Lhazaar Principalities
Structure
The Lhazaar Principalities, a scattered archipelago of island states, present a unique and often brutal model of governance. Unlike the hereditary monarchies of the Five Nations, leadership here is forged in the crucible of the sea, rewarding not lineage, but strength, cunning, and maritime prowess. At the apex of this decentralized structure sits the Prince, a title bestowed upon the most accomplished sailor, pirate, or merchant lord within a specific principality.
This isn't a title passed down through the generations. While certain bloodlines may consistently produce charismatic or skilled individuals, the mantle of Prince is earned, often through overtly competitive means. The succession can be a "violent, bloody affair," with the captain commanding the largest fleet, the most formidable vessel, or wielding the greatest popular support generally declared the victor. However, the definition of "strength" is fluid; tests of skill, direct combat, and even duels of wit have all been employed to settle leadership disputes across the islands.
While Prince is the most common moniker, rulers of the Principalities are not beholden to a single designation. They may adopt a variety of self-appointed titles such as Sea Baron, Pirate Lord, Merchant King, Captain, Admiral, or Duke. These appellations are dictated by the unique traditions of each principality and the personal preferences of the current leader. These titles are typically associated with a parcel of land, usually encompassing a crucial dock or seaport and a modest village. However, the true fount of power and wealth for any Prince lies not in terrestrial holdings, but in their flagship and the size and loyalty of their fleet. Without these vital maritime assets, even a Prince with vast landholdings possesses little true authority in the Lhazaar Principalities.
Beneath the Prince, a crucial layer of lesser leadership roles provides the stable administrative backbone that allows the Principalities to function. These positions, which include vital roles like administrators, navigators, and shipwrights, tend to be remarkably stable, often remaining filled by the same individuals regardless of frequent changes in princely rule. These individuals are typically those who are demonstrably the most competent and best suited to their specific duties, ensuring the continued operation and survival of their principality. While a new Prince might occasionally attempt to purge existing ranks and install their own loyalists, such actions are generally considered an exception rather than the norm, as the practical utility of experienced personnel usually outweighs the desire for absolute personal control.
The influence of the great Dragonmarked Houses is notably limited within the Principalities. However, a few exceptions carve out significant presences. House Thuranni has established its headquarters here following its separation from House Phiarlan, suggesting a strategic advantage or sanctuary within the independent island states. House Orien, driven by its connection to trade and cargo, maintains a presence as it follows and facilitates continental commerce, no matter the political boundaries. Finally, the stoic and often reluctant presence of House Kundarak is marked by their management of Dreadhold, the formidable island prison, underscoring the Principalities' role as a place of both freedom and confinement.
Culture
Though some of the oldest settlements on the continent of Khorvaire can trace their origins to the Lhazaar Principalities, these coastal towns retain a raw, frontier spirit. They are gateways to a world of breathtaking beauty and unforgiving brutality, where the interior of the islands often remains a mystery, left to the wild embrace of nature. Every major settlement clings to the coastline, a testament to the nation's unwavering devotion to its maritime heritage.
The bedrock of Lhazaar society is the intricate web of fealty that binds every inhabitant to their respective Sea Prince. These rulers, as diverse as the currents they navigate, hold dominion over their own islands. One Prince might rule with an iron fist, a tyrannical despot commanding absolute obedience, while another could be a beacon of diplomacy, a genuine ambassador of goodwill. This inherent variety ensures that the concept of "governance" in Lhazaar is a spectrum, rather than a monolith.
The very foundation of Lhazaar's political structure was laid by its namesake, Lhazaar. She bestowed the title of "Prince" upon her trusted captains, establishing a few universal laws that still govern the Principalities. Perhaps the most significant of these is Lhazaar's decree that the title of Prince is not hereditary. Instead, it is a prize earned and maintained through the strength of one's army. Should a Prince's fleet be defeated, the victor has the right to claim their title and their domain.
While Lhazaar's laws offer a framework, the true tapestry of governance is woven by the unique cultures and traditions that flourish on each island. The gnomes of Lorghalan, ever the intellectuals, demand tests of wit from their aspiring rulers, while the elves of Farlnen require a demonstration of arcane prowess alongside naval might. This fierce independence, while fostering innovation and distinct identities, also leads to inevitable feuds and rivalries among the Sea Princes. No single Prince has ever managed to unite all the islands under their singular banner, though a tradition of a "High Prince" persists. This esteemed position is not simply declared, but earned through the undeniable strength of a Prince's fleet and the respect they command from their peers.
