Akerlan (ækɜ:ln)
The Kingdom of Akerlan is a prominent feudal monarchy located at the heart of the western continent of DemTera. Encompassing an area of approximately 1.1 million square kilometers and home to around 10 million Menschen, Akerlan is characterized by its rigid hierarchical structure and complex history. The realm consists of nine duchies, each ruled by hereditary nobility, with the monarch reigning directly over the Royal Duchy of Preby and receiving homage from eight powerful peer dukes. The societal fabric of Akerlan is woven from a multi-layered nobility—including dukes, margraves, counts, barons, and various grades of knightly and gentle ranks—supported by a population traditionally divided into serfs, villagers, and townspeople.
Founded during the fifth age of the Ancient Era by Grand Duke Alexis of Preby, who united the grand duchies of Preby, Waldborn, and Calvinia, Akerlan traces its legendary origins to the Age of Holy Ava’rinn in the Mythical Era. The kingdom's history is marked by periods of plague, war, and unity, with knightly orders such as the Silver, Iron, and Copper Orders playing pivotal roles in the defense and administration of the land. Today, Akerlan remains a central power in DemTera, its enduring institutions and storied past shaping its influence across the continent.
Founded during the fifth age of the Ancient Era by Grand Duke Alexis of Preby, who united the grand duchies of Preby, Waldborn, and Calvinia, Akerlan traces its legendary origins to the Age of Holy Ava’rinn in the Mythical Era. The kingdom's history is marked by periods of plague, war, and unity, with knightly orders such as the Silver, Iron, and Copper Orders playing pivotal roles in the defense and administration of the land. Today, Akerlan remains a central power in DemTera, its enduring institutions and storied past shaping its influence across the continent.
Structure
It operates as a highly stratified feudal monarchy, with authority radiating downward from the sovereign monarch—King or queen regnant—who sits at the apex as head of state, supreme military commander, and ultimate source of law. The monarch personally governs the Royal Duchy of Preby while receiving direct homage from the eight peer dukes, each ruling over one of the great regional duchies. These dukes wield extensive autonomous powers within their territories, overseeing their own councils, military forces, and the affairs of subordinate nobles.
Beneath the ducal tier, the realm is divided into counties, each under the stewardship of a Count or, in the border marches and fortress regions, a Margrave. Margraves, entrusted with the defense of frontiers and strategic strongholds, enjoy precedence over ordinary counts, but remain subordinate to their ducal overlords. Counties are further subdivided into baronies, where barons serve as the essential backbone of rural governance, collecting rents, dispensing justice, and upholding royal order across the countryside.
The lesser hereditary nobility, including baronets and lord-knights, form a bridge between the high nobility and the martial elite. Baronets, though landless, retain noble status and serve as a reservoir for battlefield officers and household officials, while lord-knights—descendants of baronets—enjoy full gentle privileges without territorial command. Among the chivalric ranks, chevaliers stand out for personal merit, often serving as courtly advisors or elite commanders, while maire-knights fulfill the dual role of civic magistrate and military leader within chartered towns, appointed by higher lords and confirmed by ducal authority.
At the broad base of society, the common folk are divided into serfs, villagers, and townspeople, with their lives and labor supporting the intricate hierarchy above. The professional knights—organized into respected orders—constitute the kingdom’s formidable cavalry, enforcing the will of their lords and defending the realm. This web of obligation, homage, and authority binds the Menschen people of Akerlan into a cohesive, if rigid, feudal order, with every level of society intimately connected to the next through bonds of loyalty, service, and law.
Beneath the ducal tier, the realm is divided into counties, each under the stewardship of a Count or, in the border marches and fortress regions, a Margrave. Margraves, entrusted with the defense of frontiers and strategic strongholds, enjoy precedence over ordinary counts, but remain subordinate to their ducal overlords. Counties are further subdivided into baronies, where barons serve as the essential backbone of rural governance, collecting rents, dispensing justice, and upholding royal order across the countryside.
