Kingdom of Tulrisse
Kingdom of Tulrisse | |
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A view of Kingsport, the capital Artwork by Jung yeoll Kim Background Information | |
Type of Government | Feudal Kingdom |
Location | Western Voreld |
Capital | Kingsport |
Founded | 4E Y1 |
Ruler | Amerik Fulsen |
Communities | Tulfolk |
Languages | Tulrissian, some Dwarven. |
Span | 4E Y1 - Current |
The Kingdom of Tulrisse is a sovereign country in Western Voreld, consisting of primarily humans.
History
Origins
The inhabitants of Tulrisse are mythologized to have been a nomadic group of hunters who roamed the flatlands, following the great packs of herbivore creatures that shared the terrain. Despite having heard of the feat of herbalism from traveling shamans, the pre-Tulrissians hardly stayed in one place long enough for their experimenting to take root. The packs of cattle fed on the fertile grasses that grew along the plains and were preyed on by the hunters. The meat, bones, fur, and fat from the animals provided more than enough sustenance and supply for their simplistic lifestyles. Because of the abundant presence of these animals, the nomads prospered and their ranks swelled. Naturally, the collective split into smaller groups, scattering the pre-Tulrissians across the extensive landscape of the fertile lands.
Over time, the inflated amount of the nomads caused over-hunting of the packs, causing many species to fall extinct. The hunting became more difficult, and some tribes grew protective of certain lands. Although there were few real hostilities between tribes, the separation between them became noticeable as they grew independently from another. These tribes began to domesticate these animals, and while some of them continued to roam with the packs, the rest settled down to live a stationary life, upsetting the nomadic cultures upheld by many of the elders.
In order to provide for their now-bolstering packs of cattle, the tribes turned now to rudimentary farming practices that had luckily been passed down orally from the elders in songs and tales from traveling shamans. The settlers saw quite the harvest from their first forays into very basic farming, due to taking advantage of the fertile lands, temperate conditions, and frequent rainfall over the plains. Throughout the years, they begin to develop more complex ways to plan their harvests, including basic irrigation and other clever farming practices. Scholars maintain that while farming was no new invention during this period, the tribes were the source for the invention of newer, more efficient farming methods.
The Feudal Scatter
Unification
Modern Tulrisse
Government
Tulrisse is a hereditary monarchy, ruled by a king or queen from Kingsport. The monarch is the ultimate authority of the land in theory, though in practice they often have powerful rivals in their vassals. A good ruler will have the support of their highest ranking vassals - the dukes and duchesses - but a poor one will have a hard time controlling them, something that often leads to unrest and, on occasion, war.
The monarch does not directly rule Tulrisse, with much of the power delegated to members of the nobility, some of whom from families who have ruled their regions since well before the region ever had a king. The kingdom is divided into four duchies, realms of consolidated power each ruled over by a duke or duchess.
The chief duchy is called the King’s Lands, the realm directly presided over by the reigning monarch. The King’s Lands consist of The Valley of the Twins, where Kingsport resides, as well as the island of Torrinford and the Gahlfas Isle colony. The other three duchies are the Duchy of the Northlands, the Duchy of the Eastlands, and the Duchy of the Westlands. Each of the other duchies is further subdivided into smaller regions, each of which in turn ruled over by a lower level of lord. The hierarchy is as follows:
- King/Queen - ruler of the King’s Lands and liege to all three Dukes/Duchesses.
- Duke/Duchess - ruler of one of the three duchies (North, East, and West), liege to various counts/countesses within their duchy, and vassal to the King/Queen.
- Count/Countess - ruler of a county (rarely, ruler of multiple) within a duchy, liege to various viscounts/viscountesses and barons/baronesses, and vassal to a Duke/Duchess.
- Viscount/Viscountess - a less common rank, ruler of a sizeable portion of a county (such as a cluster of cities/castles or a border region), liege to various barons/baronesses and mayors, and vassal to a Count/Countess.
