Zephyhria, Eboracum and Eledar, they employed Valerian to govern the Star Fragment and it´s gating properties. Creating a foundation of peace built upon the common ground of trade. Valerian still oversee the Grand gate of the Star Fragment, and hosts a university of Conjuration and Abjuration Wizards specialized in teleportation, gate spells and wards. Common practice is to lend out practicing wizards to participate in the community serving a monarch or going on a expedition for a given number of years before receiving their full status as a White Mage.
     
     

    Crime and punishment:

    To carry arms or utilize spellcasting within any establishment, city or area is deemed illegal. Decided by political votings or royal decree. Weapons must be bonded or turned in by the city gates into the custody of the city watch unless the proper documentantion can be presented. To many deaths, crimes and exploitation have taken place at the hands of magic, as one fingersnap can be enough to level a settlement to the ground. Casting spells on the street can terrify commonfolk. People bearing arms and armor in times of peace scare townsfolk and provoce any city or town guard/watch or other a law enforcement.
      Exeptions: Proper documentation or positions within the hierarchy are exceptions to wearing armor and to carry peacebonded weapons.
      Sentencing: Death sentence is not uncommon. Either being excuted in public or sent to work in digging sites, quarries or underground caves can be expected for low ranking citizens.
     
     
     

    Western Eledar (The borderlands)

    The westerners. Ruled by the 4th greatest Grand duke of Eledarian nobility. The westernmost parts of the country are rolling plains and foothills of the Foresthold Mountains. The air is cleaner here although the wet mud and clay infest these lands as well as hosting a range of dead forests and swamps. The people live a fairly nomadic life, following their herds of sheep and cattle. Still settlements and smaller cities can be found throughout the boarderline west towards Eldorin. Unlike many westerners the people have a good opinion of The Iron Church. Their Templars have been protecting people from goblinoid/hobgoblin raids the past years and against other beasts lurking in the dead woods and swamps. Doctors and educators from the order have increased the public health and the literacy rate in the west. This has led to many landed knights with elite soldiers from joining the Solerian armies of The Iron Church, as scouts, inquisitors and cavalry. Many of the members of the fallen 6th noble house reside her. Either as travelling nomads or inhabitants of the city allied to The Iron Church.
      The Economic Alliance in the Eastern Kingdoms allows to have the border walls manned with soldier patrols and guards along the wall which separate the countries. But if the manpower exceed a certain level it will be seen as an act of war from the side responsible for stepping up the presence of military force. Thus the guardians just make sure to keep the peace and a moderate presence of men. To ensure some level of safety and preparedness.
     
     

    Northern Eledar:


      The heart of the Iceberg: Arkenstone of frost. A blue burning meteorite of unearthly origin entered the atmosphere six decades ago and hit the ocean northeast of Eledar. As the meteor burned off ice, gasses and unknown particles it plummeted into the northeastern ocean, destroying an armada of ships which was present after slaying a sea serpent of gargantuan proportions. Legend say that survivers bared witness to a glowing blue gem of indecipherable size as it seemed to distort vision around it. As the blue glowing gemstone sunk it built up layers of ice, keeping it afloat, rendering it able to be studied for some time. After several weeks rumors spread fast of a gemstone named The Arkenstone of Frost which claimed many lives who dared to touch it, and drove many a sturdy sailor mad from horrible nightmares. Several search parties and an armada of ships rushed northeast to the area to claim the mysterious artifact as their own, in hope of bringing glory to their own noble houses.
      A 6th noble house came first. Their Grand Duke hoped to become the next Archduke by controlling the mystical and horrible power of the Arkenstone of Frost. Over the next week the majority of the aristocratic faction and other rogue parties were reported swalloved by the power of the fabled Arkenstone of Frost. The growing layers of black ice and unearthly blizzards of extreme cold incased anything ther Arkenstone of Frost came close to; humans, ships, animals. They were never seen again after being engulfed in black blue ice. As it grew the ice became dark blue leaving the centre dark as the void.
      The remaining members of the noble house was scattered across the western region of Eledar, trying to save what estate and belongings they could. The house was deemed as fallen after loosing their greatest members and their families to the tragic expedition. Those who succumed to madness either perished, or was lost in the dark wilderness, mountains or underdark caves surrounding the northeastern part of Eledar.
      Today the colossal iceberg lies in the ocean close to the northeastern coast, encircled by a glacial landscape and covered by an eternal blizzard. The freezing cold and majestic weather conditions make travelling there deadly. Horrific creatuers are rumored to have been witnessed roaming the outer vicinity of the glacial landscape, barely visible through the blizzard. From time to time these entities emerge and attack the surrounding settlements and the closest city. Now heavily defended by the Archduke.
     
