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MiraborianPoliticsMiraborian Kingdoms

Once home to the great First and Second Miraborian Empires, 'Boria is now broken into nearly a dozen small nations and kingdoms divided by great tracts of wilderness and evil. The following nations are the largest and most visible, or substantial. There are other smaller centers of population scattered almost unnoticed across the continent.
1. GreenVale:a largely human principality, this is easily the largest and fastest growing kingdom. Population is close to 4 million Greenvale is ruled by Prince Estoriel, also called Starbow. He took the throne about 70 years ago. Starbow is a believer in self-rule, being essentially chaotic (neutral) good himself. He interferes very little in the internal ruling of each county, nor even in their relationships amongst themselves. His principle interest is peaceful boundaries. He is therefore devoted to establishing many small baronies on the boundaries of Greenvale to form a buffer from the outside world. Greenvale has good relations with Lathamsfind, and to a slightly lesser extent Tallow's Land. Relations with most other nations are fair, except for Miran, where relations have been steadily deteriorating for decades. The only nations where humans are unwelcome are Koruzd and Laigladen. Relations with Laigladen may be improving, as envoys have recently been received there. Unfortunately, Harothar and Greenvale broke off diplomatic relations after Starbow's ascension to the throne ousted Prince Tellmon, son of a Harothan Noblewoman. In the following years very little has changed between the nations. A sentiment of dislike has never been overcome despite decades of ongoing, profitable trade.
2. Avenvole:an almost exclusively elvish holding. Avenvole is an ancient land that has mysterious legends connected with it. Outsiders rarely see beyond the outermost areas. Population is 117,000, with fewer than 1,000 being non-elvish. Avenvole is ruled by consensus. There are few laws and the only organized force is the Airraneth - the guard, which keeps the valley relatively secure. It numbers 10,000 approximately with the ability to triple in times of need. Avenvole is tied to Irgirth-Cove. Greenvale elves tend to have close familial ties or friendly loyalties to Avenvole. Relations between the two nations are cordial but distant. As time goes by and human presence grows stronger, Avenvole will probably withdraw more and more into its own resources. Note that the presence of Avenvole on the "material plane" reflects a much larger elvish population and presence on the "fey side".
3. Irgirth (and Cove):a forested river-valley community on the coast of a great inland lake. Cove, the aquatic elvish settlement nearby, has only recently become an official part of Irgirth under one rulership. Population is 112,000 hobytlan, 1,500 elves, 10,000 humans, 18,000 half elves, 2,000 aquatic elves, and about 800 other faery folk. Irgirth is led by elected leaders from each racial group, who meet in council to decide major issues. Often, one or two people will be selected by the council to represent them on a given issue and make decisions the whole council then will ratify. Attendance by the populace is common and encouraged. Irgirth has recently absorbed Cove, for economic and protective reasons. Other friendly relations exist with Avenvole and Koruzd. Relations with Tallow's Land are excellent, and with Greenvale there is a friendly economic rivalry. Irgirth is protected by 'sherrifs' who are elected by the local towns or shires. They are guards, guides, and general peacekeepers. Irgirth's most impressive feature is a great hedge which surrounds the entire valley, protecting it from outsiders.
4. Harothar:a human and dwarvish city (Haroth) in the northern mountains of 'Boria and the smaller towns and mining communities that owe fealty to the dwarven Prince. Population is 1,248,000 dwarves, 926,000 humans, and 200,000 hobytlan, half-elves and elves. Prince Herru IV is the ruler of the city, assisted by three advisors who are elected to ten year terms by the titled members of the society. Dwarven society is not land-based, so titles are awarded by merit, money and inheritance within the clan. For humans, titles are purchased or inherited. Harothar has a very loose sense of what nobility or gentry is; the mere claim of holding a title is usually sufficient to generate acceptance, if enough wealth and authority back the claimant. The borders of Harothar are dangerous, and require constant defense against incursions from the "wild", which are common and violent. Most towns are largely underground. Harothar has best relations with Tallow'sland, and then with Latham'sfind. It also has excellent, but silent, relations with Koruzd. Peace with Greenvale is uneasy, because their mercantile goals so often conflict. However, this might change, for better or worse, as Greenvale's importance as a seaport increases, and Harothar's monopoly of iron mining becomes critical. The dwarves of Harothar resent the human monopoly of Greenvale's resources, and the humans of Harothar are arrogantly certain of their superiority. Harothar is famed for the mages it produces. In Greenvale these mages are often assumed to be greedy, reckless adventurers, while in Harothar they are a key to the Kingdom's defense and continued well-being.