- Baron/Baroness - ruler of a castle and its surrounding lands and villages, liege to various knights and peasants, and vassal to a Count/Countess or Viscount/Viscountess.
- Mayor - an elected position (though in practice, can often be hereditary), steward of a city not otherwise ruled by a Baron/Baroness, has control of the local militia and usually most important decisions regarding the city, vassal to a Count/Countess or Viscount/Viscountess.
- Knight - an unlanded member of the nobility, and often the starting point of a noble dynasty. Most knights have no vassals, though some have squires or armies loyal to them. Liege to any member of the nobility or, in rare cases, a Mayor.
- Squire - a servant to a knight who is training to earn their knighthood, and thus effectively a noble-in-training, has no vassals and is only ever the ‘vassal’ of a knight.
- Peasant - anyone not represented by one of the previous classes is considered a peasant. Members of this class can vary greatly, from rich to poor, respected to loathed, and so on. Most are farmers or artisans, some are merchants, but none are noble and thus wield no ‘real’ power.
Religion
For as long as anyone can remember, perhaps since the original settlers came to the region, the people of Tulrisse have worshipped five gods. Some people may believe other gods exist, some may believe only some of the five are worthy of praise, but all believers in the Pantheon recognize that these five are the main (if not only) beings at play in the cosmos.
The Pantheon
Groddo, the Plainsfather
Groddo is the only unanimously-regarded deity of the Pantheon. Anyone who believes in any of the gods knows that Groddo is the chief amongst them, more powerful than the others and the creator of the plains themselves. Some view him as the father to the other gods, some simply as the metaphorical ‘father’ of the region, the parental term simply referring to creation. Regardless, the other gods’ feats would be irrelevant if not for Groddo’s wise leadership.
Groddo is said to have designed the region from his perch on Mount Tressam - the God’s Peak. Certain sects also believe this is where he created (or birthed) the other gods, creating both Tulrisse and the Pantheon at the same time. This legend is where the name “Fatherlands” comes from, and why the city of Holdfast, at the base of the mountain, is the holiest place in Tulrisse.
Vessa, Goddess of the Harvest
If Groddo is the most important deity, Vessa is a close second. She has near-universal praise, and for good reason. As goddess of the harvest, and plant life in general, she is responsible for the great wealth of agriculture that flourishes in the region, the lush forests that dot the landscape, and the impenetrable swamp that has always protected the region’s northern border.
Those who do not view Vessa as the child of Groddo view her as his wife, the Mother to his Father. Groddo created the plains, but she tills them, providing for the masses who make the area their home. Without her flora, the region would be nothing like it is today, far from a world power and food productions center.
Fausta, Goddess of the Beasts
Though not quite as universally-acclaimed as Groddo or Vessa, Fausta has always enjoyed her fair share of worshippers. As goddess of beasts, she is viewed as creator and patron to all manner of animal life, from the domesticated farm animals to the vicious predators who stalk them. Most at least respect her, for the ‘good’ animals she has made far outnumber the ‘bad’, but some still refuse to worship her, often those who’ve had bad run-ins with her more aggressive creations
Fausta’s influence is more prevalent in some areas than in others. In Volberg she is the most popular of the gods, the region having always used her birds for hunting and scouting. The lack of arable land combined with the millenias-long animal partnership has cemented Fausta as the region’s patron. Likewise, the riders of Fausta’s Steppe - a region with a long history of animal husbandry and equestrianism, also praise Fausta above Vessa more often than not.
Fulsirri, God of the Seas
Fulsirri is influential, though not as much as the previous three. His sphere is the sea and, by extension, the rains it provides. While no one can deny the importance of rain in farming, few actively worship Fulsirri except in times of drought. Most who do are sailors or fishermen, both occupations which are far outnumbered by the farmers of the interior.
