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Anderlynd

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Free to roam, free to be.

The Kingdom of Anderlynd commands a strategic position in The Golden Sea. The climate here is temperate but fickle, with islands scattered from the edge of the icy waters of the Pale Sea through into the warmer currents that fuel the trade routes in the Golden Sea. The rugged coasts and straits in the area are a sailor's nightmare (or perhaps playground, depending on your proclivities), rife with reefs and tidal currents and battered by temperamental gales. The people of Anderlynd are divided. Mainlanders view themselves as inheritors of the true ways of Ander, and their island brethren as coin-chasing upstarts. Conversely, to the cunning sailor apt at dodging treacherous reefs, the mainlanders are stagnant and overly proud relics of a dead age.

Despite the dichotomy of culture and its scattered topography, when it matters most the nation of Anderlynd has remained fairly stable. Ruled by the descendants of the hero Ander from their castle in the capital city of Wickholm, Anderlynd society is based on a structure fueled by nobility, craft, and trade, with Guild influence being an integral part of life in all levels of society. Most higher learning, magic and trades are taught through guild establishments that encourage mentorship and the passing down of theory and knowledge. This style of academia is echoed in the cultural pastimes, with most knowledge and histories passed on through shanties, plays and retellings of epic tales of giants and dragons.

Due to its position as a trade hub and being a veritable melting pot, Anderlynd has always been an open and accepting nation with few restrictive laws. Ships constantly flow through the Golden Sea from the distant lands of The Dominion, through Anderlynd and on towards the grand ports of Kalais and beyond. Monarchs set their own laws of land and religion, but generally follow traditional values. Noble Houses defer to the Monarch, and preside over an island or mainland duchy, with the lord or lady of the house overseeing the needs of their land, sea and people. The nation is fueled by trade and funded by tithes on both a national scale and closer to home.

The King or Queen forms their own Council of Lords - five nobles from houses of their choice. Traditionally, these advisors cover Coin, Ships, Archives, Whispers, and Civics. The current court is also supported by the Archbishop, the Court Physician, the Captain of the King's Guard and a court wizard known as the Merlin. Each reign has their own decree when it comes to laws of the land, but for the most part, capital crimes only ever cover treason, and capital punishment is either imprisonment on Fettered Isle or execution. All other transgressions and subsequent punishment are decided by the noble house of the area. This does mean that noble houses are often at odds when it comes to claims of smuggling or tithes, but generally deference to ancestral claims or naval posturing prevents interhouse disputes from bubbling over into the streets.

Historically, Druid Circles held a lot of sway in Anderlyndian culture. Druid groves provided for Anderlyndian shipyards, and they were the intermediary between the people and the spirits of land and sea. Many holdovers, such as equinox celebrations, bestowing an offering to the sea for favourable travel, or giving a token of thanks to the spirit of autumn for a bountiful harvest, have never faded, but as the noble houses rose in power, and luminist gods rose in favour, the druidic purview has been relegated to the edges of society. Under Rosalind, the few entrenched legal restrictions around worship of fringe ideals were completely abolished and druidic shamanism has recently begun to come back into the mainstream.

Ander's Day is celebrated across the kingdom on the date of the current monarch's birthday. Larger centers often put on a grand reenactment of Ander's Voyages, where actors recount the legendary journeys of Ander from the mainland and around the Isles. The festivities everywhere are a mix of reverence and revelry with port towns facilitating spirited races and feats of maneuvering performed by ships representing their local houses, captains pushing their vessels to the limits in a display of skill, and mainland houses celebrating with duels and jousts more akin to those in Kalais. As dusk settles, all peoples gather along the shores of oceans, lakes or rivers to set lanterns afloat, each one carrying a wish, prayer, or the name of an ancestor whose guidance is still sought across the tides.

Noble Titles and Ranks

While the nations of Ur'vael all have their differences when it comes to hierarchy and governance, most consider a title passed down through family bonds and first-born blood as legitimate. Anderlynd and Kalais both have a monarchy led by a king or queen with ancestral links to historic figures of power. Nobles must be able to similarly trace their lineage and prove ancestral right of ownership of their lands, or duchies. These dukes and duchesses often preside over smaller noble houses, whose lords and ladies have the right to take tithe on behalf of the local duke or duchess from anyone who lives or works upon the land. Knights are also welcome in court, and are expected to have similar education and etiquettes to their noble born peers, but do not have land until it is gifted to them by a noble who favours them.

Ships

Due to the extreme cost to own and upkeep a ship capable of long voyages they are only a luxury for the ultra wealthy. Even still due to the inherent risk of a ship sinking beyond recovery, owning your own vessel is a major financial risk. Typically nobles and merchants would spread their investment buying shares in ships so if one is tragically lost it does not spell financial ruin. Most seafaring endeavours are handled through guilds or crown-run military operations that manage these holdings and risk. Larger ships capable of sailing the open waters need constant upkeep. Though coastal piracy with smaller sloops or outriggers is a problem, larger stolen vessels that cannot legally enter ports for repairs are soon abandoned or miraculously recovered by upstanding privateers.