The lesser hereditary nobility, including baronets and lord-knights, form a bridge between the high nobility and the martial elite. Baronets, though landless, retain noble status and serve as a reservoir for battlefield officers and household officials, while lord-knights—descendants of baronets—enjoy full gentle privileges without territorial command. Among the chivalric ranks, chevaliers stand out for personal merit, often serving as courtly advisors or elite commanders, while maire-knights fulfill the dual role of civic magistrate and military leader within chartered towns, appointed by higher lords and confirmed by ducal authority.
At the broad base of society, the common folk are divided into serfs, villagers, and townspeople, with their lives and labor supporting the intricate hierarchy above. The professional knights—organized into respected orders—constitute the kingdom’s formidable cavalry, enforcing the will of their lords and defending the realm. This web of obligation, homage, and authority binds the Menschen people of Akerlan into a cohesive, if rigid, feudal order, with every level of society intimately connected to the next through bonds of loyalty, service, and law.
Culture
Akerlan’s culture is fundamentally shaped by its strict feudal hierarchy, deep-rooted religious faith, and a strong tradition of chivalry. The Menschen, as the people are called, value honor, loyalty, and bravery above all, ideals embodied by their legendary knightly orders and echoed in every aspect of life. Society is highly stratified, with the monarchy and nobility ruling over a broad base of commoners, yet a sense of community and solidarity persists through frequent festivals, shared rituals, and the universal importance of family and kinship.
The daily life of Akerlan is ordered by tradition and modesty. People dress simply and practically, with finer materials and heraldic symbols distinguishing the nobility. The rhythms of the year are marked by religious festivals and rites, from birth and coming-of-age ceremonies to solemn funerals filled with storytelling and remembrance. The Menschen’s devotion to The Pantheon of the Five is inseparable from their identity; prayers and offerings are woven into daily routines, and the clerical hierarchy mirrors the structure of the nobility.
Art, music, and oral tradition play a central role in preserving history and reinforcing values. Tales of ancient heroes, wise rulers, and the favor of the gods are told around hearths and in great halls alike, shaping the aspirations of each generation. Courtship and marriage, whether among nobles or commoners, are guided by ideals of fidelity, mutual respect, and the belief that true partnership serves both love and the greater good of the family and realm.
Despite the rigidity of its social order, Akerlanese culture is also defined by resilience and adaptability. The Menschen draw pride from their endurance through hardship and their ability to balance tradition with the need for renewal. Ultimately, the culture of Akerlan is one where faith, honor, and community are inextricably linked, and where the past is ever-present in the customs, ideals, and shared stories of its people.
The daily life of Akerlan is ordered by tradition and modesty. People dress simply and practically, with finer materials and heraldic symbols distinguishing the nobility. The rhythms of the year are marked by religious festivals and rites, from birth and coming-of-age ceremonies to solemn funerals filled with storytelling and remembrance. The Menschen’s devotion to The Pantheon of the Five is inseparable from their identity; prayers and offerings are woven into daily routines, and the clerical hierarchy mirrors the structure of the nobility.
Art, music, and oral tradition play a central role in preserving history and reinforcing values. Tales of ancient heroes, wise rulers, and the favor of the gods are told around hearths and in great halls alike, shaping the aspirations of each generation. Courtship and marriage, whether among nobles or commoners, are guided by ideals of fidelity, mutual respect, and the belief that true partnership serves both love and the greater good of the family and realm.
Despite the rigidity of its social order, Akerlanese culture is also defined by resilience and adaptability. The Menschen draw pride from their endurance through hardship and their ability to balance tradition with the need for renewal. Ultimately, the culture of Akerlan is one where faith, honor, and community are inextricably linked, and where the past is ever-present in the customs, ideals, and shared stories of its people.
History
People have lived in the region known today as Akerlan since the second age—the Age of Holy Ava’rinn—of the first era, the Mythical Era, when the Western Wanderers left their encampment outside the holy city of Ava’rinn and settled in what is now called the Silver Valley. However, it is not until the fifth age—the Age of Construction—of the second era, the Ancient Era, that the kingdom of Akerlan is officially founded. At that time, Grand Duke Alexis of Preby was crowned King after uniting the three grand duchies: the Grand Duchy of Preby, the Grand Duchy of Waldborn, and the Grand Duchy of Calvinia.
