Difference between revisions of "Kings of the North"

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How this is accomplished is left up to each player; whether it is carving new civilised land out of barbarian infested wilderness, or developing their fief into a bustling metropolis using money earned as a mercenary fighting in the wars in the South, there are many routes to success. There are, however, just as many routes to failure; perhaps you lose your campaign against the orcs in the north, and they sack your stronghold, or perhaps you are captured by a Southron army and tortured on the altar of an evil god, leaving you crippled.
 
How this is accomplished is left up to each player; whether it is carving new civilised land out of barbarian infested wilderness, or developing their fief into a bustling metropolis using money earned as a mercenary fighting in the wars in the South, there are many routes to success. There are, however, just as many routes to failure; perhaps you lose your campaign against the orcs in the north, and they sack your stronghold, or perhaps you are captured by a Southron army and tortured on the altar of an evil god, leaving you crippled.
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=The World=
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==The North==
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The Northlands are those settled areas north of the very firm boundary of the Ospermounts, and south of the rather nebulous border of the Wildlands. The peoples of this area are a mixture of peoples; descendants of the same tribes and nomads that populate the Wildlands, Therundian settlers from the far side of the Ospers and Seafolk from the archipelagos to the east. The Therundian Empire never brought the area into its official territory, despite the efforts to settle it, so the political organisation of the eight kingdoms that control the territory is significantly different to that of lands on the south side of the Ospers. Each kingdom is a feudal realm, with landowning nobles owing personal fealty to either the King, or a liege that themselves owes that fealty. Those nobles owe obligations to their liege in the form of armed men or scutage, and in return the King owes obligations to them; to defend them if attacked, to settle disputes between them and their neighbours fairly, and to guarantee the preservations of noble and common privileges alike. Therundian religion coexists with Seafolk and tribal beliefs, with a degree of syncretism unheard of in the South, in addition to younger beliefs purely born in the Northlands.
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The land itself is fertile, and rich in minerals and lumber. A single river, the Salofay, drains most of the area of the Kingdoms, and is navigable up much of its length, whether to river barges or ocean-going ships. Trade moves down the river to port cities on the eastern coast, where it passes over the ocean to the east, or southwards along the coast to the warring states in the south. Once, it travelled further still, to the island of Therund itself, but Therund is now nothing but sand and tumbled stone. Land trade passes south over the Ospers through several large passes, and control of those trade routes - and their revenue - fuels much of the conflict in the area. Northward trade is limited and local; orcs and other beasts do not trade with humans, and the human tribes in the area generally have little to trade in return, although they are usually as willing to trade what they do have as they are to raid settled lands. Dwarves and elves, meanwhile, generally have little interest in human goods, although the dwarves at least are willing to trade metalwork and enchanted goods for coin and precious stones.
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==Tinuroth==
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Tinuroth, known in the Eight Kingdoms as 'the South', is the area between the Ospermounts in the north, the Deladian Highlands to the west, and the Doaldest Ocean to the south. It is significantly larger than the Northlands in area, and like the Eight Kingdoms, is mostly drained by a single huge river system. Historically, the area was conquered and settled by the Therundians, crossing the Doaldest from their island home to the south. Therund itself is now gone, and with it its empire, but the society it left behind still has deep roots. Tinuroth is a divided land, and the verious successor states squabble over who has the rights to which part of the Empire's corpse, but they remain urbanised societies ruled by a system of bureaucracy independent (at least technically) from landowners and property. Many are not even monarchies, and the land as a whole is more developed, if more wartorn, than the North.
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It is also resource rich and fertile, if hotter and drier than the North. Where the Eight Kingdoms grow apples barley, and wheat, Tiunroth produces oranges and other citrus fruits, rice and spices. The great cities on the southern coast and along the Ildisfay river valley field armies that, compared to those of the North, are vast, and a sophisticated network of canals and roads allows them to travel further and be kept in the field longer. The collapse of central authority, however, took with it the Imperial military structure and the professional Imperial Army, leaving the successor states to fall back on their local militias. That tradition of citizen soldiery, well entrenched by the end of the Imperial period, was never overcome by most of the southern states, and many of them field armies primarily composed of militia. Compared to northern levies, they are better equipped and trained, but most such armies lack a core of professional soldiery; many Northern nobles maintain standing bodies of professional troops, specifically for campaigning in the South, and Southern nations are happy to hire them; Northern nobles have little personal stake in Southern conflicts, and so long as they are paid, can generally be counted on to be loyal, within reason at least. Those states that do maintain professional soldiery, however, are formidable indeed.

Revision as of 08:18, 6 January 2013

It has been a time of relative peace and prosperity in the Northlands; the various kingdoms mostly settled their differences at the end of the last war twenty years ago, and though tensions remain, the kings have proven content to remain at home and care for their own lands.