Code of Chivalry

Though largely falling out of favour in all but the most traditional courts of mainland Anderlynd, The Code of Chivalry is said to have been passed down from the words of Ander himself. At one point, the Code unified the knights of both Anderlynd and Kalais. Still, a few hold dear the words, seeing the value of keeping the old ways:

  • Shield the vulnerable as your kin.
  • Dedicate with honor all deeds to liege and realm.
  • Stand unyielding before your enemy, granting quarter only when they lay down their arms.
  • Remain steadfast in truth, in both word and action.
  • Be generous in wealth and spirit.
  • Confront all injustice, and never cower when called to serve.

People of Note

King Aiden Whitlock

King of Anderlynd

At only 9 years old the boy-king faces a lot of pressure from the nobility to live up to the legacy of his bloodline. Upon the death of his mother Queen Rosalind Whitlock two years ago he inherited her Council of Lords who have been managing the kingdom until he comes of age. With his father Prince-Consort Darius ei-Azahn-Whitlock lost at sea, overtures of direct aid and guidance from his extended family in the Dominion have fallen on deaf ears, instead choosing to rely solely on his trusted close council.

Duke Edward Cawley

The Master of Coin on the Council of Lords

Duke Cawley has an extensive mercantile enterprise in mining, fishing and spice trade. His success with building his own fortune made him well suited when Queen Rosalind elevated him to this lofty position on the Council five years ago. Now he manages the kingdom's finances with poise and has taken the king under his wing, raising him like his own son.

Lady Cecilia Cawley

The Master of Ships on the Council of Lords

After years of managing her older brother's fishing empire, the Council has recently elevated the younger Cawley to manage the royal navy and military operations. After all this is an age of peace, an astute mind honed for trade and diplomacy fits better in this role over an aging war veteran.

Duchess Penelope Finch

The Master of Archives on the Council of Lords

The young and adventurous duchess is a recent appointment taking over after the passing of her late father. The Finch family have close ties with the Whitlocks and the King insisted his friend Penelope continued her father's work managing the historical records and heritage sites across the kingdom including that of the famed Anderlynd Museum.

Duchess Katherine Savage

The Master of Whispers on the Council of Lords

The elderly duchess has a long standing tradition of finding good marriage matches for her many sets of twin children and grandchildren in noble houses across all of Ur'vael. Thus turning family dinners and correspondence into a powerful network for information gathering and diplomacy. It is rare to see one of the Mycenai move through social circles with such tact and grace but she manages with aplomb.

Duke Humphrey Upton

The Master of Civics on the Council of Lords

Aged well into his eighties, he has the unique claim of having personally served as a knight under King Alfred Penbrook. The king recognised Humphrey's talents from a young age, and since then he has faithfully served successive generations and shifting dynasties of the royal line. It is said that he alone knows the true footprint of Anderlynd's reach.

Lord Giles Digbey

The Merlin of the Kings Court

The third son of the prominent Digbey family, his studious aptitude saw him flourish in the academies of Kalais. Within the royal castle he keeps The Astral Gallery, a trove of magical artefacts kept suspended in space for nobles and travelling dignitaries to marvel at. It's a common rumour that the Merlin never truly sleeps, with his shimming form being seen walking the castle grounds even when he is engrossed in his studies in the Gallery.

Archbishop Isolde Sterling

The Archbishop

Representing the spiritual heart of Anderlynds in all faiths and druid circles. As the highest officer of the Luminist faith in Anderlynd, this devoted follower of Lura is more likely to be seen delivering a sermon to fishers and dockworkers than in a cathedral. She holds the strong belief that religion belongs in the hearts of the people instead of the hands of authority. She is famed for her rousing and foot-stomping shanties, though many of the nobility balk at her boisterous antics, viewing her tavern sermons as entirely undignified for a woman of her station.

Ser Dr Morgan Lyttelton

The Court Physician

Their role is to care for the health of the members of Court as well as advise on medical matters that affect the kingdom. Appointed to the role two years ago following the execution of the previous Court Physician that failed to save Queen Rosalind. Lyttelton came highly recommended from the Magnus League having completed an expedition through the treacherous deserts in the far reaches of Dussar. It is said through their quick thinking they managed to save the majority of their expedition from burning hellfire and even dueled a demon.

Ser Helena "The Hullbreaker" Baxter

The Captain of the King's Guard

A former adventurer and privateer. She made a name for herself ruthlessly intercepting pirates and smugglers. Some of her bold exploits include rigging up fake lighthouses to trick ships in fog to run aground, disguising her ship as a merchant vessel only to turn the tables on the would-be pirates and even ramming directly into an enemy ship scuttling them both. Not one to ever let a foe escape, even years on the night of the Queen's murder still weighs heavy upon her.

The Shadowhand

This elusive syndicate of murderers and smugglers is responsible for much of the mortal woes faced in Anderlynd. Known only by their calling card, an inky black handprint left at the site of their deeds, they have orchestrated many of the realm's darkest conspiracies, smuggling rings, and extortion plots. A common refrain among sailors is that their ships were scuttled and wares taken by pirates operating under their purview. Despite the group operating for as long as living memory, no leader has ever been captured. Mere association with this shadowy group has been reason enough for hanging. Most notably, they are the assassins who claimed the life of Queen Rosalind Whitlock.

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