The history of the Duchy of Preby stretches back even further, to when a nine-year-old girl named Silvia took up a dagger in an attempt to defend her friends against a horde of goblins during the third age—the Age of Magicis-Gates—of the Mythical Era. Saved by two traveling warriors from distant lands, Silvia joined them and trained under their guidance for several years, journeying between the northern land of the Fólk and the southern land of the Qawm. When she finally returned to her once-ruined home, which again faced goblin attacks, Silvia skillfully defeated the goblin horde and proclaimed herself the protector of the land. Not long after, Silvia formed the Silver Order.
Over time, the people of the Silver Valley began calling themselves Menschen and spread out, founding cities such as Calvinia and Waldborn, from which new knightly orders—the Iron Order and the Copper Order—emerged. As knights gained fame and adoration for protecting the land from monsters and bandits, castles soon dotted the countryside, each inhabited by a Knight who had sworn to defend the surrounding lands and who would later be granted the title of Baron. As some villages grew into towns, the barons of the surrounding castles would swear fealty to the town’s baron, elevating that leader to the title of Count. Eventually, the counts would swear fealty to the Count with the largest town, thereby creating the title of Duke. Within the three original cities—Preby, Calvinia, and Waldborn—the commanders of the knightly orders were eventually elevated to the position of grand duke.
At the end of the first era, a terrible plague swept through the land, devastating the three grand duchies for around thirty years. In the first age—the Age of Reunion—of the second era, the plague was finally cured by healers from Cappria. The remainder of that age was spent opening trade and building connections between the three duchies and other surrounding peoples.
During the second age—the Age of Discontent—of the second era, the grand dukes eagerly joined the Union to stand against Necromania. In the fourth age—the Age of the Great War—of that era, several significant battles took place across the lands that would become Akerlan. These included the Battle of the Silver Valley, where the 12th Legion of Cappria and Prince Alexis of Magga, together with the local knights, temporarily drove back the undead horde and northern warriors at the start of the war. The Siege of Calvinia marked the war’s end, when Necromania’s forces had conquered nearly the entire world except for Calvinia, the island city-state now known as Már-Casérr, and the city-states of Magga and Cappria. It was outside Calvinia’s walls that the knights of the Iron Order, along with the remnants of the Silver and Copper Orders and the 1st and 7th Legions of the Union, broke the siege, forced the enemy to retreat, and ultimately defeated the necromantic horde, reclaiming all the lost lands.
At the dawn of the fifth age—the Age of Construction—of the second era, Prince Alexis of Magga wed the daughter of the Grand Duke of Preby. Upon the grand duke’s death, Alexis became Grand Duke Alexis of Preby, setting the stage for the eventual unification and founding of the Kingdom of Akerlan.
The history of the Duchy of Preby stretches back even further, to when a nine-year-old girl named Silvia took up a dagger in an attempt to defend her friends against a horde of goblins during the third age—the Age of Magicis-Gates—of the Mythical Era. Saved by two traveling warriors from distant lands, Silvia joined them and trained under their guidance for several years, journeying between the northern land of the Fólk and the southern land of the Qawm. When she finally returned to her once-ruined home, which again faced goblin attacks, Silvia skillfully defeated the goblin horde and proclaimed herself the protector of the land. Not long after, Silvia formed the Silver Order.
Over time, the people of the Silver Valley began calling themselves Menschen and spread out, founding cities such as Calvinia and Waldborn, from which new knightly orders—the Iron Order and the Copper Order—emerged. As knights gained fame and adoration for protecting the land from monsters and bandits, castles soon dotted the countryside, each inhabited by a Knight who had sworn to defend the surrounding lands and who would later be granted the title of Baron. As some villages grew into towns, the barons of the surrounding castles would swear fealty to the town’s baron, elevating that leader to the title of Count. Eventually, the counts would swear fealty to the Count with the largest town, thereby creating the title of Duke. Within the three original cities—Preby, Calvinia, and Waldborn—the commanders of the knightly orders were eventually elevated to the position of grand duke.
