Baronies in the former Kingdom of Terrinoth, "The Land of Steel"
Score: 335 | 03/05/20 |
The kingdom of Terrinoth has stood for many
centuries. It is a land of contradictions— beauty and horror, joy and tragedy, splendor
and ruin. Since the time of King Daqan himself, Terrinoth has
been largely ruled by a Council of Barons. In these times, only
twelve barons attend the council, for the thirteenth barony
was lost ages ago in the treachery of Waiqar .
Despite this, the gathering of the twelve Daqan Lords is still
often called the “Council of Thirteen,” whether out of respect
for King Daqan or as a reminder of the cost of betrayal.
Although the barons rule their baronies, they do not hold
such control over the renowned Free Cities of Terrinoth.
Whether a Free City lies within the borders of a barony or in
unclaimed land, it holds no fealty to any baron. Yet, the Free
Cities are a part of Terrinoth, and are subject to the rule of the
Council of Thirteen. This has led to no shortage of friction
throughout the centuries, and many barons have tried to curb
the independence of the Free Cities, particularly those barons
whose lands encircle one.
In many ways, the Free Cities are the true lifeblood of Terrinoth.
Many of the baronies stagnate, held back by generations
of tradition, ancient treaties, and rigid laws subject only
to the whims of the current baron. The Free Cities, though,
possess a greater agility, the ability to adapt to changes in
trade, to absorb the best influences of travelers. The Free
Cities are generally governed by councils, boards, or other
such magisterial bodies. Regardless of how these leaders are
appointed, the need for compromise leads to gradual, stable
changes in the cities. Conversely, an individual baron has the
authority to paralyze their lands in old customs, or to plunge
them into poverty with an ill-conceived declaration.
This is not to say that the Daqan Lords are tyrants; on the
contrary, most are fair and just rulers, their worst impulses
tempered by their fellow councilors. While there have been
exceptions throughout history—some quite notable—most
barons have been, and continue to be, capable leaders. Some
excel in matters of military strategy, while others are consummate
orators, and often they have secured the welfare of their
lands through machinations and intrigues. A rare few have
even undertaken study of the magical arts, whether to capitalize
on runebound shards that come into their possession
or to hone their personal magical talents. Regardless of the
approach, the barons act in the best interests of their baronies
and of Terrinoth as a whole—how else could a kingdom survive
more than a thousand years without its king?
Somewhat contradictorily, it is the same barons who prioritize
their own lands who must also govern the entire kingdom
through their annual gathering at the Citadel. Unsurprisingly,
these councils involve a great deal of politicking and compromise,
but ultimately serve to protect Terrinoth. Each baron
further takes up this responsibility in their own lands, through
rangers, militias, knights, and a variety of other guardians
and warriors. The Citadel strives to coordinates these effort,
maintaining order and protecting against the monsters that
roam the countryside during peacetime, and rallying armies
fielded from the baronies in times of war.
Despite all this politicking—and despite the centuries of
relative peace—Terrinoth is a largely wild place. No more than
an arrow’s flight from the castle turrets and town palisades lie
ancient ruins, lost catacombs, mysterious caves, and countless
more such monuments of a glorious past, and mystical places
unseen by Human eyes.