While not as popular in the vast inland regions of Tulrisse, Fulsirri does enjoy a good bit of worship in the coastal cities of the west. He has particular support in Eranor, a place which also holds unorthodox views of the god. While most view Fulsirri as ruling alongside the other gods from the sky, the people of Eranor see him as a half-man half-fish creature of phenomenal power, who swims beneath the waves of the ocean and directly influences the tides from below. In their view he wields a great three-pronged spear and, on rare occasions, will surface to converse with sailors.
Inara, God of Death
Inara is an outlier among the gods, and the most divisive by far. Most fear and revile her, wielding her name as a curse and praying each day that she does not visit them or their loved ones. Some, often more educated, tend to have a more neutral view of the goddess, seeing death as a natural part of life and her ‘services’ a necessity, albeit an unpleasant one. Others still choose to pray for the deaths of their foes, beckoning Inara to take them so that they may benefit.
Unlike most of the gods, Inara has a structured and centralized group of worshippers, the Priestess of Inara. All are women, who strive to follow in Inara’s footsteps as a soothing shepherd to the dead, and all are trained at the Temple to Inara in Blackstead. It is the goddess’ only temple, and so is often viewed with a heavy dose of skepticism. Regardless, it is a staple of the region and any Priestess encountered in the nation was once a student there.
The Great Temple of the Five
The Great Temple of the Five, a temple to all five gods, is located in the city of Holdfast, at the base of Mount Tressam. It is believed by most that the Pantheon’s first worshippers were here, and that the Great Temple was built over the site of the original temple to the gods. Here scholars and holy men study ancient texts and modern writings alike, trade knowledge, and do their best to educate the masses who flock to the temple on pilgrimage.
Surrounding the Great Temple is a vast dormitory complex, where monks and scholars and would-be priests live and learn and worship. The area is like a school, inspired somewhat by the Tenant academies of Old Serran. Among these are the Grand Clerics, five priests regarded as the religious authorities on one of the five gods each, and the High Priest, a former Grand Cleric deemed the wisest of the Great Temple’s inhabitants. The High Priest, apart from overseeing the education and operation of the Great Temple, has also traditionally served as one of the chief advisors to Tulrisse’s reigning monarch.
The Temple to Inara
A unique temple located in Blackstead, the Temple to Inara is the only temple devoted to the Pantheon’s goddess of death. Situated towards the northern edge of town, the Temple is avoided by many of the more superstitious peasants of the area. It is home to the Priestesses of Inara, a sect that worships Inara as the neutral shepherd of the dead into the afterlife, a task essential in preventing the dead from roaming the land in undeath. These priestesses, seeking to follow in their goddess’ footsteps, train in both ritual funeral rites as well as combat, specifically combat aimed at defeating undead foes.
The Temple only admits women, often recruited at a young age to learn the truth about Inara and the important job she does for the living. Many of the young priestesses are orphans or homeless when taken in, though some are willingly given by more open-minded parents. The young girls undergo years of education and combat training before they are sent out into the world to do their goddess’ bidding, helping those in need, burying the dead, performing funeral services, and slaying any undead that cross their path. They almost always travel alone, though some have paired up for companionship.
The Cult of Falsirna
In Eranor, all but recent immigrants to the area regard Fulsirri as the most important deity - the only living deity, who can be encountered at sea if one is fortunate (or unfortunate) enough. He is not viewed as even being a ‘true’ god in the same way that the other four are, but instead a powerful and primal creature that rules the seas in a very real sense.
To the denizens of Eranor, Falsirna (their name for the god) is a large half-man, half-fish being that resides below the waves. He is large - as long as any Imardanian warship - and a single whip of his massive tail is said to be able to cause massive waves crashing into anything caught in its wake. Far from a god of stability (a trait typically associated with Fulsirri), Falsirna is seen as chaotic but ultimately good. Without the waves he whips up the sea would stagnate, without the storms the crops would wither, and without his protection the sea could be claimed by another god for their own use, for better or worse.