At the end of the first era, a terrible plague swept through the land, devastating the three grand duchies for around thirty years. In the first age—the Age of Reunion—of the second era, the plague was finally cured by healers from Cappria. The remainder of that age was spent opening trade and building connections between the three duchies and other surrounding peoples.
During the second age—the Age of Discontent—of the second era, the grand dukes eagerly joined the Union to stand against Necromania. In the fourth age—the Age of the Great War—of that era, several significant battles took place across the lands that would become Akerlan. These included the Battle of the Silver Valley, where the 12th Legion of Cappria and Prince Alexis of Magga, together with the local knights, temporarily drove back the undead horde and northern warriors at the start of the war. The Siege of Calvinia marked the war’s end, when Necromania’s forces had conquered nearly the entire world except for Calvinia, the island city-state now known as Már-Casérr, and the city-states of Magga and Cappria. It was outside Calvinia’s walls that the knights of the Iron Order, along with the remnants of the Silver and Copper Orders and the 1st and 7th Legions of the Union, broke the siege, forced the enemy to retreat, and ultimately defeated the necromantic horde, reclaiming all the lost lands.
At the dawn of the fifth age—the Age of Construction—of the second era, Prince Alexis of Magga wed the daughter of the Grand Duke of Preby. Upon the grand duke’s death, Alexis became Grand Duke Alexis of Preby, setting the stage for the eventual unification and founding of the Kingdom of Akerlan.
Religion
For the Menschen of Akerlan, The Pantheon of the Five is the unshakable cornerstone of faith, society, and law. Among the gods, Sol’nus—lord of sun and fire—shines brightest as the supreme ideal of honor, courage, and righteous order, inspiring the knightly paladins and noble houses who rule the land. Yet the Menschen do not abandon the other Four: Uro’nus is invoked for inspiration and the forging of new traditions; Lun’nus is respected for the quiet wisdom that tempers justice with mercy; Gaii’nus is cherished as the nurturing mother of families and fields; and even Exa’nus, somber and somberly respected, teaches acceptance of loss and the dignity of sacrifice.
Akerlan’s clerical hierarchy is highly ordered and mirrors the realm’s feudal structure. Novices begin their service in local chapels before advancing to the rank of Prêtre, overseeing the religious life of baronies. Above them, Archiprêtres guide the faith across entire counties, while Évêques—bishops—preside over duchies, wielding considerable influence in both spiritual and secular affairs. At the pinnacle stands the Archevêque, the archbishop who serves as the crown’s chief spiritual advisor and voice of the Pantheon in royal councils. Through this disciplined structure, the clergy lead the Menschen in rites, festivals, and ceremonies, ensuring that devotion to the Five—especially Sol’nus—remains inseparable from the daily governance, traditions, and ideals of Akerlan.
Akerlan’s clerical hierarchy is highly ordered and mirrors the realm’s feudal structure. Novices begin their service in local chapels before advancing to the rank of Prêtre, overseeing the religious life of baronies. Above them, Archiprêtres guide the faith across entire counties, while Évêques—bishops—preside over duchies, wielding considerable influence in both spiritual and secular affairs. At the pinnacle stands the Archevêque, the archbishop who serves as the crown’s chief spiritual advisor and voice of the Pantheon in royal councils. Through this disciplined structure, the clergy lead the Menschen in rites, festivals, and ceremonies, ensuring that devotion to the Five—especially Sol’nus—remains inseparable from the daily governance, traditions, and ideals of Akerlan.
Laws
In the Kingdom of Akerlan, the functions of lawmaking, justice, and governance are deeply intertwined with the feudal order and the King’s authority, rather than existing as independent branches. Law and policy arise through the king’s command, often with the counsel of his assembled dukes, the great nobles, and trusted officers. This council, gathered at the monarch’s pleasure, debates matters of importance, advises on new edicts, and upholds the customs and traditions that shape the laws of the land. While the king’s word is law, the peer dukes and high clergy wield significant influence, ensuring that legislation reflects both royal will and noble custom.
