Kingdom of Great Kintross
History
Originally Kintross was a conglomeration of various small baronies. The majority human in the north, and drawvish along The Teeth and the southern coastal border with what is now the Trewallis Republic. When The First Westward Migration occured the Elvish peoples who came across the The Thrassic Straits attempted to conquer the warring states, not expecting them to instead band together against the external threats, this period was know as The Reconquerer's War. Many centuries of back and forth warring eventually ended with the Second Westward Migration and the following success of the Barangur royal family in unifying Kintross into one great nation.
Demography and Population
Great Kintross is a nation primarily made up of humanoids. Dwarves, Humans, Elves, Half-Elves Tieflings, and Aasimar all exist with fairly similar distributions amongst the populace. Goblins are also not uncommon at port cities, however almost all elemental races are regarded with great suspicion, unsurprising given their historical antagonism and conflict with the Kingdom. Notably the royal line of Barangur that has lead Great Kintross since its unification are Hill Dwarves.
Territories
Military
The army of Great Kintross is known as The Thunder, so named for the sound the precedes their arrival upon the battlefield. Their mounted prowess has lead to a force almost entirely made up of cavalry with generals and shock troops mounted on more fantastical creatures than the standard horse.
Technological Level
Firearms are rare but increasing in spread as the materials for their creation are brought up from @An'tiss.
Religion
Foreign Relations
Great Kintross is technically still at war with the Trewallis Republic, as they claim longstanding ownership of all of the coastal cities now under Trewallin control. The border with Eawindu is not considered an active conflict zone and relationships have cooled between the two great nations of Kint since Aibae extended its influence north and began small incursions to Great Kintross's island outposts in the Thrassic Straits.
Laws
A strong code of laws was implemented over the first few monarchs of the royal family and has continued to be added to over the centuries. Of note is the outlawing of actors, disguises, and anything that would hide an individual's identity, a reaction to and holdover since the fall of the southern coast.
Agriculture & Industry
Horses and other equines are of huge import to the Kintrish. As such any non-arable land in the centre of the nation is full with pastures for their raising. Further north and along the The Teeth more exotic monsters are raised, often by capturing a small breeding population and then raising for tameness over successive generations.
Trade & Transport
The majority of international trade to Mareen is operated through the ports at Refith. From there goods are moved upriver to Briga and then overland to either Crissen or the capital in Talithan. The small amount of trade with Eawindu is usually brought across from Gunde to Fort Oricut. Kintrish roads tend to be well paved and maintained as they greatly improve the speed and accessibility of the armies of the nation to respond to threats.
Education
Guilds are plentiful, and many commoners take apprenticeships with them or follow in family businesses. Even nobles are unlikely to high education outside of that provided in the various colleges of war that teach military strategy in the larger cities.
We Ride the Storm
Founding Date
743, 2nd Aeon
Type
Geopolitical, Kingdom
Capital
Training Level
Professional
Veterancy Level
Trained
Demonym
Kintrish
Leader Title
Government System
Monarchy, Absolute
Power Structure
Feudal state
Economic System
Market economy
Gazetteer
A warlike nation with long-standing rivalries on almost every border. From their ongoing conflict with the Trewallis Republic over the coastal cities it took from Kintross, to the wary peace between the kingdom and the remnant elven nations of Philathrienne, Great Kintross is not a nation to shy away from battle. Even the formation of Great Kintross is marred with bloodshed from the Reconqueror's War. Outside of their military proclivities, Great Kintross is known for its long tradition of husbandry, both animal and monster, and their bloodlines of great destriers and griffons are jealously guarded and critical to the nation's trade.
Currency
Great Kintross uses the Brass Regnum (equivalent to EP) and Copper Bits (CP). At port towns most foreign currency is freely exchanged for Free Cities Korgiths or Great Kintross currency.
Major Exports
Mounts both normal and exotic. Every major military force prefers horses from Kintrish stock, and none outside of Great Kintross have succeeded in taming so many varieties of monster for use.
Major Imports
Wool and other animal products are often brought over from Xinsas, as beasts that have no utility for riding or warfare are unlikely to be kept in-country. Increasingly spices and other tropical goods are being brought in from Thilarielle, though the market for them is still nascent in Great Kintross. Enterprising trappers often bring breeding pairs of rare monsters to Great Kintross in the hopes of a large payout as the royal family has standing rewards for any new successful breeding programs.
Location
Controlled Territories
Neighboring Nations

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