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Kirone

The Founding of She'a

Five years post the slumbering of the Mother Ingia; when the understanding of what had happened had set in and settled, a noble named Kir saw an opportunity at the world tree now that it was no longer under constant threat of demon incursion. Some say it was a opportunity of unity, some say he only sought power, but either way it was a chance to build something grand the the core of the world itself. He gathered his people and set off to build a city that would reach to and around the base of the Great Tree. They named it She'a, after a regional title for Ingia in the era. At first it was a small village but it quickly spread around Kir's fortress at the center. It reached out further and further until it hit the boundaries of the Treekeepers range; the druids who tended to the World Tree. They were untrusting of their desires, settling near the tree, and as they pushed closer the druids grew more angered. When the territories of the two groups collided an argument broke out, one that would spur diplomatic meetings and sporadic fights for a solid year until a tentative conclusion was reached. The town shifted its building, marking out a distinct line around the druids domain shaping the town into that of a crescent moon. People can travel between the tree and She'a as they wish, on the condition that the monarchy does not impose any of its own rules or development onto the Treekeepers.

Era 1: The Growth of Kirone

Starting from the Capital of She'a the kingdom, names Kirone after their founder and first king, began to spread wide across the continent. It found its feet quickly in the wider world due to its central location and relation with the World Tree and some smaller nations joined with Kirone expanding its size quickly. At the end of this era Kirone was regarded as a respected power and worthy ally.

Era 2: The Great Conquest

The beginning of Kirone was built on Kir's vision of a grand empire that united the world and when that was combined with the growing wealth and power brought by expansion the monarchy began seeking every means of growth they could. At first they focused on business dealings but as time went on and their powers of magic and combat grew they began to turn to less diplomatic means. In only 25 years Kirone managed to grow from where it was at the end of era 1 it grew to the largest it, or any kingdom in history, would ever grow. It maintained this power for the rest of the era until the War of Technomancy whose ending would kick off the most recent era.

Era 3: The Brotherhood

After the War of Technomany Kirone was left strained and the weight of its own size began to crack. Over the following years Kirone would begin to break off fragments of itself. Regions that had established within the larger kingdom were given their own autonomy through various means, be it Kirone releasing them on completely amicable terms or regions that threatened to lash out against the already weakened kingdom if they weren't let go. This resulted in the map as we now know it.

Structure

Kirone is ruled by primarily by a monarch who is then advised by two councils.

The first is the Council of Kin, the council dedicated to matters within the kingdom. They include roles such as

  • Head Grower, in charge of matters of land and agriculture
  • Head Trader, in charge of matters of finance
  • Head Laborer, a representative for tradesfolk and in charge of matters of industry
  • Head Warrior, in charge of matters of war and conflict
  • Head Arcanum, in charge of matters of arcane study
  • Head Realmwalker, in charge of matters of the other realms, religion and the world tree
  • Head Advisor, not in charge of any particular category but acts as the right hand to the monarch.

The secondary council is the Council of Brothers, a council made of representatives from allied kingdoms. This council meets up once a year (emergencies notwithstanding) and includes the following regions:

  • The Duchy of Lolthmorsoragh
  • Nylmila
  • The Duchy of Dustkep
  • The Council of Heth
  • Empire of Yedil
  • The Snavegaurd Protectorate
  • Volane
  • The Divine Kingdom of Azin

There are representatives for almost every nation on the continent with three exceptions.

  • The Republic of Ilmaseri; Ilmaseri broke off from the Brotherhood violently a few decades ago and when the dust settled it was agreed that Ilmaseri and any matters involving Kirone will stay separate and leave each other to their own devices. Traders are not prevented from going from one to another but nothing is formalized and Ilmaseri tends to be largely isolated.
  • The Diarchy of Bor; While Bor is sometimes on the council they have a complicated relationship. The split of Bor and Azin did not technically separate them from the Brotherhood but they have become more withdrawn from the council. They do not currently have a representative on the council as one was not reinstated after the last one retired and where they stand to the Brotherhood at large is delicate.
  • Golan: No one speaks of Golan anymore.

Technological Level

Kirone is the pinnacle of arcane and religious advancement. They are also the least technologically advanced, in no small part due to pride in their place at the world tree.

Kirone at the end of Era 1

Founding Date
5 PA
Type
Geopolitical, Kingdom
Alternative Names
Kir
Demonym
Kironeans
Government System
Monarchy, Absolute
Official State Religion

Kirone at the end of Era 2


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