The Kingdom of Kelnor
Marin looked upon the looming mountains before him and back upon the coastal forests behind him. The dwarves and gnomes that claimed these mountains and their surrounding lands as their own were a good, honest people for the most part if not a bit eccentric. Still compared to the coastal towns and villages of sea and land elves to their southern border, and the human city-states with their Orcish slaves to the east, they held some of the best trade routes a half-elf merchant and his halfling traveling companion could want.
Structure
The Argenthrone: The Ruler of the Kingdom of Kelnor, otherwise known as the King of Kelnor.
The Royal Council: Made up of the leaders from the different Gnome tribes, and Dwarven Clans.
Exarchs: Serve as lord over a given territory, ranging from a city to a group of cities.
Vigil: serve as legal judges, range from local law to regional issues advising Exarchs, the Royal Council and the Argenthrone.
Eyes: The Guardsmen, follow the laws set up by the Argenthrone, the Vigils and then the Exarchs, in that order.
The Royal Council: Made up of the leaders from the different Gnome tribes, and Dwarven Clans.
Exarchs: Serve as lord over a given territory, ranging from a city to a group of cities.
Vigil: serve as legal judges, range from local law to regional issues advising Exarchs, the Royal Council and the Argenthrone.
Eyes: The Guardsmen, follow the laws set up by the Argenthrone, the Vigils and then the Exarchs, in that order.
Public Agenda
The Kingdom of Kelnor strives to maintain peace both within their borders and with their neighbors.
Assets
Rich mines of precious, magical and mundain metals and gems.
History
The kingdom of Kelnor. A kingdom of dwarves and gnomes in northwestern Relic. Founded 600-900 years ago, against invading Orc forces (who were being pushed west by the newly formed Tanol confederacy). The coalition successfully pushed the Orcs back into the tang marshland which the Orcs were able to hold.
Considered the turning point in the war was the capture of the orcish fort, Bifang. The leader of the dwarf and gnome forces later settled in the keep, claiming it as the new capital of the kingdom.
The Argenthrone: The Argenthrone is made of pure adimantium and is the seat of power in the Kingdom of Kelnor. There has currently been 3 to have held the seat.
Considered the turning point in the war was the capture of the orcish fort, Bifang. The leader of the dwarf and gnome forces later settled in the keep, claiming it as the new capital of the kingdom.
The Argenthrone: The Argenthrone is made of pure adimantium and is the seat of power in the Kingdom of Kelnor. There has currently been 3 to have held the seat.
Demography and Population
Though the numbers will vary from town to town, Kelnor's primary population is that of Dwarves and @gnomes.
Territories
The Kelnor Pass
Religion
Foreign Relations
Kelnor, for the most part, keeps a friendly relation with its two neighbors: the Tanol Confederacy and the The Council of Holimion
Maps
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The Kelnor Pass
A mountainous land with large forests decorating the peaks, and with fertile farmland to the south. Fishing towns and villages dot the coastline.
Founding Date
26th of Arah, 403 BG
Type
Geopolitical, Kingdom
Capital
Alternative Names
Kelnor
Demonym
Kelnorian
Leader
Leader Title
Head of State
Head of Government
Government System
Monarchy, Constitutional
Power Structure
Unitary state
Economic System
Traditional
Currency
- Copper pieces - Hammers
- Silver pieces - Anvils
- Gold pieces - Shields
- Platinum pieces - Thrones
Legislative Body
The Argenthrone and The Ruling council, followed by the Exarchs on a local level.
Judicial Body
Vigils are the highest judicial body in the land, second only to the Argenthrone, after the Vigils are the Exarchs who carry limited judiciary rights with in the area's they legislate.
Official State Religion
Location
Related Ranks & Titles
Controlled Territories
Neighboring Nations
Notable Members
Related Ethnicities