Justice is dispensed as a duty of lordship, with each noble—Baron, Count, Margrave, and Duke—holding court within their domain. They hear disputes, try crimes, and enforce the king’s peace according to the customs of their fiefs. Above them, the king presides as the realm’s highest judge, settling the gravest matters, disputes among high lords, or appeals from lower courts. In spiritual and moral matters, the clergy, led by the Archevêque, convene their own courts, judging according to sacred law and tradition.
The execution of royal commands and daily governance falls to the king and the chain of nobles beneath him. The king directs the affairs of state, commands the armies, and issues orders; the dukes, counts, and barons carry out these commands in their own territories, collecting taxes, raising troops, and overseeing their people. Trusted royal officers and knightly orders serve the crown directly, ensuring that the king’s justice and will reach even the farthest corners of Akerlan. Through oaths of loyalty and bonds of fealty, this web of authority and obligation binds the realm together and ensures that the king’s rule is carried out in practice as well as in law.
Justice is dispensed as a duty of lordship, with each noble—Baron, Count, Margrave, and Duke—holding court within their domain. They hear disputes, try crimes, and enforce the king’s peace according to the customs of their fiefs. Above them, the king presides as the realm’s highest judge, settling the gravest matters, disputes among high lords, or appeals from lower courts. In spiritual and moral matters, the clergy, led by the Archevêque, convene their own courts, judging according to sacred law and tradition.
The execution of royal commands and daily governance falls to the king and the chain of nobles beneath him. The king directs the affairs of state, commands the armies, and issues orders; the dukes, counts, and barons carry out these commands in their own territories, collecting taxes, raising troops, and overseeing their people. Trusted royal officers and knightly orders serve the crown directly, ensuring that the king’s justice and will reach even the farthest corners of Akerlan. Through oaths of loyalty and bonds of fealty, this web of authority and obligation binds the realm together and ensures that the king’s rule is carried out in practice as well as in law.
Agriculture & Industry
Agriculture is the foundation of life in Akerlan, with most Menschen living as serfs or villagers who work the fields, tend livestock, and manage orchards and gardens under the authority of local nobles. The kingdom’s temperate climate and fertile land produce abundant wheat, barley, oats, fruits, and vegetables, while large herds of cattle, sheep, horses, and other livestock support both daily needs and the demands of its knightly orders. Farming is organized through a manorial system, where land is held by barons, counts, or dukes, and cultivated by peasants who owe service and rents in exchange for protection and the right to use the land. The nobility oversee the management of estates and the organization of communal resources such as pastures and forests, ensuring a stable food supply for both rural communities and growing towns.
Industry in Akerlan is closely tied to agriculture and the needs of the feudal and religious order. Most production is small-scale and local, with skilled artisans working in rural villages and bustling towns. Wool and linen are spun and woven into cloth, leather is tanned and crafted into armor and everyday goods, and blacksmiths forge tools, weapons, and armor—especially in regions rich in iron and copper. Towns are centers of trade, where guilds regulate crafts and merchants exchange goods at weekly markets and annual fairs. Brewing, baking, milling, and food processing are essential to daily life, while larger urban centers and religious institutions drive innovation in areas like glassmaking, pottery, and construction. Throughout the realm, the nobility and knightly orders provide patronage and direction, maintaining the infrastructure and defending the roads and trade routes that link Akerlan’s communities.
Industry in Akerlan is closely tied to agriculture and the needs of the feudal and religious order. Most production is small-scale and local, with skilled artisans working in rural villages and bustling towns. Wool and linen are spun and woven into cloth, leather is tanned and crafted into armor and everyday goods, and blacksmiths forge tools, weapons, and armor—especially in regions rich in iron and copper. Towns are centers of trade, where guilds regulate crafts and merchants exchange goods at weekly markets and annual fairs. Brewing, baking, milling, and food processing are essential to daily life, while larger urban centers and religious institutions drive innovation in areas like glassmaking, pottery, and construction. Throughout the realm, the nobility and knightly orders provide patronage and direction, maintaining the infrastructure and defending the roads and trade routes that link Akerlan’s communities.