Despite their internal squabbles, a fundamental law resonates throughout the Principalities: the Princes possess the right to administer justice within their own territories, appointing officers as they deem fit. More importantly, like their rulers, the people of Lhazaar are bound by a shared understanding of unity. When faced with an external threat, their individual differences are put aside, and they will band together with unwavering resolve against common enemies.
The Lhazaar people are intrinsically linked to the sea. To be inland is to feel constrained, trapped. Their diet consists primarily of seafood, and their traditional beverages are potent concoctions brewed from various sea plants. The most renowned of these is Salasta, a strong, clear alcohol distilled from salas seaweed, a drink synonymous with the authority and spirit of Lhazaar captains.
This close connection to the ocean has fostered an unparalleled comfort and acceptance of all races and cultures. The sheer diversity of people who have found a home in the Principalities has led to a rich intermingling of languages, creating vibrant, blended dialects. Even in their attire, a practical and durable aesthetic prevails, varying from island to island but always reflecting the demands of a life lived by and for the sea. One notable aspect of Lhazaar pride is their hair, which is often meticulously cared for, a stark but beautiful contrast to the ruggedness of their environment.
History
Pre-Galifar
The Lhazaar Principalities take their name from the explorer Lhazaar, the woman responsible for first bringing human settlers from the nation of Rhiavaar in Sarlona to the shores of Khorvaire 3,000 years ago. It is theorized that these "settlers" were actually societal undesirables escaping jail and persecution. The Principalities continued to grow as humans spread across the landscape of Khorvaire. By the time Galifar I came to power the Lhazaar Principalities had already been well established for over a thousand years and the people had earned a reputation as raiders and pirates. The strip of land went largely unnoticed under Galifar until 28 YK when Galifar brought his own navy against the Lhazaar Princes who had been wreaking havoc on the coastal communities both in the north and the east of Khorvaire. Over the next decade the Galifar-LhazaarWar resounded on the open seas around the principalities. After ten years and thousands in gold had been expended by both sides Galifar had finally secured enough victories against the sea princes that they entreated for negotiations. In the end they became officially part of the nation of Galifar, though they remained autonomous.
Under Galifar
Now officially a part of the Kingdom of Galifar, the Lhazaar Princes could no longer rely on piracy on the open waters, so they turned their efforts to trade and exploration, leading some of the most daring expeditions to date. For 800 years, the Lhazaarians bid their time, awaiting the spark of change. That spark would come in the throes of the Last War.
The Last War
When the Last War erupted in Galifar the sea princes remained decidedly neutral continuing as they had for many centuries to trade and explore the known world. As the war raged on for decades however the sea princes began to find the same argument that the dwarves of the Mror Holds had. Their agreement of fealty had been to Galifar and the Kingdom and with the kingdom now in ruin they saw their agreement as officially dissolved. Now free to revert to their ancient ways of piracy it didn't take long for the sea princes one by one to return to their old ways. At first the various princes warred amongst themselves for supreme sovereignty over the principalities until they realized that the whole of Khorvaire was their oyster and they were holding all the knives. Piracy once again plagued the coastal towns across Khorvaire while other sea princes hired out their flotillas as privateers. As the Last War subsided the Lhazaar Principalities were able to hold themselves together under Prince Rygar ir'Wynarn long enough to attend the forming of the Treaty of Thronehold granting them all of the rights of the other nations.
However, now with the confederacy of independent states now officially recognized by the other sovereign nations of Khorvaire the sea princes had to lower their flags of piracy and return to the life of trade and exploration. Some renegade princes still plague the open waters, but the rest of the princes seem to be biding their time for another spark, content to wait it out like a bad storm.
Demography and Population
- Human 42%
- Gnome 16%
- Half-Elve 14%
- Lokumite 12%
- Dwarf 5%
- Elf 4%
- Halfling 4%
- Other 3%
- Seadragon Principality
- Cloudreaver Principality
- Direshark Principality
- Grey Tide Principality
- Bloodsail Principality
- Wind Whisperers Principality
- The Heavenly Fleet
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