Elsewhere, however, things are different. In the wild lands to the north, orcs, goblins and human tribes lurk, harrying the northernmost border of the Kingdoms of the North, warring amongst each other, carrying off livestock and burning farms. To the south, the great Therundan Empire lies sundered. Therund itself is now nothing but a wasteland, and its successor states squabble over what remains. To the east, the Sea People cast covetous eyes on the wealth of the coastal regions of the Kingdoms and the South alike, and in the mountains between the North and South, the ancient war between the dwarfs and goblins is starting to spill onto the surface, and elves have been seen leaving their forest fastnesses more often than they have in generations.

The peace in the north is coming to its end, and uncertain times lay ahead. A strong ruler might profit from events to come, but the weak or unlucky could well be swept away.

Overview

In KoN, players take the role of a feudal noble, owing allegiance to one of eight kingdoms collectively known as the Kingdoms of the North. Although the past twenty years have been relatively peaceful, that peace is now obviously starting to fray about the edges, and it is the task of the players to develop and expand their lands by seizing the opportunities presented by the various problems upsetting the orderly nature of things, and to do so without provoking an overwhelming hostile response by their liege and his other vassals. Or, at least, not doing so until they are in a position to defeat him and claim his throne for themselves.

How this is accomplished is left up to each player; whether it is carving new civilised land out of barbarian infested wilderness, or developing their fief into a bustling metropolis using money earned as a mercenary fighting in the wars in the South, there are many routes to success. There are, however, just as many routes to failure; perhaps you lose your campaign against the orcs in the north, and they sack your stronghold, or perhaps you are captured by a Southron army and tortured on the altar of an evil god, leaving you crippled.

The World

The North

The Northlands are those settled areas north of the very firm boundary of the Ospermounts, and south of the rather nebulous border of the Wildlands. The peoples of this area are a mixture of peoples; descendants of the same tribes and nomads that populate the Wildlands, Therundian settlers from the far side of the Ospers and Seafolk from the archipelagos to the east. The Therundian Empire never brought the area into its official territory, despite the efforts to settle it, so the political organisation of the eight kingdoms that control the territory is significantly different to that of lands on the south side of the Ospers. Each kingdom is a feudal realm, with landowning nobles owing personal fealty to either the King, or a liege that themselves owes that fealty. Those nobles owe obligations to their liege in the form of armed men or scutage, and in return the King owes obligations to them; to defend them if attacked, to settle disputes between them and their neighbours fairly, and to guarantee the preservations of noble and common privileges alike. Therundian religion coexists with Seafolk and tribal beliefs, with a degree of syncretism unheard of in the South, in addition to younger beliefs purely born in the Northlands.

The land itself is fertile, and rich in minerals and lumber. A single river, the Salofay, drains most of the area of the Kingdoms, and is navigable up much of its length, whether to river barges or ocean-going ships. Trade moves down the river to port cities on the eastern coast, where it passes over the ocean to the east, or southwards along the coast to the warring states in the south. Once, it travelled further still, to the island of Therund itself, but Therund is now nothing but sand and tumbled stone. Land trade passes south over the Ospers through several large passes, and control of those trade routes - and their revenue - fuels much of the conflict in the area. Northward trade is limited and local; orcs and other beasts do not trade with humans, and the human tribes in the area generally have little to trade in return, although they are usually as willing to trade what they do have as they are to raid settled lands. Dwarves and elves, meanwhile, generally have little interest in human goods, although the dwarves at least are willing to trade metalwork and enchanted goods for coin and precious stones.

Tinuroth

Tinuroth, known in the Eight Kingdoms as 'the South', is the area between the Ospermounts in the north, the Deladian Highlands to the west, and the Doaldest Ocean to the south. It is significantly larger than the Northlands in area, and like the Eight Kingdoms, is mostly drained by a single huge river system. Historically, the area was conquered and settled by the Therundians, crossing the Doaldest from their island home to the south. Therund itself is now gone, and with it its empire, but the society it left behind still has deep roots. Tinuroth is a divided land, and the verious successor states squabble over who has the rights to which part of the Empire's corpse, but they remain urbanised societies ruled by a system of bureaucracy independent (at least technically) from landowners and property. Many are not even monarchies, and the land as a whole is more developed, if more wartorn, than the North.

It is also resource rich and fertile, if hotter and drier than the North. Where the Eight Kingdoms grow apples barley, and wheat, Tiunroth produces oranges and other citrus fruits, rice and spices. The great cities on the southern coast and along the Ildisfay river valley field armies that, compared to those of the North, are vast, and a sophisticated network of canals and roads allows them to travel further and be kept in the field longer. The collapse of central authority, however, took with it the Imperial military structure and the professional Imperial Army, leaving the successor states to fall back on their local militias. That tradition of citizen soldiery, well entrenched by the end of the Imperial period, was never overcome by most of the southern states, and many of them field armies primarily composed of militia. Compared to northern levies, they are better equipped and trained, but most such armies lack a core of professional soldiery; many Northern nobles maintain standing bodies of professional troops, specifically for campaigning in the South, and Southern nations are happy to hire them; Northern nobles have little personal stake in Southern conflicts, and so long as they are paid, can generally be counted on to be loyal, within reason at least. Those states that do maintain professional soldiery, however, are formidable indeed.