Society
Tulrissian society is divided into four general classes in a rough hierarchy. Though some of the top members of one class may be more highly regarded than some of the lower members of an otherwise higher class, in a general sense the class hierarchy determines one’s lot in life.
Royalty
Members of the current ruling family, especially the direct descendants the current or previous monarch, make up the members of this class. While functionally identical to the Nobility in most respects, Royalty can be seen as an elevated state for a Noble House to attain. Most families who gain the throne keep hold of it for generations, their Noble House gaining new status as a Royal Dynasty among the rest of nobility.
While far-off branches of the ruling family maintain the same status as any other noble house, those closest to the current King or Queen are treated much differently. Their children are granted more respect than even the Dukes and Duchesses, even if they hold no titles of their own. Their siblings are often treated as equals to said Dukes and Duchesses, and usually wield positions of great power within the monarch’s advisory council or military, if not landowners themselves.
Nobility
This is the overall ruling class of Tulrisse, and one of the largest. Anyone who owns land is a member of the nobility, and were they not already a member of one they are granted a Noble House. Once a Noble House is created, every descendant is also a member of the nobility, though not all may be respected the same as others. Due to this system, it is impossible for anyone in a position of power (other than Mayors, who don’t own the land they govern) to not be a member of nobility, since gaining a title will always create a Noble House for someone who was not already a part of one.
Due to the way Noble Houses are formed, and the limited number of titles available, a large number of nobles are unlanded. These unlanded nobility range in importance from important advisors and diplomats to barely better than peasants. Often, unlanded nobles will serve in the courts of their landed family members or lieges to their family members. Some seek land for their own, while others seek other positions of power, such as becoming Councillors to the monarch. Others still seek out knighthood, train to become magisters, or join the clergy. However, many waste away as degenerates, living off their family’s coin.
Clergy
The holy men and women who run the temples of the gods are the regions Clergy members. The smallest of the classes, apart from Royalty, the members of the Clergy tend to be widespread by few in number in any given area. Most cities have a single temple, serving as a general place of worship, with usually a handful of priests at most. Some larger ones will hold larger temples dedicated to specific gods, with perhaps a dozen or more priests. The Grand Temple of the Five and the Temple of Inara are the only two to consistently have large numbers of inhabitants, the former greatly outnumbering the latter.
The Clergy has no real hierarchy outside of the one at the Great Temple. Priests tend to educate and train their own successors, choosing the most promising of those willing to follow their modest lifestyle in service to the gods. Priests-in-training are generally considered somewhere between peasant and Clergy until officially ordained as priests, though members of the nobility who join the clergy often maintain the same amount of respect as their family name granted prior to joining.
Peasantry
The lowest class in Tulrisse is also the most numerous, as well as the one with the greatest variation. The vast majority of peasants are farmers, fishermen, or other menial jobs. Another large group is made up of merchants and artisans, who are generally more highly regarded than those who simply gather or build. Some particularly skilled members of the peasantry may form mercenary companies or become diplomats, advisors, spies, or other more respected jobs among Tulrissian society. The one thread connecting all of them is that they do not belong to a Noble House, and thus their lineage - outside of the nuclear family - is of no importance.
Due to the large variation in general career paths, there have been instances of peasants serving in a King’s court, receiving praise higher than that of some of the nobility. Likewise, there have been military commanders of great skill and foreign emissaries with no lineage. It is often the case that the best of the peasantry are reward with a noble title as a reward for their deeds, but not always. Some have gained renown, only for their children to be left back where their parents began, at the bottom of the totem pole.
Economy
Tulrisse is heavily agrarian with much of the economy revolving around the production of food. It is considered by many to be the breadbasket of the continent.
It does still have many area capable of conducting mining and logging operations although the product of these is rarely exported.
Duchies and Counties
The King's Lands
Duchy of the Northlands
Duchy of the Eastlands
Duchy of the Westlands
1Not a county, but a significant entity.