Education
Education in the Kingdom of Akerlan is shaped by its feudal hierarchy, religious devotion, and ideals of chivalry and virtue. For the nobility, education begins early, usually under the guidance of tutors or clergy, and covers reading, writing, arithmetic, history, etiquette, and the tenets of faith. Noble boys are commonly sent to serve as pages and then squires in noble households or knightly orders, where they learn courtly skills, horsemanship, and martial arts. Noble girls, while typically educated in household management, music, and religious matters, are actively encouraged to pursue martial training if they show talent with weapons—a reflection of the kingdom’s admiration for legendary warrior heroines like Silvia, founder of the Silver Order. Both boys and girls of noble birth may receive further training in governance, diplomacy, and, if gifted, in the arcane or divine arts.
For the clergy, education is formal and rigorous, with promising novices advancing to cathedral schools or monasteries where they study theology, philosophy, languages, and the use of divine magic. The highest ranks of the clergy are among the most learned in the realm, and their knowledge is preserved in the libraries and scriptoria attached to major religious centers.
Among townspeople and villagers, education is mostly practical and centered on apprenticeships. Children learn trades and crafts by working with masters, and basic literacy or arithmetic is taught in guild schools or by parish priests, especially in cities and larger towns. Most villagers receive little formal schooling, learning necessary skills from family and elders, while serfs usually receive none at all.
Akerlan values magical talent highly, regardless of social class. If a child—noble or common, villager or serf—shows signs of arcane or divine ability, they are often brought to the attention of local authorities or the clergy. Such children may be apprenticed to a mage, enrolled in an arcane college, or sent to a religious school, providing a rare path to advancement and recognition.
While men and women are often educated for different roles, the kingdom recognizes and encourages excellence wherever it appears, especially in martial or magical pursuits. Oral tradition, storytelling, and community gatherings remain important means of transmitting history, values, and practical knowledge, ensuring that even those without formal schooling are shaped by the ideals and wisdom of Akerlan’s rich culture. Education in Akerlan is thus both a means of preparing individuals for their expected duties and a pathway—however rare—for exceptional talent and virtue to be recognized and nurtured, regardless of birth.
For the clergy, education is formal and rigorous, with promising novices advancing to cathedral schools or monasteries where they study theology, philosophy, languages, and the use of divine magic. The highest ranks of the clergy are among the most learned in the realm, and their knowledge is preserved in the libraries and scriptoria attached to major religious centers.
Among townspeople and villagers, education is mostly practical and centered on apprenticeships. Children learn trades and crafts by working with masters, and basic literacy or arithmetic is taught in guild schools or by parish priests, especially in cities and larger towns. Most villagers receive little formal schooling, learning necessary skills from family and elders, while serfs usually receive none at all.
Akerlan values magical talent highly, regardless of social class. If a child—noble or common, villager or serf—shows signs of arcane or divine ability, they are often brought to the attention of local authorities or the clergy. Such children may be apprenticed to a mage, enrolled in an arcane college, or sent to a religious school, providing a rare path to advancement and recognition.
While men and women are often educated for different roles, the kingdom recognizes and encourages excellence wherever it appears, especially in martial or magical pursuits. Oral tradition, storytelling, and community gatherings remain important means of transmitting history, values, and practical knowledge, ensuring that even those without formal schooling are shaped by the ideals and wisdom of Akerlan’s rich culture. Education in Akerlan is thus both a means of preparing individuals for their expected duties and a pathway—however rare—for exceptional talent and virtue to be recognized and nurtured, regardless of birth.
Type
Geopolitical, Kingdom
Capital
Leader Title
Government System
Monarchy, Absolute
Power Structure
Feudal state
Economic System
Market economy
Official State Religion
Neighboring Nations
Related Ethnicities

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