5. Miran:This human realm was perhaps the area of Miraboria least affected by the fall of the Empire. Population is 3,300,000 humans and about 470,000 others. About 100,000 are hobbyts and the rest are mostly half orcs, szathair, and half-elves held in slavery. The Capital city of Kethlarium has a population of 135,000. The Mirani claim to be the true heirs to the Miraborian Empire, and have retained an Imperial-style social structure.
Slaves, hereditary, debt- and captive- are commonly owned by the upper class of Patricians. Large groups are used as plantation labor, as miners and as other forms of labor. Next are the serfs, nearly slaves as they are forbidden to leave the land that they farm. Free tenant farmers are a minority. All land is owned by citizens of the Kingdom. Citizenship is a prized right in Miran, and many non-citizens spend years acquiring the funds and the connections to purchase it. About 60% of the population are citizens, while the rest are members of the slave-caste, peasantry, the army or are free-born non-citizens of the middle class. Citizenship is acquired either by purchase or by serving 20 years in the army (children born of a man who dies during his 20 years of service are considered citizens). Children of a citizen are automatically citizens; however, any man or woman who loses citizenship also forfeits it for any minor children in his or her care. Military rank is prized in Miran, and is considered equivalent to social rank. There are six general non slave ranks; serfs, tenants, merchants and artisans, landholders and officers, patricians, and senators. 
 Though the kingdom is ruled by an extremely powerful king, there is an elected body of patrician members called the Senate. These men are the most powerful of the kingdom, voting on many of the laws that control Miran. The king is a war-leader, controlling the large armed force of Miran, and also is the high-priest of the temple of Centarius, protector of the realm. Despite the rigid societal structure and religion-dominated society, Miran is a slowly growing nation. The Mirani are arrogant and greedy, as the garnering of money is seen by them to be a form of worship of their merchant-god. The language of Miran is very like ancient Miraborian, unlike 'Valer and Harothan, which have both shifted over time. Few Mirani speak any tongue but their own; only a few innkeepers or merchants who commonly meet outlanders will be willing to communicate. The Shalani who come to Miran are accepted as necessary, but are not respected or liked. The Mirani see their worship of Centarius as distorted, almost sacriligious. The Mirani prefer to emphasize the loftier aspects of Centarius, as binder of bargains and holder of honorable words, as at the same time the trickster and master of intrigue, while the Shalani deal more with his aspect as protector and traveler. In Miran magic is forbidden. It is anathema. Precisely why is not ever said, but outland mages who attempt to disregard this prohibition soon find themselves facing a harsh tribunal, sentenced to flogging, branding or even the removal of the hands. No native Mirani practices magic, or at least admits to it. (Except it is rumored, one strange and powerful band of Centarrii (priests) who are the king's most trusted and powerful protectors and weapon against possible civil unrest or treason).
6. Lathamsfind:a small area of hills above a large lake in the grasslands below. Population 120,000 humans, 30,000 dwarves, 4-5000 hobytlan and half-elves. Lathamsfind was only settled about 175 years ago. The valley settlement is ruled by a direct descendant of the original leader of the colony. He and his cousins control the militia that protects the settlement. His title is Warlord, but he is also referred to as Prince Miklas. Lathamsfind deals with Harothar to a large extent, and with Greenvale and Irgirth beyond. About the year 2545 an entrance from Lathamsfind into Deepearth was found. The Lathamsfinders have established very good trading relations with a deep dwarf population who dwell not far from this entrance. However, much of the rest of Deepearth remains a mystery to surface dwellers, recounted only in the tales of adventurers and heroes.
7. Cove:Population 2,000. The aquatic elves are ruled by their King, Uluminth. They have recently established a firm alliance with Irgirth, and now consider themselves to be one kingdom.
