Stendanair

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Dwarven Kingdom of Stendanair


(Clean this section up, basic notes)
Dwarven Kingdom has tons of rival clans under a king, Elven Lands are more a Theocracy with two political factions under a Priest/Priestess.

Geography

Consuming a nearly rectangular space on the Western side of Plutis, Stendanair has shrunk in size since the Great Invasion. Nestled on the western coast, Stendanair has the ocean as it's western border, and hearty mountain ranges to the North, South, and East. it's Western coast is mostly cliffside, with two low depressions that house its two ports: Belvadere and the Port of Five Hammers. Officially, the Northern Border ends at the base of the expansive Darklands mountains, and its Southern Border at the Forgone River, but unofficially, two border walls set back a distance from those official borders serve as the effective limits of the King's control.

Situated at the crossroads of two major roads, Mui is the Northernmost city in the Kingdom. In the middle, straddling either side, lie Belvadere and Sten Vhaldir (West and East, respectively). On the very South-Western tip lies the Port of Five Hammers, wedged in between the sea and Forgone River.

While a fair number of Dwarves live out in villages and in the rolling hills of the land, many dwarves inhabit the string of mines built into the Eastern and Southern mountain ranges. They serve as homes, villages, and mines for all the precious materials the nation needs.

Just North of the Southern Mountain Range lies an area of deep, dense forest that hasn't been cleared away or re-forested in years. It is officially protected by Royal decree, as a source of wood in dire emergencies, but many speculate a darker reason for its existence.

Political Structure

Stendanair is run by a King, who relies on the Council of Three to guide him and carry out his orders. The council seats the leader of the Military, the leader of the Dwarven Mages, and the leader of the Nobles. Respectfully, they represent the three tenants of Dwarven society: Strength, Intelligence, and Wealth. This is reflected by various Triumvirates spread across the Kingdom- Every city, and most decently sized settlements will have three members, each hailing from/representing one of the respective organizations, to make decisions and carry out the law.

The War Council is responsible for many things, including the standing army and navy, border defense, spy-craft & subterfuge, and general law & order. The internal policing forces ultimately answer to the Lord Commander, and the dwarves are usually very strict about maintaining order.

The Archmage Council is responsible for many things, including education, literacy, judiciary duties, diplomacy, and worship in the land. Every church, temple, and educational facility in the land is technically under the purview of the Archmage.

The House of Lords is responsible for many things, including trading, trade agreements, and the creation of laws. Every member of this house "owns" land, which can be freely traded, sold, or bequeathed to others, but ultimately the King truly owns everything, and can remove or grant tithes as he wishes.

Within each organization, there are Ministries responsible for specific tasks. The Ministry of Shadow, Ministry of the Navy, and Ministry of the Constabulary handle spy-craft, the fleet, and the police respectively, and exist under the command of the War Council. The Ministry of Education and Ministry of Benediction exist under the Archmage Council, etc.

Below that, anyone who does not "own" land or is not part of a Ministry is considered a commoner.

Religious Structure

Military Structure

NAVY

  • Two Dreadnaughts, each equipped with six heavy gunpowder cannons (3 per side).
  • Twelve Destroyers, each equipped with a central siege ballista, and five siege crossbows (three bow, two stern).
  • Thirty Frigates, each equipped with ten siege crossbows (five per side).
  • Ten troop transports, each capable of moving fifty dwarves.

The Dwarves have a small, yet robust, navy, consisting of mostly larger naval vessels designed to protect its two major ports.

ARMY

  • 1st Legion
    • 1000 Light Soldiers
    • 1000 Heavy Soldiers
    • 250 Light Knights
    • 500 Heavy Archers
    • 250 Light Archers
  • 2nd Legion
    • 2000 Light Soldiers
    • 500 Heavy Soldiers
    • 250 Heavy Knights
    • 250 Heavy Archers
    • 250 Light Archers
    • 50 Battle Mages
  • 3rd Legion
    • 500 Heavy Soldiers
    • 250 Heavy Knights
    • 250 Heavy Archers
    • 1000 Light Soldiers
    • 500 Light Archers
    • 250 Light Knights
    • 50 Battle Mages
  • 2000 Heavy Soldiers (Chain mail. Tower shield, spear, longsword/warhammer)
  • 500 Heavy Knights (Full Plate. Shield, longsword/warhammer | Halberd/Maul, shortsword)
  • 1000 Heavy Archers (Studded leather. Pavise, light/heavy crossbow, shortsword)
  • 4000 Light Soldiers (Half-Plate. Shield, spear, longsword/warhammer)
  • 1000 Light Archers (Studded leather. Light crossbow, shortsword)
  • 500 Light Knights (Split Armor. Shield, lance, longsword)
  • 100 Battle Mages (Chain shirt & robes. Quarterstaff)

9,100

Most of the Dwarven Army mostly consists of well-armed and armored foot soldiers, with percentage of other types of fighters. They are the primary standing force, tasked with defending the Kingdom from enemies.

OTHER

The Dwarves also have a fairly well-armed and armored policing force, known as Peacekeepers. Any location that has important King-Owned/Run buildings or services tends to have a garrison of Peacekeepers located nearby. They make up the primary force for keeping order in the Dwarven Cities, and smaller settlements may have a few Peacekeepers on hand depending on size/station.

Besides Peacekeepers, Dwarven Nobility are permitted to employ their own private security forces, ranging from paid mercenaries, to training and having their own standing militias to watch over their lands. There are restrictions put into place to curb the power a single Noble or House may wield, such as size restrictions and having their forces always yield to the decision/judgement/command of a Kingdom Defender. Typically, the "Town Watch" style organizations are put together and financed by volunteers or charitable Nobles, and comprise of most of the "Police" around. Those forces also allow a Noble to have a much better reaction time to things like banditry, thievery, or civil unrest, instead of having to wait for the Army or Peacekeepers.

Other Notes