     
     

    Races in Eledar:


     
    Dwarves:
    They generally live in small, extended family units of 5-10, and clear enough land to raise some pigs and goats, grow a garden and have room for a couple small buildings (generally sturdy and semi-subterranean log cabins in the most heavily guarded cities). Below the ground they build their great forges and practice their craftsmanship. Never letting their edge for crafting dull.
      They may have passing relationships with human traders, and can give a lost hunter shelter for the night if travelling in caravans. But they fervently resist any sort of attempt to "civilize" themselves to human standards. They speak the secret dwarven language Baradri, but they know and use the Eledarian language in all contact with non-dwarves.
     
     
    Halflings:
    The world has become much more dangerous to traveling halflings, so these little folk aren't as common as they once were. However, they are cunning go-getters, and are willing to risk life and limb to help the efforts. Tribal, they live in forests, making their villages high in the trees. In cityscape environments the halflings have proven their resourcefulnes and ability to adapt in a way that even humans would envy and admire.
     
    Gnomes:
    Gnomes do not age as other mortals do, beginning to fade and ‘’bleach’’ only when they lose passion and fail to experience new things. Many gnomes in Eledar, often those who are slaves or held captive have seemed to fade long ago, and has gotten more greys-kinned and white-haired after everything theyve been through. Many rarely come forth as joyful and cheerful in Eledar, and rather posess a stern and serious look on a daily basis. But they survive.
      Though gnomes are not full-blood fey, their fey heritage can be seen in their innate magic powers, their oft-capricious natures, and their outlooks on life and the world, even in a grim place such as the Kingdom of Eledar.
      Gnomes have no particular tendency to gather in specific neighborhoods in the cities of Eledar, even when a large number of them live among other races.
      Even though gnomes have their own way of communicating, they usually are able to seal business deals without any issues. The other races have grown somewhat accustomed to the gnomish race, and are most of the time aware of their personal characteristics. Even some knights have been known to overlook or ignore situations initiated by gnomes, where the other races would have to pay with their lives, but maybe rather have them captured and tortured to teach them to shut up if they don´t respond to threats like humans do.
      Gnomes respect elves, and have a sense of pity towards them in their enslaved and persecuted state.
      Gnomes are physically weak compared to many races, and turn to other opportunities or possibilities to grant them an edge in conflicts. In urban areas streetwise usually serves gnomes good.
     
    Elves:
    Eledarian elves are the decendants of the once great high elven bloodline Elendar (Star Elves). Once ruling their ancient elven kindgom. For the past centuries the whole landscape have been littered with the traitorish human civilazation who litter and inhabit the elves´ ancient city ruins. Ruins made by human hands.
      Most of the high elves escaped south into the forest lands, the root of their creation. Mostly they traveled on their own but some human factions actually aided high elves in their escape south. Elves that was captured or stayed behind either serve as slaves or even live as slave masters, or nobility (although fallen nobility) within their own commuinities, side by side with humans.
     
    Orcs and Hobgoblins:
    Greenskins are outlawed as enemies. There are divided opinions about this decision, but deemed to safeguard the lands better.

    Non-agression pact, Trade-agreement

    Trade Agreement Reliability Rating: Trustworthy / Medium. Diplomatic Rating: Indifferent (Stagnant).   History: Eledarian nobility pay the dwarves well in gold to get their hands on weapons and dwarven early firearms. The Eledarian humans grants construction of dwarven excavation sites, and access to their starstone and areas afflicted by Starfall within their borders.   The Stone-Lords still like the Eledarian cocky bastards the least out of the human "tribes" as they call them. Animals with repeatedly broken lines of Kings.

    Non-agression Pact, international trade deal

    Trade Agreement Reliability Rating: Trustworthy / Medium. Clause (international trade deal) = If broken the non-agression pact ends. Diplomatic Rating: Hated (Decreasing). History: Arch enemies. Eldorin accuses Eledar for being a nation which thrives on slavery and oppression. Eledar defends their practive arguing that every landed lord or knight have a responsability to care for and protect their workers, keeping them close on a lord´s given property.

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