8. Laigladen:Population 12,000 (fluctuates up to 15,000 or down to 10,000, depending on the season). The reclusive centaur folk who live here are very chary of outsiders. Only the Shalani and elves are welcome. Other outsiders rarely know that they have even passed through a populated area. Some elves, treants and other assorted faery folk also dwell here. On the north side of Laigladen is a trade-town called Che'Suldar. This unique village has a population of about 1,000. Many are elves, some are humans, mostly Shalani and a few outsiders. The town is divided into two sections; the ground houses where humans and centauri (about 150) dwell, and the tree-houses where the elves and faery-folk dwell. Some humans are so unobservant they never realize that the tree-town exists. The only purpose for this town's existence is trade. There is a small port, a few stores, a smithy, an inn and a tavern, and a large clearing for the Shalani to set up and sell their goods from their wagons. When traders are not due in, the town nearly shuts down. Laigladen is "ruled" by a centaur Lord and Lady. The Lord is a position won in unarmed combat, selected every decade in a year-long contest of strength, wit and cunning. Each contestant for the title must wrestle, play strategy games, and endure tests of courage and stamina. The winner and his chosen lady rule the herds for the next decade. Each of the other groups which form the land of Laigladen have their own rulers. Only the centauri may settle disagreements between races. The boundaries of Laigladen are protected by a combination of faery-magic, treant guardians, and roving patrols of centauri and elves. Shalani who pass through Laigladen on their way to Miran for trade are kept on the road by the strictness of the centauri escorts who accompany them through the heavy forests.
9. Koruz'd:the secret dwarven city-fortress has about 45,000 dwarves and 14,000 hobytlan, with another 30-40,000 total living in the nearby mountains. No other people know of the exact location, nor are they allowed in without a dire threat of necessity. Koruz'd is ruled by a dwarven king, who holds the fealty of Prince Herru IV of Harothar. The city is spoken of in legend and rumor among men. Not even the Shalani enter Koruz'd. Only one band who travel south from Greenvale know there is a dwarven population in the mountains, and they only know of the small town where they do their trading. They may suspect how large Koruz'd is by the amount of goods produced, but they do not gossip about those assumptions. In recent decades trade with Koruz'd has been "relocated" to a small barony on the southern flank of Greenvale. The Barony of Thrak has grown from a tiny fortress carved out of a mountain-peak into a substantial town and trading outpost. Dwarven merchants come here from Koruzd and meet with Shalani merchants or trade with the humans and dwarves who have settled here.
10. Plainsland:population about 450,000?. This region is the least cohesive nation. Originally the folk here were a mixed group of escaped slaves, isolated peasants, a couple of 2nd Empire army units who defected, and the remants of an ancient tribal culture supressed during the Miraborian Empire.What now remains is an agrarian-hunter culture. Tribal war leaders and councils of elders lead each of the nine clans, which form the heart of Plainsfolk culture. The plainsfolk are at a barely iron-age cultural level, producing only crudely cast iron themselves, but trading occasionally with the Mirani for better tools and weapons. 
The Plainsfolk are generally hostile to Miran becaus the Mirani raid them for slaves, but at the same time rely on them for trade. Orcs in the mountains are also their enemies. While the elves of Avenvole are not far removed geographically, contact between them is rare and unprofitable. The Plainsfolk have little contact with any other societies due to their cultural desire for isolation. However, as the Mistlanders gradually push their kingdom boundaries north, this isolation may come to an end.
11. Tallowsland:population 35,000. Tallowsland is the most recent settlement in 'Boria. It is controlled by a hobbyt named Tallow Tallowson. Tallowstown started as a small fortified inn and rest-stop at a convenient stopping place on the way to Irgirth and Avenvole from Greenvale. Many merchants and Shalani stopped there regularly. Over time a smithy, some permanent merchants and a small town grew up. When danger threatened from an Emerald Dragon in the dense forests, a band of adventurers saved the town and a few settled down there to stay. With this core of protection, Tallow, the Innkeeper, was able to establish a protective soldiery. Soon Tallowstown was drawing settlers. Several villages sprang up in the fertile river-valleys nearby. Walls were built around them, and around Tallowstown itself. More villages and towns have grown, with a small network of roads and farms between them. Tallowsland is still young. It has only been populated for about 125 years, and could be destroyed by a determined foray of monsters, or by the actions of evil. Tallow Tallowson (Tallow the Second) is the acknowledged leader, appointed by the Council of Mayors. The captain of the Yellow-cloaks or Sherrifs is his friend and assistant, and by pure force of personality, Tallow has maintained leadership of the small land. Unfortunately Tallow is growing old, and has no heir. What will happen to the fledgeling land when he dies is unclear. |
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